babylon.module.d.ts 5.4 MB

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  1. declare module "babylonjs/types" {
  2. /** Alias type for value that can be null */
  3. export type Nullable<T> = T | null;
  4. /**
  5. * Alias type for number that are floats
  6. * @ignorenaming
  7. */
  8. export type float = number;
  9. /**
  10. * Alias type for number that are doubles.
  11. * @ignorenaming
  12. */
  13. export type double = number;
  14. /**
  15. * Alias type for number that are integer
  16. * @ignorenaming
  17. */
  18. export type int = number;
  19. /** Alias type for number array or Float32Array */
  20. export type FloatArray = number[] | Float32Array;
  21. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  22. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  23. /**
  24. * Alias for types that can be used by a Buffer or VertexBuffer.
  25. */
  26. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  27. /**
  28. * Alias type for primitive types
  29. * @ignorenaming
  30. */
  31. type Primitive = undefined | null | boolean | string | number | Function;
  32. /**
  33. * Type modifier to make all the properties of an object Readonly
  34. */
  35. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  36. /**
  37. * Type modifier to make all the properties of an object Readonly recursively
  38. */
  39. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  40. /** @hidden */
  41. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  42. }
  43. /** @hidden */
  44. /** @hidden */
  45. type DeepImmutableObject<T> = {
  46. readonly [K in keyof T]: DeepImmutable<T[K]>;
  47. };
  48. }
  49. declare module "babylonjs/Misc/observable" {
  50. import { Nullable } from "babylonjs/types";
  51. /**
  52. * A class serves as a medium between the observable and its observers
  53. */
  54. export class EventState {
  55. /**
  56. * Create a new EventState
  57. * @param mask defines the mask associated with this state
  58. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  59. * @param target defines the original target of the state
  60. * @param currentTarget defines the current target of the state
  61. */
  62. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  63. /**
  64. * Initialize the current event state
  65. * @param mask defines the mask associated with this state
  66. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67. * @param target defines the original target of the state
  68. * @param currentTarget defines the current target of the state
  69. * @returns the current event state
  70. */
  71. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  72. /**
  73. * An Observer can set this property to true to prevent subsequent observers of being notified
  74. */
  75. skipNextObservers: boolean;
  76. /**
  77. * Get the mask value that were used to trigger the event corresponding to this EventState object
  78. */
  79. mask: number;
  80. /**
  81. * The object that originally notified the event
  82. */
  83. target?: any;
  84. /**
  85. * The current object in the bubbling phase
  86. */
  87. currentTarget?: any;
  88. /**
  89. * This will be populated with the return value of the last function that was executed.
  90. * If it is the first function in the callback chain it will be the event data.
  91. */
  92. lastReturnValue?: any;
  93. }
  94. /**
  95. * Represent an Observer registered to a given Observable object.
  96. */
  97. export class Observer<T> {
  98. /**
  99. * Defines the callback to call when the observer is notified
  100. */
  101. callback: (eventData: T, eventState: EventState) => void;
  102. /**
  103. * Defines the mask of the observer (used to filter notifications)
  104. */
  105. mask: number;
  106. /**
  107. * Defines the current scope used to restore the JS context
  108. */
  109. scope: any;
  110. /** @hidden */
  111. _willBeUnregistered: boolean;
  112. /**
  113. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  114. */
  115. unregisterOnNextCall: boolean;
  116. /**
  117. * Creates a new observer
  118. * @param callback defines the callback to call when the observer is notified
  119. * @param mask defines the mask of the observer (used to filter notifications)
  120. * @param scope defines the current scope used to restore the JS context
  121. */
  122. constructor(
  123. /**
  124. * Defines the callback to call when the observer is notified
  125. */
  126. callback: (eventData: T, eventState: EventState) => void,
  127. /**
  128. * Defines the mask of the observer (used to filter notifications)
  129. */
  130. mask: number,
  131. /**
  132. * Defines the current scope used to restore the JS context
  133. */
  134. scope?: any);
  135. }
  136. /**
  137. * Represent a list of observers registered to multiple Observables object.
  138. */
  139. export class MultiObserver<T> {
  140. private _observers;
  141. private _observables;
  142. /**
  143. * Release associated resources
  144. */
  145. dispose(): void;
  146. /**
  147. * Raise a callback when one of the observable will notify
  148. * @param observables defines a list of observables to watch
  149. * @param callback defines the callback to call on notification
  150. * @param mask defines the mask used to filter notifications
  151. * @param scope defines the current scope used to restore the JS context
  152. * @returns the new MultiObserver
  153. */
  154. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  155. }
  156. /**
  157. * The Observable class is a simple implementation of the Observable pattern.
  158. *
  159. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  160. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  161. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  162. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  163. */
  164. export class Observable<T> {
  165. private _observers;
  166. private _eventState;
  167. private _onObserverAdded;
  168. /**
  169. * Gets the list of observers
  170. */
  171. readonly observers: Array<Observer<T>>;
  172. /**
  173. * Creates a new observable
  174. * @param onObserverAdded defines a callback to call when a new observer is added
  175. */
  176. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  177. /**
  178. * Create a new Observer with the specified callback
  179. * @param callback the callback that will be executed for that Observer
  180. * @param mask the mask used to filter observers
  181. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  182. * @param scope optional scope for the callback to be called from
  183. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  184. * @returns the new observer created for the callback
  185. */
  186. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  187. /**
  188. * Create a new Observer with the specified callback and unregisters after the next notification
  189. * @param callback the callback that will be executed for that Observer
  190. * @returns the new observer created for the callback
  191. */
  192. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  193. /**
  194. * Remove an Observer from the Observable object
  195. * @param observer the instance of the Observer to remove
  196. * @returns false if it doesn't belong to this Observable
  197. */
  198. remove(observer: Nullable<Observer<T>>): boolean;
  199. /**
  200. * Remove a callback from the Observable object
  201. * @param callback the callback to remove
  202. * @param scope optional scope. If used only the callbacks with this scope will be removed
  203. * @returns false if it doesn't belong to this Observable
  204. */
  205. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  206. private _deferUnregister;
  207. private _remove;
  208. /**
  209. * Moves the observable to the top of the observer list making it get called first when notified
  210. * @param observer the observer to move
  211. */
  212. makeObserverTopPriority(observer: Observer<T>): void;
  213. /**
  214. * Moves the observable to the bottom of the observer list making it get called last when notified
  215. * @param observer the observer to move
  216. */
  217. makeObserverBottomPriority(observer: Observer<T>): void;
  218. /**
  219. * Notify all Observers by calling their respective callback with the given data
  220. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  221. * @param eventData defines the data to send to all observers
  222. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  223. * @param target defines the original target of the state
  224. * @param currentTarget defines the current target of the state
  225. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  226. */
  227. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  228. /**
  229. * Calling this will execute each callback, expecting it to be a promise or return a value.
  230. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  231. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  232. * and it is crucial that all callbacks will be executed.
  233. * The order of the callbacks is kept, callbacks are not executed parallel.
  234. *
  235. * @param eventData The data to be sent to each callback
  236. * @param mask is used to filter observers defaults to -1
  237. * @param target defines the callback target (see EventState)
  238. * @param currentTarget defines he current object in the bubbling phase
  239. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  240. */
  241. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  242. /**
  243. * Notify a specific observer
  244. * @param observer defines the observer to notify
  245. * @param eventData defines the data to be sent to each callback
  246. * @param mask is used to filter observers defaults to -1
  247. */
  248. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  249. /**
  250. * Gets a boolean indicating if the observable has at least one observer
  251. * @returns true is the Observable has at least one Observer registered
  252. */
  253. hasObservers(): boolean;
  254. /**
  255. * Clear the list of observers
  256. */
  257. clear(): void;
  258. /**
  259. * Clone the current observable
  260. * @returns a new observable
  261. */
  262. clone(): Observable<T>;
  263. /**
  264. * Does this observable handles observer registered with a given mask
  265. * @param mask defines the mask to be tested
  266. * @return whether or not one observer registered with the given mask is handeled
  267. **/
  268. hasSpecificMask(mask?: number): boolean;
  269. }
  270. }
  271. declare module "babylonjs/Misc/domManagement" {
  272. /**
  273. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  274. * Babylon.js
  275. */
  276. export class DomManagement {
  277. /**
  278. * Checks if the window object exists
  279. * @returns true if the window object exists
  280. */
  281. static IsWindowObjectExist(): boolean;
  282. /**
  283. * Extracts text content from a DOM element hierarchy
  284. * @param element defines the root element
  285. * @returns a string
  286. */
  287. static GetDOMTextContent(element: HTMLElement): string;
  288. }
  289. }
  290. declare module "babylonjs/Misc/logger" {
  291. /**
  292. * Logger used througouht the application to allow configuration of
  293. * the log level required for the messages.
  294. */
  295. export class Logger {
  296. /**
  297. * No log
  298. */
  299. static readonly NoneLogLevel: number;
  300. /**
  301. * Only message logs
  302. */
  303. static readonly MessageLogLevel: number;
  304. /**
  305. * Only warning logs
  306. */
  307. static readonly WarningLogLevel: number;
  308. /**
  309. * Only error logs
  310. */
  311. static readonly ErrorLogLevel: number;
  312. /**
  313. * All logs
  314. */
  315. static readonly AllLogLevel: number;
  316. private static _LogCache;
  317. /**
  318. * Gets a value indicating the number of loading errors
  319. * @ignorenaming
  320. */
  321. static errorsCount: number;
  322. /**
  323. * Callback called when a new log is added
  324. */
  325. static OnNewCacheEntry: (entry: string) => void;
  326. private static _AddLogEntry;
  327. private static _FormatMessage;
  328. private static _LogDisabled;
  329. private static _LogEnabled;
  330. private static _WarnDisabled;
  331. private static _WarnEnabled;
  332. private static _ErrorDisabled;
  333. private static _ErrorEnabled;
  334. /**
  335. * Log a message to the console
  336. */
  337. static Log: (message: string) => void;
  338. /**
  339. * Write a warning message to the console
  340. */
  341. static Warn: (message: string) => void;
  342. /**
  343. * Write an error message to the console
  344. */
  345. static Error: (message: string) => void;
  346. /**
  347. * Gets current log cache (list of logs)
  348. */
  349. static readonly LogCache: string;
  350. /**
  351. * Clears the log cache
  352. */
  353. static ClearLogCache(): void;
  354. /**
  355. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  356. */
  357. static LogLevels: number;
  358. }
  359. }
  360. declare module "babylonjs/Misc/typeStore" {
  361. /** @hidden */
  362. export class _TypeStore {
  363. /** @hidden */
  364. static RegisteredTypes: {
  365. [key: string]: Object;
  366. };
  367. /** @hidden */
  368. static GetClass(fqdn: string): any;
  369. }
  370. }
  371. declare module "babylonjs/Misc/deepCopier" {
  372. /**
  373. * Class containing a set of static utilities functions for deep copy.
  374. */
  375. export class DeepCopier {
  376. /**
  377. * Tries to copy an object by duplicating every property
  378. * @param source defines the source object
  379. * @param destination defines the target object
  380. * @param doNotCopyList defines a list of properties to avoid
  381. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  382. */
  383. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  384. }
  385. }
  386. declare module "babylonjs/Misc/precisionDate" {
  387. /**
  388. * Class containing a set of static utilities functions for precision date
  389. */
  390. export class PrecisionDate {
  391. /**
  392. * Gets either window.performance.now() if supported or Date.now() else
  393. */
  394. static readonly Now: number;
  395. }
  396. }
  397. declare module "babylonjs/Misc/devTools" {
  398. /** @hidden */
  399. export class _DevTools {
  400. static WarnImport(name: string): string;
  401. }
  402. }
  403. declare module "babylonjs/Misc/webRequest" {
  404. /**
  405. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  406. */
  407. export class WebRequest {
  408. private _xhr;
  409. /**
  410. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  411. * i.e. when loading files, where the server/service expects an Authorization header
  412. */
  413. static CustomRequestHeaders: {
  414. [key: string]: string;
  415. };
  416. /**
  417. * Add callback functions in this array to update all the requests before they get sent to the network
  418. */
  419. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  420. private _injectCustomRequestHeaders;
  421. /**
  422. * Gets or sets a function to be called when loading progress changes
  423. */
  424. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  425. /**
  426. * Returns client's state
  427. */
  428. readonly readyState: number;
  429. /**
  430. * Returns client's status
  431. */
  432. readonly status: number;
  433. /**
  434. * Returns client's status as a text
  435. */
  436. readonly statusText: string;
  437. /**
  438. * Returns client's response
  439. */
  440. readonly response: any;
  441. /**
  442. * Returns client's response url
  443. */
  444. readonly responseURL: string;
  445. /**
  446. * Returns client's response as text
  447. */
  448. readonly responseText: string;
  449. /**
  450. * Gets or sets the expected response type
  451. */
  452. responseType: XMLHttpRequestResponseType;
  453. /** @hidden */
  454. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  455. /** @hidden */
  456. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  457. /**
  458. * Cancels any network activity
  459. */
  460. abort(): void;
  461. /**
  462. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  463. * @param body defines an optional request body
  464. */
  465. send(body?: Document | BodyInit | null): void;
  466. /**
  467. * Sets the request method, request URL
  468. * @param method defines the method to use (GET, POST, etc..)
  469. * @param url defines the url to connect with
  470. */
  471. open(method: string, url: string): void;
  472. }
  473. }
  474. declare module "babylonjs/Misc/fileRequest" {
  475. import { Observable } from "babylonjs/Misc/observable";
  476. /**
  477. * File request interface
  478. */
  479. export interface IFileRequest {
  480. /**
  481. * Raised when the request is complete (success or error).
  482. */
  483. onCompleteObservable: Observable<IFileRequest>;
  484. /**
  485. * Aborts the request for a file.
  486. */
  487. abort: () => void;
  488. }
  489. }
  490. declare module "babylonjs/Misc/performanceMonitor" {
  491. /**
  492. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  493. */
  494. export class PerformanceMonitor {
  495. private _enabled;
  496. private _rollingFrameTime;
  497. private _lastFrameTimeMs;
  498. /**
  499. * constructor
  500. * @param frameSampleSize The number of samples required to saturate the sliding window
  501. */
  502. constructor(frameSampleSize?: number);
  503. /**
  504. * Samples current frame
  505. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  506. */
  507. sampleFrame(timeMs?: number): void;
  508. /**
  509. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  510. */
  511. readonly averageFrameTime: number;
  512. /**
  513. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  514. */
  515. readonly averageFrameTimeVariance: number;
  516. /**
  517. * Returns the frame time of the most recent frame
  518. */
  519. readonly instantaneousFrameTime: number;
  520. /**
  521. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  522. */
  523. readonly averageFPS: number;
  524. /**
  525. * Returns the average framerate in frames per second using the most recent frame time
  526. */
  527. readonly instantaneousFPS: number;
  528. /**
  529. * Returns true if enough samples have been taken to completely fill the sliding window
  530. */
  531. readonly isSaturated: boolean;
  532. /**
  533. * Enables contributions to the sliding window sample set
  534. */
  535. enable(): void;
  536. /**
  537. * Disables contributions to the sliding window sample set
  538. * Samples will not be interpolated over the disabled period
  539. */
  540. disable(): void;
  541. /**
  542. * Returns true if sampling is enabled
  543. */
  544. readonly isEnabled: boolean;
  545. /**
  546. * Resets performance monitor
  547. */
  548. reset(): void;
  549. }
  550. /**
  551. * RollingAverage
  552. *
  553. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  554. */
  555. export class RollingAverage {
  556. /**
  557. * Current average
  558. */
  559. average: number;
  560. /**
  561. * Current variance
  562. */
  563. variance: number;
  564. protected _samples: Array<number>;
  565. protected _sampleCount: number;
  566. protected _pos: number;
  567. protected _m2: number;
  568. /**
  569. * constructor
  570. * @param length The number of samples required to saturate the sliding window
  571. */
  572. constructor(length: number);
  573. /**
  574. * Adds a sample to the sample set
  575. * @param v The sample value
  576. */
  577. add(v: number): void;
  578. /**
  579. * Returns previously added values or null if outside of history or outside the sliding window domain
  580. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  581. * @return Value previously recorded with add() or null if outside of range
  582. */
  583. history(i: number): number;
  584. /**
  585. * Returns true if enough samples have been taken to completely fill the sliding window
  586. * @return true if sample-set saturated
  587. */
  588. isSaturated(): boolean;
  589. /**
  590. * Resets the rolling average (equivalent to 0 samples taken so far)
  591. */
  592. reset(): void;
  593. /**
  594. * Wraps a value around the sample range boundaries
  595. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  596. * @return Wrapped position in sample range
  597. */
  598. protected _wrapPosition(i: number): number;
  599. }
  600. }
  601. declare module "babylonjs/Misc/stringDictionary" {
  602. import { Nullable } from "babylonjs/types";
  603. /**
  604. * This class implement a typical dictionary using a string as key and the generic type T as value.
  605. * The underlying implementation relies on an associative array to ensure the best performances.
  606. * The value can be anything including 'null' but except 'undefined'
  607. */
  608. export class StringDictionary<T> {
  609. /**
  610. * This will clear this dictionary and copy the content from the 'source' one.
  611. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  612. * @param source the dictionary to take the content from and copy to this dictionary
  613. */
  614. copyFrom(source: StringDictionary<T>): void;
  615. /**
  616. * Get a value based from its key
  617. * @param key the given key to get the matching value from
  618. * @return the value if found, otherwise undefined is returned
  619. */
  620. get(key: string): T | undefined;
  621. /**
  622. * Get a value from its key or add it if it doesn't exist.
  623. * This method will ensure you that a given key/data will be present in the dictionary.
  624. * @param key the given key to get the matching value from
  625. * @param factory the factory that will create the value if the key is not present in the dictionary.
  626. * The factory will only be invoked if there's no data for the given key.
  627. * @return the value corresponding to the key.
  628. */
  629. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  630. /**
  631. * Get a value from its key if present in the dictionary otherwise add it
  632. * @param key the key to get the value from
  633. * @param val if there's no such key/value pair in the dictionary add it with this value
  634. * @return the value corresponding to the key
  635. */
  636. getOrAdd(key: string, val: T): T;
  637. /**
  638. * Check if there's a given key in the dictionary
  639. * @param key the key to check for
  640. * @return true if the key is present, false otherwise
  641. */
  642. contains(key: string): boolean;
  643. /**
  644. * Add a new key and its corresponding value
  645. * @param key the key to add
  646. * @param value the value corresponding to the key
  647. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  648. */
  649. add(key: string, value: T): boolean;
  650. /**
  651. * Update a specific value associated to a key
  652. * @param key defines the key to use
  653. * @param value defines the value to store
  654. * @returns true if the value was updated (or false if the key was not found)
  655. */
  656. set(key: string, value: T): boolean;
  657. /**
  658. * Get the element of the given key and remove it from the dictionary
  659. * @param key defines the key to search
  660. * @returns the value associated with the key or null if not found
  661. */
  662. getAndRemove(key: string): Nullable<T>;
  663. /**
  664. * Remove a key/value from the dictionary.
  665. * @param key the key to remove
  666. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  667. */
  668. remove(key: string): boolean;
  669. /**
  670. * Clear the whole content of the dictionary
  671. */
  672. clear(): void;
  673. /**
  674. * Gets the current count
  675. */
  676. readonly count: number;
  677. /**
  678. * Execute a callback on each key/val of the dictionary.
  679. * Note that you can remove any element in this dictionary in the callback implementation
  680. * @param callback the callback to execute on a given key/value pair
  681. */
  682. forEach(callback: (key: string, val: T) => void): void;
  683. /**
  684. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  685. * If the callback returns null or undefined the method will iterate to the next key/value pair
  686. * Note that you can remove any element in this dictionary in the callback implementation
  687. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  688. * @returns the first item
  689. */
  690. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  691. private _count;
  692. private _data;
  693. }
  694. }
  695. declare module "babylonjs/Meshes/dataBuffer" {
  696. /**
  697. * Class used to store gfx data (like WebGLBuffer)
  698. */
  699. export class DataBuffer {
  700. /**
  701. * Gets or sets the number of objects referencing this buffer
  702. */
  703. references: number;
  704. /** Gets or sets the size of the underlying buffer */
  705. capacity: number;
  706. /**
  707. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  708. */
  709. is32Bits: boolean;
  710. /**
  711. * Gets the underlying buffer
  712. */
  713. readonly underlyingResource: any;
  714. }
  715. }
  716. declare module "babylonjs/Meshes/buffer" {
  717. import { Nullable, DataArray } from "babylonjs/types";
  718. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  719. /**
  720. * Class used to store data that will be store in GPU memory
  721. */
  722. export class Buffer {
  723. private _engine;
  724. private _buffer;
  725. /** @hidden */
  726. _data: Nullable<DataArray>;
  727. private _updatable;
  728. private _instanced;
  729. /**
  730. * Gets the byte stride.
  731. */
  732. readonly byteStride: number;
  733. /**
  734. * Constructor
  735. * @param engine the engine
  736. * @param data the data to use for this buffer
  737. * @param updatable whether the data is updatable
  738. * @param stride the stride (optional)
  739. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  740. * @param instanced whether the buffer is instanced (optional)
  741. * @param useBytes set to true if the stride in in bytes (optional)
  742. */
  743. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  744. /**
  745. * Create a new VertexBuffer based on the current buffer
  746. * @param kind defines the vertex buffer kind (position, normal, etc.)
  747. * @param offset defines offset in the buffer (0 by default)
  748. * @param size defines the size in floats of attributes (position is 3 for instance)
  749. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  750. * @param instanced defines if the vertex buffer contains indexed data
  751. * @param useBytes defines if the offset and stride are in bytes
  752. * @returns the new vertex buffer
  753. */
  754. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  755. /**
  756. * Gets a boolean indicating if the Buffer is updatable?
  757. * @returns true if the buffer is updatable
  758. */
  759. isUpdatable(): boolean;
  760. /**
  761. * Gets current buffer's data
  762. * @returns a DataArray or null
  763. */
  764. getData(): Nullable<DataArray>;
  765. /**
  766. * Gets underlying native buffer
  767. * @returns underlying native buffer
  768. */
  769. getBuffer(): Nullable<DataBuffer>;
  770. /**
  771. * Gets the stride in float32 units (i.e. byte stride / 4).
  772. * May not be an integer if the byte stride is not divisible by 4.
  773. * DEPRECATED. Use byteStride instead.
  774. * @returns the stride in float32 units
  775. */
  776. getStrideSize(): number;
  777. /**
  778. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  779. * @param data defines the data to store
  780. */
  781. create(data?: Nullable<DataArray>): void;
  782. /** @hidden */
  783. _rebuild(): void;
  784. /**
  785. * Update current buffer data
  786. * @param data defines the data to store
  787. */
  788. update(data: DataArray): void;
  789. /**
  790. * Updates the data directly.
  791. * @param data the new data
  792. * @param offset the new offset
  793. * @param vertexCount the vertex count (optional)
  794. * @param useBytes set to true if the offset is in bytes
  795. */
  796. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  797. /**
  798. * Release all resources
  799. */
  800. dispose(): void;
  801. }
  802. /**
  803. * Specialized buffer used to store vertex data
  804. */
  805. export class VertexBuffer {
  806. /** @hidden */
  807. _buffer: Buffer;
  808. private _kind;
  809. private _size;
  810. private _ownsBuffer;
  811. private _instanced;
  812. private _instanceDivisor;
  813. /**
  814. * The byte type.
  815. */
  816. static readonly BYTE: number;
  817. /**
  818. * The unsigned byte type.
  819. */
  820. static readonly UNSIGNED_BYTE: number;
  821. /**
  822. * The short type.
  823. */
  824. static readonly SHORT: number;
  825. /**
  826. * The unsigned short type.
  827. */
  828. static readonly UNSIGNED_SHORT: number;
  829. /**
  830. * The integer type.
  831. */
  832. static readonly INT: number;
  833. /**
  834. * The unsigned integer type.
  835. */
  836. static readonly UNSIGNED_INT: number;
  837. /**
  838. * The float type.
  839. */
  840. static readonly FLOAT: number;
  841. /**
  842. * Gets or sets the instance divisor when in instanced mode
  843. */
  844. instanceDivisor: number;
  845. /**
  846. * Gets the byte stride.
  847. */
  848. readonly byteStride: number;
  849. /**
  850. * Gets the byte offset.
  851. */
  852. readonly byteOffset: number;
  853. /**
  854. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  855. */
  856. readonly normalized: boolean;
  857. /**
  858. * Gets the data type of each component in the array.
  859. */
  860. readonly type: number;
  861. /**
  862. * Constructor
  863. * @param engine the engine
  864. * @param data the data to use for this vertex buffer
  865. * @param kind the vertex buffer kind
  866. * @param updatable whether the data is updatable
  867. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  868. * @param stride the stride (optional)
  869. * @param instanced whether the buffer is instanced (optional)
  870. * @param offset the offset of the data (optional)
  871. * @param size the number of components (optional)
  872. * @param type the type of the component (optional)
  873. * @param normalized whether the data contains normalized data (optional)
  874. * @param useBytes set to true if stride and offset are in bytes (optional)
  875. */
  876. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean);
  877. /** @hidden */
  878. _rebuild(): void;
  879. /**
  880. * Returns the kind of the VertexBuffer (string)
  881. * @returns a string
  882. */
  883. getKind(): string;
  884. /**
  885. * Gets a boolean indicating if the VertexBuffer is updatable?
  886. * @returns true if the buffer is updatable
  887. */
  888. isUpdatable(): boolean;
  889. /**
  890. * Gets current buffer's data
  891. * @returns a DataArray or null
  892. */
  893. getData(): Nullable<DataArray>;
  894. /**
  895. * Gets underlying native buffer
  896. * @returns underlying native buffer
  897. */
  898. getBuffer(): Nullable<DataBuffer>;
  899. /**
  900. * Gets the stride in float32 units (i.e. byte stride / 4).
  901. * May not be an integer if the byte stride is not divisible by 4.
  902. * DEPRECATED. Use byteStride instead.
  903. * @returns the stride in float32 units
  904. */
  905. getStrideSize(): number;
  906. /**
  907. * Returns the offset as a multiple of the type byte length.
  908. * DEPRECATED. Use byteOffset instead.
  909. * @returns the offset in bytes
  910. */
  911. getOffset(): number;
  912. /**
  913. * Returns the number of components per vertex attribute (integer)
  914. * @returns the size in float
  915. */
  916. getSize(): number;
  917. /**
  918. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  919. * @returns true if this buffer is instanced
  920. */
  921. getIsInstanced(): boolean;
  922. /**
  923. * Returns the instancing divisor, zero for non-instanced (integer).
  924. * @returns a number
  925. */
  926. getInstanceDivisor(): number;
  927. /**
  928. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  929. * @param data defines the data to store
  930. */
  931. create(data?: DataArray): void;
  932. /**
  933. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  934. * This function will create a new buffer if the current one is not updatable
  935. * @param data defines the data to store
  936. */
  937. update(data: DataArray): void;
  938. /**
  939. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  940. * Returns the directly updated WebGLBuffer.
  941. * @param data the new data
  942. * @param offset the new offset
  943. * @param useBytes set to true if the offset is in bytes
  944. */
  945. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  946. /**
  947. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  948. */
  949. dispose(): void;
  950. /**
  951. * Enumerates each value of this vertex buffer as numbers.
  952. * @param count the number of values to enumerate
  953. * @param callback the callback function called for each value
  954. */
  955. forEach(count: number, callback: (value: number, index: number) => void): void;
  956. /**
  957. * Positions
  958. */
  959. static readonly PositionKind: string;
  960. /**
  961. * Normals
  962. */
  963. static readonly NormalKind: string;
  964. /**
  965. * Tangents
  966. */
  967. static readonly TangentKind: string;
  968. /**
  969. * Texture coordinates
  970. */
  971. static readonly UVKind: string;
  972. /**
  973. * Texture coordinates 2
  974. */
  975. static readonly UV2Kind: string;
  976. /**
  977. * Texture coordinates 3
  978. */
  979. static readonly UV3Kind: string;
  980. /**
  981. * Texture coordinates 4
  982. */
  983. static readonly UV4Kind: string;
  984. /**
  985. * Texture coordinates 5
  986. */
  987. static readonly UV5Kind: string;
  988. /**
  989. * Texture coordinates 6
  990. */
  991. static readonly UV6Kind: string;
  992. /**
  993. * Colors
  994. */
  995. static readonly ColorKind: string;
  996. /**
  997. * Matrix indices (for bones)
  998. */
  999. static readonly MatricesIndicesKind: string;
  1000. /**
  1001. * Matrix weights (for bones)
  1002. */
  1003. static readonly MatricesWeightsKind: string;
  1004. /**
  1005. * Additional matrix indices (for bones)
  1006. */
  1007. static readonly MatricesIndicesExtraKind: string;
  1008. /**
  1009. * Additional matrix weights (for bones)
  1010. */
  1011. static readonly MatricesWeightsExtraKind: string;
  1012. /**
  1013. * Deduces the stride given a kind.
  1014. * @param kind The kind string to deduce
  1015. * @returns The deduced stride
  1016. */
  1017. static DeduceStride(kind: string): number;
  1018. /**
  1019. * Gets the byte length of the given type.
  1020. * @param type the type
  1021. * @returns the number of bytes
  1022. */
  1023. static GetTypeByteLength(type: number): number;
  1024. /**
  1025. * Enumerates each value of the given parameters as numbers.
  1026. * @param data the data to enumerate
  1027. * @param byteOffset the byte offset of the data
  1028. * @param byteStride the byte stride of the data
  1029. * @param componentCount the number of components per element
  1030. * @param componentType the type of the component
  1031. * @param count the number of values to enumerate
  1032. * @param normalized whether the data is normalized
  1033. * @param callback the callback function called for each value
  1034. */
  1035. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  1036. private static _GetFloatValue;
  1037. }
  1038. }
  1039. declare module "babylonjs/Maths/math.scalar" {
  1040. /**
  1041. * Scalar computation library
  1042. */
  1043. export class Scalar {
  1044. /**
  1045. * Two pi constants convenient for computation.
  1046. */
  1047. static TwoPi: number;
  1048. /**
  1049. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1050. * @param a number
  1051. * @param b number
  1052. * @param epsilon (default = 1.401298E-45)
  1053. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1054. */
  1055. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1056. /**
  1057. * Returns a string : the upper case translation of the number i to hexadecimal.
  1058. * @param i number
  1059. * @returns the upper case translation of the number i to hexadecimal.
  1060. */
  1061. static ToHex(i: number): string;
  1062. /**
  1063. * Returns -1 if value is negative and +1 is value is positive.
  1064. * @param value the value
  1065. * @returns the value itself if it's equal to zero.
  1066. */
  1067. static Sign(value: number): number;
  1068. /**
  1069. * Returns the value itself if it's between min and max.
  1070. * Returns min if the value is lower than min.
  1071. * Returns max if the value is greater than max.
  1072. * @param value the value to clmap
  1073. * @param min the min value to clamp to (default: 0)
  1074. * @param max the max value to clamp to (default: 1)
  1075. * @returns the clamped value
  1076. */
  1077. static Clamp(value: number, min?: number, max?: number): number;
  1078. /**
  1079. * the log2 of value.
  1080. * @param value the value to compute log2 of
  1081. * @returns the log2 of value.
  1082. */
  1083. static Log2(value: number): number;
  1084. /**
  1085. * Loops the value, so that it is never larger than length and never smaller than 0.
  1086. *
  1087. * This is similar to the modulo operator but it works with floating point numbers.
  1088. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1089. * With t = 5 and length = 2.5, the result would be 0.0.
  1090. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1091. * @param value the value
  1092. * @param length the length
  1093. * @returns the looped value
  1094. */
  1095. static Repeat(value: number, length: number): number;
  1096. /**
  1097. * Normalize the value between 0.0 and 1.0 using min and max values
  1098. * @param value value to normalize
  1099. * @param min max to normalize between
  1100. * @param max min to normalize between
  1101. * @returns the normalized value
  1102. */
  1103. static Normalize(value: number, min: number, max: number): number;
  1104. /**
  1105. * Denormalize the value from 0.0 and 1.0 using min and max values
  1106. * @param normalized value to denormalize
  1107. * @param min max to denormalize between
  1108. * @param max min to denormalize between
  1109. * @returns the denormalized value
  1110. */
  1111. static Denormalize(normalized: number, min: number, max: number): number;
  1112. /**
  1113. * Calculates the shortest difference between two given angles given in degrees.
  1114. * @param current current angle in degrees
  1115. * @param target target angle in degrees
  1116. * @returns the delta
  1117. */
  1118. static DeltaAngle(current: number, target: number): number;
  1119. /**
  1120. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1121. * @param tx value
  1122. * @param length length
  1123. * @returns The returned value will move back and forth between 0 and length
  1124. */
  1125. static PingPong(tx: number, length: number): number;
  1126. /**
  1127. * Interpolates between min and max with smoothing at the limits.
  1128. *
  1129. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1130. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1131. * @param from from
  1132. * @param to to
  1133. * @param tx value
  1134. * @returns the smooth stepped value
  1135. */
  1136. static SmoothStep(from: number, to: number, tx: number): number;
  1137. /**
  1138. * Moves a value current towards target.
  1139. *
  1140. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1141. * Negative values of maxDelta pushes the value away from target.
  1142. * @param current current value
  1143. * @param target target value
  1144. * @param maxDelta max distance to move
  1145. * @returns resulting value
  1146. */
  1147. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1148. /**
  1149. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1150. *
  1151. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1152. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1153. * @param current current value
  1154. * @param target target value
  1155. * @param maxDelta max distance to move
  1156. * @returns resulting angle
  1157. */
  1158. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1159. /**
  1160. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1161. * @param start start value
  1162. * @param end target value
  1163. * @param amount amount to lerp between
  1164. * @returns the lerped value
  1165. */
  1166. static Lerp(start: number, end: number, amount: number): number;
  1167. /**
  1168. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1169. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1170. * @param start start value
  1171. * @param end target value
  1172. * @param amount amount to lerp between
  1173. * @returns the lerped value
  1174. */
  1175. static LerpAngle(start: number, end: number, amount: number): number;
  1176. /**
  1177. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1178. * @param a start value
  1179. * @param b target value
  1180. * @param value value between a and b
  1181. * @returns the inverseLerp value
  1182. */
  1183. static InverseLerp(a: number, b: number, value: number): number;
  1184. /**
  1185. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1186. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1187. * @param value1 spline value
  1188. * @param tangent1 spline value
  1189. * @param value2 spline value
  1190. * @param tangent2 spline value
  1191. * @param amount input value
  1192. * @returns hermite result
  1193. */
  1194. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1195. /**
  1196. * Returns a random float number between and min and max values
  1197. * @param min min value of random
  1198. * @param max max value of random
  1199. * @returns random value
  1200. */
  1201. static RandomRange(min: number, max: number): number;
  1202. /**
  1203. * This function returns percentage of a number in a given range.
  1204. *
  1205. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1206. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1207. * @param number to convert to percentage
  1208. * @param min min range
  1209. * @param max max range
  1210. * @returns the percentage
  1211. */
  1212. static RangeToPercent(number: number, min: number, max: number): number;
  1213. /**
  1214. * This function returns number that corresponds to the percentage in a given range.
  1215. *
  1216. * PercentToRange(0.34,0,100) will return 34.
  1217. * @param percent to convert to number
  1218. * @param min min range
  1219. * @param max max range
  1220. * @returns the number
  1221. */
  1222. static PercentToRange(percent: number, min: number, max: number): number;
  1223. /**
  1224. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1225. * @param angle The angle to normalize in radian.
  1226. * @return The converted angle.
  1227. */
  1228. static NormalizeRadians(angle: number): number;
  1229. }
  1230. }
  1231. declare module "babylonjs/Maths/math.constants" {
  1232. /**
  1233. * Constant used to convert a value to gamma space
  1234. * @ignorenaming
  1235. */
  1236. export const ToGammaSpace: number;
  1237. /**
  1238. * Constant used to convert a value to linear space
  1239. * @ignorenaming
  1240. */
  1241. export const ToLinearSpace = 2.2;
  1242. /**
  1243. * Constant used to define the minimal number value in Babylon.js
  1244. * @ignorenaming
  1245. */
  1246. let Epsilon: number;
  1247. export { Epsilon };
  1248. }
  1249. declare module "babylonjs/Maths/math.viewport" {
  1250. /**
  1251. * Class used to represent a viewport on screen
  1252. */
  1253. export class Viewport {
  1254. /** viewport left coordinate */
  1255. x: number;
  1256. /** viewport top coordinate */
  1257. y: number;
  1258. /**viewport width */
  1259. width: number;
  1260. /** viewport height */
  1261. height: number;
  1262. /**
  1263. * Creates a Viewport object located at (x, y) and sized (width, height)
  1264. * @param x defines viewport left coordinate
  1265. * @param y defines viewport top coordinate
  1266. * @param width defines the viewport width
  1267. * @param height defines the viewport height
  1268. */
  1269. constructor(
  1270. /** viewport left coordinate */
  1271. x: number,
  1272. /** viewport top coordinate */
  1273. y: number,
  1274. /**viewport width */
  1275. width: number,
  1276. /** viewport height */
  1277. height: number);
  1278. /**
  1279. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1280. * @param renderWidth defines the rendering width
  1281. * @param renderHeight defines the rendering height
  1282. * @returns a new Viewport
  1283. */
  1284. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1285. /**
  1286. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1287. * @param renderWidth defines the rendering width
  1288. * @param renderHeight defines the rendering height
  1289. * @param ref defines the target viewport
  1290. * @returns the current viewport
  1291. */
  1292. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1293. /**
  1294. * Returns a new Viewport copied from the current one
  1295. * @returns a new Viewport
  1296. */
  1297. clone(): Viewport;
  1298. }
  1299. }
  1300. declare module "babylonjs/Misc/arrayTools" {
  1301. /**
  1302. * Class containing a set of static utilities functions for arrays.
  1303. */
  1304. export class ArrayTools {
  1305. /**
  1306. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1307. * @param size the number of element to construct and put in the array
  1308. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1309. * @returns a new array filled with new objects
  1310. */
  1311. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1312. }
  1313. }
  1314. declare module "babylonjs/Maths/math.like" {
  1315. import { float, int, DeepImmutable } from "babylonjs/types";
  1316. /**
  1317. * @hidden
  1318. */
  1319. export interface IColor4Like {
  1320. r: float;
  1321. g: float;
  1322. b: float;
  1323. a: float;
  1324. }
  1325. /**
  1326. * @hidden
  1327. */
  1328. export interface IColor3Like {
  1329. r: float;
  1330. g: float;
  1331. b: float;
  1332. }
  1333. /**
  1334. * @hidden
  1335. */
  1336. export interface IVector4Like {
  1337. x: float;
  1338. y: float;
  1339. z: float;
  1340. w: float;
  1341. }
  1342. /**
  1343. * @hidden
  1344. */
  1345. export interface IVector3Like {
  1346. x: float;
  1347. y: float;
  1348. z: float;
  1349. }
  1350. /**
  1351. * @hidden
  1352. */
  1353. export interface IVector2Like {
  1354. x: float;
  1355. y: float;
  1356. }
  1357. /**
  1358. * @hidden
  1359. */
  1360. export interface IMatrixLike {
  1361. toArray(): DeepImmutable<Float32Array>;
  1362. updateFlag: int;
  1363. }
  1364. /**
  1365. * @hidden
  1366. */
  1367. export interface IViewportLike {
  1368. x: float;
  1369. y: float;
  1370. width: float;
  1371. height: float;
  1372. }
  1373. /**
  1374. * @hidden
  1375. */
  1376. export interface IPlaneLike {
  1377. normal: IVector3Like;
  1378. d: float;
  1379. normalize(): void;
  1380. }
  1381. }
  1382. declare module "babylonjs/Maths/math.vector" {
  1383. import { Viewport } from "babylonjs/Maths/math.viewport";
  1384. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1385. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1386. /**
  1387. * Class representing a vector containing 2 coordinates
  1388. */
  1389. export class Vector2 {
  1390. /** defines the first coordinate */
  1391. x: number;
  1392. /** defines the second coordinate */
  1393. y: number;
  1394. /**
  1395. * Creates a new Vector2 from the given x and y coordinates
  1396. * @param x defines the first coordinate
  1397. * @param y defines the second coordinate
  1398. */
  1399. constructor(
  1400. /** defines the first coordinate */
  1401. x?: number,
  1402. /** defines the second coordinate */
  1403. y?: number);
  1404. /**
  1405. * Gets a string with the Vector2 coordinates
  1406. * @returns a string with the Vector2 coordinates
  1407. */
  1408. toString(): string;
  1409. /**
  1410. * Gets class name
  1411. * @returns the string "Vector2"
  1412. */
  1413. getClassName(): string;
  1414. /**
  1415. * Gets current vector hash code
  1416. * @returns the Vector2 hash code as a number
  1417. */
  1418. getHashCode(): number;
  1419. /**
  1420. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1421. * @param array defines the source array
  1422. * @param index defines the offset in source array
  1423. * @returns the current Vector2
  1424. */
  1425. toArray(array: FloatArray, index?: number): Vector2;
  1426. /**
  1427. * Copy the current vector to an array
  1428. * @returns a new array with 2 elements: the Vector2 coordinates.
  1429. */
  1430. asArray(): number[];
  1431. /**
  1432. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1433. * @param source defines the source Vector2
  1434. * @returns the current updated Vector2
  1435. */
  1436. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1437. /**
  1438. * Sets the Vector2 coordinates with the given floats
  1439. * @param x defines the first coordinate
  1440. * @param y defines the second coordinate
  1441. * @returns the current updated Vector2
  1442. */
  1443. copyFromFloats(x: number, y: number): Vector2;
  1444. /**
  1445. * Sets the Vector2 coordinates with the given floats
  1446. * @param x defines the first coordinate
  1447. * @param y defines the second coordinate
  1448. * @returns the current updated Vector2
  1449. */
  1450. set(x: number, y: number): Vector2;
  1451. /**
  1452. * Add another vector with the current one
  1453. * @param otherVector defines the other vector
  1454. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1455. */
  1456. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1457. /**
  1458. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  1459. * @param otherVector defines the other vector
  1460. * @param result defines the target vector
  1461. * @returns the unmodified current Vector2
  1462. */
  1463. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1464. /**
  1465. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  1466. * @param otherVector defines the other vector
  1467. * @returns the current updated Vector2
  1468. */
  1469. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1470. /**
  1471. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  1472. * @param otherVector defines the other vector
  1473. * @returns a new Vector2
  1474. */
  1475. addVector3(otherVector: Vector3): Vector2;
  1476. /**
  1477. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  1478. * @param otherVector defines the other vector
  1479. * @returns a new Vector2
  1480. */
  1481. subtract(otherVector: Vector2): Vector2;
  1482. /**
  1483. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  1484. * @param otherVector defines the other vector
  1485. * @param result defines the target vector
  1486. * @returns the unmodified current Vector2
  1487. */
  1488. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1489. /**
  1490. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  1491. * @param otherVector defines the other vector
  1492. * @returns the current updated Vector2
  1493. */
  1494. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1495. /**
  1496. * Multiplies in place the current Vector2 coordinates by the given ones
  1497. * @param otherVector defines the other vector
  1498. * @returns the current updated Vector2
  1499. */
  1500. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1501. /**
  1502. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  1503. * @param otherVector defines the other vector
  1504. * @returns a new Vector2
  1505. */
  1506. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  1507. /**
  1508. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  1509. * @param otherVector defines the other vector
  1510. * @param result defines the target vector
  1511. * @returns the unmodified current Vector2
  1512. */
  1513. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1514. /**
  1515. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  1516. * @param x defines the first coordinate
  1517. * @param y defines the second coordinate
  1518. * @returns a new Vector2
  1519. */
  1520. multiplyByFloats(x: number, y: number): Vector2;
  1521. /**
  1522. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  1523. * @param otherVector defines the other vector
  1524. * @returns a new Vector2
  1525. */
  1526. divide(otherVector: Vector2): Vector2;
  1527. /**
  1528. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  1529. * @param otherVector defines the other vector
  1530. * @param result defines the target vector
  1531. * @returns the unmodified current Vector2
  1532. */
  1533. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1534. /**
  1535. * Divides the current Vector2 coordinates by the given ones
  1536. * @param otherVector defines the other vector
  1537. * @returns the current updated Vector2
  1538. */
  1539. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1540. /**
  1541. * Gets a new Vector2 with current Vector2 negated coordinates
  1542. * @returns a new Vector2
  1543. */
  1544. negate(): Vector2;
  1545. /**
  1546. * Multiply the Vector2 coordinates by scale
  1547. * @param scale defines the scaling factor
  1548. * @returns the current updated Vector2
  1549. */
  1550. scaleInPlace(scale: number): Vector2;
  1551. /**
  1552. * Returns a new Vector2 scaled by "scale" from the current Vector2
  1553. * @param scale defines the scaling factor
  1554. * @returns a new Vector2
  1555. */
  1556. scale(scale: number): Vector2;
  1557. /**
  1558. * Scale the current Vector2 values by a factor to a given Vector2
  1559. * @param scale defines the scale factor
  1560. * @param result defines the Vector2 object where to store the result
  1561. * @returns the unmodified current Vector2
  1562. */
  1563. scaleToRef(scale: number, result: Vector2): Vector2;
  1564. /**
  1565. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  1566. * @param scale defines the scale factor
  1567. * @param result defines the Vector2 object where to store the result
  1568. * @returns the unmodified current Vector2
  1569. */
  1570. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  1571. /**
  1572. * Gets a boolean if two vectors are equals
  1573. * @param otherVector defines the other vector
  1574. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  1575. */
  1576. equals(otherVector: DeepImmutable<Vector2>): boolean;
  1577. /**
  1578. * Gets a boolean if two vectors are equals (using an epsilon value)
  1579. * @param otherVector defines the other vector
  1580. * @param epsilon defines the minimal distance to consider equality
  1581. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  1582. */
  1583. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  1584. /**
  1585. * Gets a new Vector2 from current Vector2 floored values
  1586. * @returns a new Vector2
  1587. */
  1588. floor(): Vector2;
  1589. /**
  1590. * Gets a new Vector2 from current Vector2 floored values
  1591. * @returns a new Vector2
  1592. */
  1593. fract(): Vector2;
  1594. /**
  1595. * Gets the length of the vector
  1596. * @returns the vector length (float)
  1597. */
  1598. length(): number;
  1599. /**
  1600. * Gets the vector squared length
  1601. * @returns the vector squared length (float)
  1602. */
  1603. lengthSquared(): number;
  1604. /**
  1605. * Normalize the vector
  1606. * @returns the current updated Vector2
  1607. */
  1608. normalize(): Vector2;
  1609. /**
  1610. * Gets a new Vector2 copied from the Vector2
  1611. * @returns a new Vector2
  1612. */
  1613. clone(): Vector2;
  1614. /**
  1615. * Gets a new Vector2(0, 0)
  1616. * @returns a new Vector2
  1617. */
  1618. static Zero(): Vector2;
  1619. /**
  1620. * Gets a new Vector2(1, 1)
  1621. * @returns a new Vector2
  1622. */
  1623. static One(): Vector2;
  1624. /**
  1625. * Gets a new Vector2 set from the given index element of the given array
  1626. * @param array defines the data source
  1627. * @param offset defines the offset in the data source
  1628. * @returns a new Vector2
  1629. */
  1630. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  1631. /**
  1632. * Sets "result" from the given index element of the given array
  1633. * @param array defines the data source
  1634. * @param offset defines the offset in the data source
  1635. * @param result defines the target vector
  1636. */
  1637. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  1638. /**
  1639. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  1640. * @param value1 defines 1st point of control
  1641. * @param value2 defines 2nd point of control
  1642. * @param value3 defines 3rd point of control
  1643. * @param value4 defines 4th point of control
  1644. * @param amount defines the interpolation factor
  1645. * @returns a new Vector2
  1646. */
  1647. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  1648. /**
  1649. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  1650. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  1651. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  1652. * @param value defines the value to clamp
  1653. * @param min defines the lower limit
  1654. * @param max defines the upper limit
  1655. * @returns a new Vector2
  1656. */
  1657. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  1658. /**
  1659. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  1660. * @param value1 defines the 1st control point
  1661. * @param tangent1 defines the outgoing tangent
  1662. * @param value2 defines the 2nd control point
  1663. * @param tangent2 defines the incoming tangent
  1664. * @param amount defines the interpolation factor
  1665. * @returns a new Vector2
  1666. */
  1667. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  1668. /**
  1669. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  1670. * @param start defines the start vector
  1671. * @param end defines the end vector
  1672. * @param amount defines the interpolation factor
  1673. * @returns a new Vector2
  1674. */
  1675. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  1676. /**
  1677. * Gets the dot product of the vector "left" and the vector "right"
  1678. * @param left defines first vector
  1679. * @param right defines second vector
  1680. * @returns the dot product (float)
  1681. */
  1682. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  1683. /**
  1684. * Returns a new Vector2 equal to the normalized given vector
  1685. * @param vector defines the vector to normalize
  1686. * @returns a new Vector2
  1687. */
  1688. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  1689. /**
  1690. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  1691. * @param left defines 1st vector
  1692. * @param right defines 2nd vector
  1693. * @returns a new Vector2
  1694. */
  1695. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1696. /**
  1697. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  1698. * @param left defines 1st vector
  1699. * @param right defines 2nd vector
  1700. * @returns a new Vector2
  1701. */
  1702. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1703. /**
  1704. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  1705. * @param vector defines the vector to transform
  1706. * @param transformation defines the matrix to apply
  1707. * @returns a new Vector2
  1708. */
  1709. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  1710. /**
  1711. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  1712. * @param vector defines the vector to transform
  1713. * @param transformation defines the matrix to apply
  1714. * @param result defines the target vector
  1715. */
  1716. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  1717. /**
  1718. * Determines if a given vector is included in a triangle
  1719. * @param p defines the vector to test
  1720. * @param p0 defines 1st triangle point
  1721. * @param p1 defines 2nd triangle point
  1722. * @param p2 defines 3rd triangle point
  1723. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  1724. */
  1725. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  1726. /**
  1727. * Gets the distance between the vectors "value1" and "value2"
  1728. * @param value1 defines first vector
  1729. * @param value2 defines second vector
  1730. * @returns the distance between vectors
  1731. */
  1732. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1733. /**
  1734. * Returns the squared distance between the vectors "value1" and "value2"
  1735. * @param value1 defines first vector
  1736. * @param value2 defines second vector
  1737. * @returns the squared distance between vectors
  1738. */
  1739. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1740. /**
  1741. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  1742. * @param value1 defines first vector
  1743. * @param value2 defines second vector
  1744. * @returns a new Vector2
  1745. */
  1746. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  1747. /**
  1748. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  1749. * @param p defines the middle point
  1750. * @param segA defines one point of the segment
  1751. * @param segB defines the other point of the segment
  1752. * @returns the shortest distance
  1753. */
  1754. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  1755. }
  1756. /**
  1757. * Classed used to store (x,y,z) vector representation
  1758. * A Vector3 is the main object used in 3D geometry
  1759. * It can represent etiher the coordinates of a point the space, either a direction
  1760. * Reminder: js uses a left handed forward facing system
  1761. */
  1762. export class Vector3 {
  1763. /**
  1764. * Defines the first coordinates (on X axis)
  1765. */
  1766. x: number;
  1767. /**
  1768. * Defines the second coordinates (on Y axis)
  1769. */
  1770. y: number;
  1771. /**
  1772. * Defines the third coordinates (on Z axis)
  1773. */
  1774. z: number;
  1775. private static _UpReadOnly;
  1776. private static _ZeroReadOnly;
  1777. /**
  1778. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  1779. * @param x defines the first coordinates (on X axis)
  1780. * @param y defines the second coordinates (on Y axis)
  1781. * @param z defines the third coordinates (on Z axis)
  1782. */
  1783. constructor(
  1784. /**
  1785. * Defines the first coordinates (on X axis)
  1786. */
  1787. x?: number,
  1788. /**
  1789. * Defines the second coordinates (on Y axis)
  1790. */
  1791. y?: number,
  1792. /**
  1793. * Defines the third coordinates (on Z axis)
  1794. */
  1795. z?: number);
  1796. /**
  1797. * Creates a string representation of the Vector3
  1798. * @returns a string with the Vector3 coordinates.
  1799. */
  1800. toString(): string;
  1801. /**
  1802. * Gets the class name
  1803. * @returns the string "Vector3"
  1804. */
  1805. getClassName(): string;
  1806. /**
  1807. * Creates the Vector3 hash code
  1808. * @returns a number which tends to be unique between Vector3 instances
  1809. */
  1810. getHashCode(): number;
  1811. /**
  1812. * Creates an array containing three elements : the coordinates of the Vector3
  1813. * @returns a new array of numbers
  1814. */
  1815. asArray(): number[];
  1816. /**
  1817. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  1818. * @param array defines the destination array
  1819. * @param index defines the offset in the destination array
  1820. * @returns the current Vector3
  1821. */
  1822. toArray(array: FloatArray, index?: number): Vector3;
  1823. /**
  1824. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  1825. * @returns a new Quaternion object, computed from the Vector3 coordinates
  1826. */
  1827. toQuaternion(): Quaternion;
  1828. /**
  1829. * Adds the given vector to the current Vector3
  1830. * @param otherVector defines the second operand
  1831. * @returns the current updated Vector3
  1832. */
  1833. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1834. /**
  1835. * Adds the given coordinates to the current Vector3
  1836. * @param x defines the x coordinate of the operand
  1837. * @param y defines the y coordinate of the operand
  1838. * @param z defines the z coordinate of the operand
  1839. * @returns the current updated Vector3
  1840. */
  1841. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  1842. /**
  1843. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  1844. * @param otherVector defines the second operand
  1845. * @returns the resulting Vector3
  1846. */
  1847. add(otherVector: DeepImmutable<Vector3>): Vector3;
  1848. /**
  1849. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  1850. * @param otherVector defines the second operand
  1851. * @param result defines the Vector3 object where to store the result
  1852. * @returns the current Vector3
  1853. */
  1854. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1855. /**
  1856. * Subtract the given vector from the current Vector3
  1857. * @param otherVector defines the second operand
  1858. * @returns the current updated Vector3
  1859. */
  1860. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1861. /**
  1862. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  1863. * @param otherVector defines the second operand
  1864. * @returns the resulting Vector3
  1865. */
  1866. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  1867. /**
  1868. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  1869. * @param otherVector defines the second operand
  1870. * @param result defines the Vector3 object where to store the result
  1871. * @returns the current Vector3
  1872. */
  1873. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1874. /**
  1875. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  1876. * @param x defines the x coordinate of the operand
  1877. * @param y defines the y coordinate of the operand
  1878. * @param z defines the z coordinate of the operand
  1879. * @returns the resulting Vector3
  1880. */
  1881. subtractFromFloats(x: number, y: number, z: number): Vector3;
  1882. /**
  1883. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  1884. * @param x defines the x coordinate of the operand
  1885. * @param y defines the y coordinate of the operand
  1886. * @param z defines the z coordinate of the operand
  1887. * @param result defines the Vector3 object where to store the result
  1888. * @returns the current Vector3
  1889. */
  1890. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  1891. /**
  1892. * Gets a new Vector3 set with the current Vector3 negated coordinates
  1893. * @returns a new Vector3
  1894. */
  1895. negate(): Vector3;
  1896. /**
  1897. * Multiplies the Vector3 coordinates by the float "scale"
  1898. * @param scale defines the multiplier factor
  1899. * @returns the current updated Vector3
  1900. */
  1901. scaleInPlace(scale: number): Vector3;
  1902. /**
  1903. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  1904. * @param scale defines the multiplier factor
  1905. * @returns a new Vector3
  1906. */
  1907. scale(scale: number): Vector3;
  1908. /**
  1909. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  1910. * @param scale defines the multiplier factor
  1911. * @param result defines the Vector3 object where to store the result
  1912. * @returns the current Vector3
  1913. */
  1914. scaleToRef(scale: number, result: Vector3): Vector3;
  1915. /**
  1916. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  1917. * @param scale defines the scale factor
  1918. * @param result defines the Vector3 object where to store the result
  1919. * @returns the unmodified current Vector3
  1920. */
  1921. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  1922. /**
  1923. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  1924. * @param otherVector defines the second operand
  1925. * @returns true if both vectors are equals
  1926. */
  1927. equals(otherVector: DeepImmutable<Vector3>): boolean;
  1928. /**
  1929. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  1930. * @param otherVector defines the second operand
  1931. * @param epsilon defines the minimal distance to define values as equals
  1932. * @returns true if both vectors are distant less than epsilon
  1933. */
  1934. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  1935. /**
  1936. * Returns true if the current Vector3 coordinates equals the given floats
  1937. * @param x defines the x coordinate of the operand
  1938. * @param y defines the y coordinate of the operand
  1939. * @param z defines the z coordinate of the operand
  1940. * @returns true if both vectors are equals
  1941. */
  1942. equalsToFloats(x: number, y: number, z: number): boolean;
  1943. /**
  1944. * Multiplies the current Vector3 coordinates by the given ones
  1945. * @param otherVector defines the second operand
  1946. * @returns the current updated Vector3
  1947. */
  1948. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1949. /**
  1950. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  1951. * @param otherVector defines the second operand
  1952. * @returns the new Vector3
  1953. */
  1954. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  1955. /**
  1956. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  1957. * @param otherVector defines the second operand
  1958. * @param result defines the Vector3 object where to store the result
  1959. * @returns the current Vector3
  1960. */
  1961. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1962. /**
  1963. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  1964. * @param x defines the x coordinate of the operand
  1965. * @param y defines the y coordinate of the operand
  1966. * @param z defines the z coordinate of the operand
  1967. * @returns the new Vector3
  1968. */
  1969. multiplyByFloats(x: number, y: number, z: number): Vector3;
  1970. /**
  1971. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  1972. * @param otherVector defines the second operand
  1973. * @returns the new Vector3
  1974. */
  1975. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  1976. /**
  1977. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  1978. * @param otherVector defines the second operand
  1979. * @param result defines the Vector3 object where to store the result
  1980. * @returns the current Vector3
  1981. */
  1982. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1983. /**
  1984. * Divides the current Vector3 coordinates by the given ones.
  1985. * @param otherVector defines the second operand
  1986. * @returns the current updated Vector3
  1987. */
  1988. divideInPlace(otherVector: Vector3): Vector3;
  1989. /**
  1990. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  1991. * @param other defines the second operand
  1992. * @returns the current updated Vector3
  1993. */
  1994. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  1995. /**
  1996. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  1997. * @param other defines the second operand
  1998. * @returns the current updated Vector3
  1999. */
  2000. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2001. /**
  2002. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2003. * @param x defines the x coordinate of the operand
  2004. * @param y defines the y coordinate of the operand
  2005. * @param z defines the z coordinate of the operand
  2006. * @returns the current updated Vector3
  2007. */
  2008. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2009. /**
  2010. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2011. * @param x defines the x coordinate of the operand
  2012. * @param y defines the y coordinate of the operand
  2013. * @param z defines the z coordinate of the operand
  2014. * @returns the current updated Vector3
  2015. */
  2016. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2017. /**
  2018. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2019. * Check if is non uniform within a certain amount of decimal places to account for this
  2020. * @param epsilon the amount the values can differ
  2021. * @returns if the the vector is non uniform to a certain number of decimal places
  2022. */
  2023. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2024. /**
  2025. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2026. */
  2027. readonly isNonUniform: boolean;
  2028. /**
  2029. * Gets a new Vector3 from current Vector3 floored values
  2030. * @returns a new Vector3
  2031. */
  2032. floor(): Vector3;
  2033. /**
  2034. * Gets a new Vector3 from current Vector3 floored values
  2035. * @returns a new Vector3
  2036. */
  2037. fract(): Vector3;
  2038. /**
  2039. * Gets the length of the Vector3
  2040. * @returns the length of the Vector3
  2041. */
  2042. length(): number;
  2043. /**
  2044. * Gets the squared length of the Vector3
  2045. * @returns squared length of the Vector3
  2046. */
  2047. lengthSquared(): number;
  2048. /**
  2049. * Normalize the current Vector3.
  2050. * Please note that this is an in place operation.
  2051. * @returns the current updated Vector3
  2052. */
  2053. normalize(): Vector3;
  2054. /**
  2055. * Reorders the x y z properties of the vector in place
  2056. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2057. * @returns the current updated vector
  2058. */
  2059. reorderInPlace(order: string): this;
  2060. /**
  2061. * Rotates the vector around 0,0,0 by a quaternion
  2062. * @param quaternion the rotation quaternion
  2063. * @param result vector to store the result
  2064. * @returns the resulting vector
  2065. */
  2066. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2067. /**
  2068. * Rotates a vector around a given point
  2069. * @param quaternion the rotation quaternion
  2070. * @param point the point to rotate around
  2071. * @param result vector to store the result
  2072. * @returns the resulting vector
  2073. */
  2074. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2075. /**
  2076. * Normalize the current Vector3 with the given input length.
  2077. * Please note that this is an in place operation.
  2078. * @param len the length of the vector
  2079. * @returns the current updated Vector3
  2080. */
  2081. normalizeFromLength(len: number): Vector3;
  2082. /**
  2083. * Normalize the current Vector3 to a new vector
  2084. * @returns the new Vector3
  2085. */
  2086. normalizeToNew(): Vector3;
  2087. /**
  2088. * Normalize the current Vector3 to the reference
  2089. * @param reference define the Vector3 to update
  2090. * @returns the updated Vector3
  2091. */
  2092. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2093. /**
  2094. * Creates a new Vector3 copied from the current Vector3
  2095. * @returns the new Vector3
  2096. */
  2097. clone(): Vector3;
  2098. /**
  2099. * Copies the given vector coordinates to the current Vector3 ones
  2100. * @param source defines the source Vector3
  2101. * @returns the current updated Vector3
  2102. */
  2103. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2104. /**
  2105. * Copies the given floats to the current Vector3 coordinates
  2106. * @param x defines the x coordinate of the operand
  2107. * @param y defines the y coordinate of the operand
  2108. * @param z defines the z coordinate of the operand
  2109. * @returns the current updated Vector3
  2110. */
  2111. copyFromFloats(x: number, y: number, z: number): Vector3;
  2112. /**
  2113. * Copies the given floats to the current Vector3 coordinates
  2114. * @param x defines the x coordinate of the operand
  2115. * @param y defines the y coordinate of the operand
  2116. * @param z defines the z coordinate of the operand
  2117. * @returns the current updated Vector3
  2118. */
  2119. set(x: number, y: number, z: number): Vector3;
  2120. /**
  2121. * Copies the given float to the current Vector3 coordinates
  2122. * @param v defines the x, y and z coordinates of the operand
  2123. * @returns the current updated Vector3
  2124. */
  2125. setAll(v: number): Vector3;
  2126. /**
  2127. * Get the clip factor between two vectors
  2128. * @param vector0 defines the first operand
  2129. * @param vector1 defines the second operand
  2130. * @param axis defines the axis to use
  2131. * @param size defines the size along the axis
  2132. * @returns the clip factor
  2133. */
  2134. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2135. /**
  2136. * Get angle between two vectors
  2137. * @param vector0 angle between vector0 and vector1
  2138. * @param vector1 angle between vector0 and vector1
  2139. * @param normal direction of the normal
  2140. * @return the angle between vector0 and vector1
  2141. */
  2142. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2143. /**
  2144. * Returns a new Vector3 set from the index "offset" of the given array
  2145. * @param array defines the source array
  2146. * @param offset defines the offset in the source array
  2147. * @returns the new Vector3
  2148. */
  2149. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2150. /**
  2151. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2152. * This function is deprecated. Use FromArray instead
  2153. * @param array defines the source array
  2154. * @param offset defines the offset in the source array
  2155. * @returns the new Vector3
  2156. */
  2157. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2158. /**
  2159. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2160. * @param array defines the source array
  2161. * @param offset defines the offset in the source array
  2162. * @param result defines the Vector3 where to store the result
  2163. */
  2164. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2165. /**
  2166. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2167. * This function is deprecated. Use FromArrayToRef instead.
  2168. * @param array defines the source array
  2169. * @param offset defines the offset in the source array
  2170. * @param result defines the Vector3 where to store the result
  2171. */
  2172. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2173. /**
  2174. * Sets the given vector "result" with the given floats.
  2175. * @param x defines the x coordinate of the source
  2176. * @param y defines the y coordinate of the source
  2177. * @param z defines the z coordinate of the source
  2178. * @param result defines the Vector3 where to store the result
  2179. */
  2180. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2181. /**
  2182. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2183. * @returns a new empty Vector3
  2184. */
  2185. static Zero(): Vector3;
  2186. /**
  2187. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2188. * @returns a new unit Vector3
  2189. */
  2190. static One(): Vector3;
  2191. /**
  2192. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2193. * @returns a new up Vector3
  2194. */
  2195. static Up(): Vector3;
  2196. /**
  2197. * Gets a up Vector3 that must not be updated
  2198. */
  2199. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2200. /**
  2201. * Gets a zero Vector3 that must not be updated
  2202. */
  2203. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2204. /**
  2205. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2206. * @returns a new down Vector3
  2207. */
  2208. static Down(): Vector3;
  2209. /**
  2210. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2211. * @returns a new forward Vector3
  2212. */
  2213. static Forward(): Vector3;
  2214. /**
  2215. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2216. * @returns a new forward Vector3
  2217. */
  2218. static Backward(): Vector3;
  2219. /**
  2220. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2221. * @returns a new right Vector3
  2222. */
  2223. static Right(): Vector3;
  2224. /**
  2225. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2226. * @returns a new left Vector3
  2227. */
  2228. static Left(): Vector3;
  2229. /**
  2230. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2231. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2232. * @param vector defines the Vector3 to transform
  2233. * @param transformation defines the transformation matrix
  2234. * @returns the transformed Vector3
  2235. */
  2236. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2237. /**
  2238. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2239. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2240. * @param vector defines the Vector3 to transform
  2241. * @param transformation defines the transformation matrix
  2242. * @param result defines the Vector3 where to store the result
  2243. */
  2244. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2245. /**
  2246. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2247. * This method computes tranformed coordinates only, not transformed direction vectors
  2248. * @param x define the x coordinate of the source vector
  2249. * @param y define the y coordinate of the source vector
  2250. * @param z define the z coordinate of the source vector
  2251. * @param transformation defines the transformation matrix
  2252. * @param result defines the Vector3 where to store the result
  2253. */
  2254. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2255. /**
  2256. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2257. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2258. * @param vector defines the Vector3 to transform
  2259. * @param transformation defines the transformation matrix
  2260. * @returns the new Vector3
  2261. */
  2262. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2263. /**
  2264. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2265. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2266. * @param vector defines the Vector3 to transform
  2267. * @param transformation defines the transformation matrix
  2268. * @param result defines the Vector3 where to store the result
  2269. */
  2270. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2271. /**
  2272. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2273. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2274. * @param x define the x coordinate of the source vector
  2275. * @param y define the y coordinate of the source vector
  2276. * @param z define the z coordinate of the source vector
  2277. * @param transformation defines the transformation matrix
  2278. * @param result defines the Vector3 where to store the result
  2279. */
  2280. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2281. /**
  2282. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2283. * @param value1 defines the first control point
  2284. * @param value2 defines the second control point
  2285. * @param value3 defines the third control point
  2286. * @param value4 defines the fourth control point
  2287. * @param amount defines the amount on the spline to use
  2288. * @returns the new Vector3
  2289. */
  2290. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2291. /**
  2292. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2293. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2294. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2295. * @param value defines the current value
  2296. * @param min defines the lower range value
  2297. * @param max defines the upper range value
  2298. * @returns the new Vector3
  2299. */
  2300. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2301. /**
  2302. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2303. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2304. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2305. * @param value defines the current value
  2306. * @param min defines the lower range value
  2307. * @param max defines the upper range value
  2308. * @param result defines the Vector3 where to store the result
  2309. */
  2310. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2311. /**
  2312. * Checks if a given vector is inside a specific range
  2313. * @param v defines the vector to test
  2314. * @param min defines the minimum range
  2315. * @param max defines the maximum range
  2316. */
  2317. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2318. /**
  2319. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2320. * @param value1 defines the first control point
  2321. * @param tangent1 defines the first tangent vector
  2322. * @param value2 defines the second control point
  2323. * @param tangent2 defines the second tangent vector
  2324. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2325. * @returns the new Vector3
  2326. */
  2327. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2328. /**
  2329. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2330. * @param start defines the start value
  2331. * @param end defines the end value
  2332. * @param amount max defines amount between both (between 0 and 1)
  2333. * @returns the new Vector3
  2334. */
  2335. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2336. /**
  2337. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2338. * @param start defines the start value
  2339. * @param end defines the end value
  2340. * @param amount max defines amount between both (between 0 and 1)
  2341. * @param result defines the Vector3 where to store the result
  2342. */
  2343. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2344. /**
  2345. * Returns the dot product (float) between the vectors "left" and "right"
  2346. * @param left defines the left operand
  2347. * @param right defines the right operand
  2348. * @returns the dot product
  2349. */
  2350. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2351. /**
  2352. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2353. * The cross product is then orthogonal to both "left" and "right"
  2354. * @param left defines the left operand
  2355. * @param right defines the right operand
  2356. * @returns the cross product
  2357. */
  2358. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2359. /**
  2360. * Sets the given vector "result" with the cross product of "left" and "right"
  2361. * The cross product is then orthogonal to both "left" and "right"
  2362. * @param left defines the left operand
  2363. * @param right defines the right operand
  2364. * @param result defines the Vector3 where to store the result
  2365. */
  2366. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2367. /**
  2368. * Returns a new Vector3 as the normalization of the given vector
  2369. * @param vector defines the Vector3 to normalize
  2370. * @returns the new Vector3
  2371. */
  2372. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2373. /**
  2374. * Sets the given vector "result" with the normalization of the given first vector
  2375. * @param vector defines the Vector3 to normalize
  2376. * @param result defines the Vector3 where to store the result
  2377. */
  2378. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2379. /**
  2380. * Project a Vector3 onto screen space
  2381. * @param vector defines the Vector3 to project
  2382. * @param world defines the world matrix to use
  2383. * @param transform defines the transform (view x projection) matrix to use
  2384. * @param viewport defines the screen viewport to use
  2385. * @returns the new Vector3
  2386. */
  2387. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2388. /** @hidden */
  2389. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2390. /**
  2391. * Unproject from screen space to object space
  2392. * @param source defines the screen space Vector3 to use
  2393. * @param viewportWidth defines the current width of the viewport
  2394. * @param viewportHeight defines the current height of the viewport
  2395. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2396. * @param transform defines the transform (view x projection) matrix to use
  2397. * @returns the new Vector3
  2398. */
  2399. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2400. /**
  2401. * Unproject from screen space to object space
  2402. * @param source defines the screen space Vector3 to use
  2403. * @param viewportWidth defines the current width of the viewport
  2404. * @param viewportHeight defines the current height of the viewport
  2405. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2406. * @param view defines the view matrix to use
  2407. * @param projection defines the projection matrix to use
  2408. * @returns the new Vector3
  2409. */
  2410. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2411. /**
  2412. * Unproject from screen space to object space
  2413. * @param source defines the screen space Vector3 to use
  2414. * @param viewportWidth defines the current width of the viewport
  2415. * @param viewportHeight defines the current height of the viewport
  2416. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2417. * @param view defines the view matrix to use
  2418. * @param projection defines the projection matrix to use
  2419. * @param result defines the Vector3 where to store the result
  2420. */
  2421. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2422. /**
  2423. * Unproject from screen space to object space
  2424. * @param sourceX defines the screen space x coordinate to use
  2425. * @param sourceY defines the screen space y coordinate to use
  2426. * @param sourceZ defines the screen space z coordinate to use
  2427. * @param viewportWidth defines the current width of the viewport
  2428. * @param viewportHeight defines the current height of the viewport
  2429. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2430. * @param view defines the view matrix to use
  2431. * @param projection defines the projection matrix to use
  2432. * @param result defines the Vector3 where to store the result
  2433. */
  2434. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2435. /**
  2436. * Gets the minimal coordinate values between two Vector3
  2437. * @param left defines the first operand
  2438. * @param right defines the second operand
  2439. * @returns the new Vector3
  2440. */
  2441. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2442. /**
  2443. * Gets the maximal coordinate values between two Vector3
  2444. * @param left defines the first operand
  2445. * @param right defines the second operand
  2446. * @returns the new Vector3
  2447. */
  2448. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2449. /**
  2450. * Returns the distance between the vectors "value1" and "value2"
  2451. * @param value1 defines the first operand
  2452. * @param value2 defines the second operand
  2453. * @returns the distance
  2454. */
  2455. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2456. /**
  2457. * Returns the squared distance between the vectors "value1" and "value2"
  2458. * @param value1 defines the first operand
  2459. * @param value2 defines the second operand
  2460. * @returns the squared distance
  2461. */
  2462. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2463. /**
  2464. * Returns a new Vector3 located at the center between "value1" and "value2"
  2465. * @param value1 defines the first operand
  2466. * @param value2 defines the second operand
  2467. * @returns the new Vector3
  2468. */
  2469. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  2470. /**
  2471. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  2472. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  2473. * to something in order to rotate it from its local system to the given target system
  2474. * Note: axis1, axis2 and axis3 are normalized during this operation
  2475. * @param axis1 defines the first axis
  2476. * @param axis2 defines the second axis
  2477. * @param axis3 defines the third axis
  2478. * @returns a new Vector3
  2479. */
  2480. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  2481. /**
  2482. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  2483. * @param axis1 defines the first axis
  2484. * @param axis2 defines the second axis
  2485. * @param axis3 defines the third axis
  2486. * @param ref defines the Vector3 where to store the result
  2487. */
  2488. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  2489. }
  2490. /**
  2491. * Vector4 class created for EulerAngle class conversion to Quaternion
  2492. */
  2493. export class Vector4 {
  2494. /** x value of the vector */
  2495. x: number;
  2496. /** y value of the vector */
  2497. y: number;
  2498. /** z value of the vector */
  2499. z: number;
  2500. /** w value of the vector */
  2501. w: number;
  2502. /**
  2503. * Creates a Vector4 object from the given floats.
  2504. * @param x x value of the vector
  2505. * @param y y value of the vector
  2506. * @param z z value of the vector
  2507. * @param w w value of the vector
  2508. */
  2509. constructor(
  2510. /** x value of the vector */
  2511. x: number,
  2512. /** y value of the vector */
  2513. y: number,
  2514. /** z value of the vector */
  2515. z: number,
  2516. /** w value of the vector */
  2517. w: number);
  2518. /**
  2519. * Returns the string with the Vector4 coordinates.
  2520. * @returns a string containing all the vector values
  2521. */
  2522. toString(): string;
  2523. /**
  2524. * Returns the string "Vector4".
  2525. * @returns "Vector4"
  2526. */
  2527. getClassName(): string;
  2528. /**
  2529. * Returns the Vector4 hash code.
  2530. * @returns a unique hash code
  2531. */
  2532. getHashCode(): number;
  2533. /**
  2534. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  2535. * @returns the resulting array
  2536. */
  2537. asArray(): number[];
  2538. /**
  2539. * Populates the given array from the given index with the Vector4 coordinates.
  2540. * @param array array to populate
  2541. * @param index index of the array to start at (default: 0)
  2542. * @returns the Vector4.
  2543. */
  2544. toArray(array: FloatArray, index?: number): Vector4;
  2545. /**
  2546. * Adds the given vector to the current Vector4.
  2547. * @param otherVector the vector to add
  2548. * @returns the updated Vector4.
  2549. */
  2550. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2551. /**
  2552. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  2553. * @param otherVector the vector to add
  2554. * @returns the resulting vector
  2555. */
  2556. add(otherVector: DeepImmutable<Vector4>): Vector4;
  2557. /**
  2558. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  2559. * @param otherVector the vector to add
  2560. * @param result the vector to store the result
  2561. * @returns the current Vector4.
  2562. */
  2563. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2564. /**
  2565. * Subtract in place the given vector from the current Vector4.
  2566. * @param otherVector the vector to subtract
  2567. * @returns the updated Vector4.
  2568. */
  2569. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2570. /**
  2571. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  2572. * @param otherVector the vector to add
  2573. * @returns the new vector with the result
  2574. */
  2575. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  2576. /**
  2577. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  2578. * @param otherVector the vector to subtract
  2579. * @param result the vector to store the result
  2580. * @returns the current Vector4.
  2581. */
  2582. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2583. /**
  2584. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2585. */
  2586. /**
  2587. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2588. * @param x value to subtract
  2589. * @param y value to subtract
  2590. * @param z value to subtract
  2591. * @param w value to subtract
  2592. * @returns new vector containing the result
  2593. */
  2594. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2595. /**
  2596. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2597. * @param x value to subtract
  2598. * @param y value to subtract
  2599. * @param z value to subtract
  2600. * @param w value to subtract
  2601. * @param result the vector to store the result in
  2602. * @returns the current Vector4.
  2603. */
  2604. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  2605. /**
  2606. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  2607. * @returns a new vector with the negated values
  2608. */
  2609. negate(): Vector4;
  2610. /**
  2611. * Multiplies the current Vector4 coordinates by scale (float).
  2612. * @param scale the number to scale with
  2613. * @returns the updated Vector4.
  2614. */
  2615. scaleInPlace(scale: number): Vector4;
  2616. /**
  2617. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  2618. * @param scale the number to scale with
  2619. * @returns a new vector with the result
  2620. */
  2621. scale(scale: number): Vector4;
  2622. /**
  2623. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  2624. * @param scale the number to scale with
  2625. * @param result a vector to store the result in
  2626. * @returns the current Vector4.
  2627. */
  2628. scaleToRef(scale: number, result: Vector4): Vector4;
  2629. /**
  2630. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  2631. * @param scale defines the scale factor
  2632. * @param result defines the Vector4 object where to store the result
  2633. * @returns the unmodified current Vector4
  2634. */
  2635. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  2636. /**
  2637. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  2638. * @param otherVector the vector to compare against
  2639. * @returns true if they are equal
  2640. */
  2641. equals(otherVector: DeepImmutable<Vector4>): boolean;
  2642. /**
  2643. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  2644. * @param otherVector vector to compare against
  2645. * @param epsilon (Default: very small number)
  2646. * @returns true if they are equal
  2647. */
  2648. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  2649. /**
  2650. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  2651. * @param x x value to compare against
  2652. * @param y y value to compare against
  2653. * @param z z value to compare against
  2654. * @param w w value to compare against
  2655. * @returns true if equal
  2656. */
  2657. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  2658. /**
  2659. * Multiplies in place the current Vector4 by the given one.
  2660. * @param otherVector vector to multiple with
  2661. * @returns the updated Vector4.
  2662. */
  2663. multiplyInPlace(otherVector: Vector4): Vector4;
  2664. /**
  2665. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  2666. * @param otherVector vector to multiple with
  2667. * @returns resulting new vector
  2668. */
  2669. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  2670. /**
  2671. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  2672. * @param otherVector vector to multiple with
  2673. * @param result vector to store the result
  2674. * @returns the current Vector4.
  2675. */
  2676. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2677. /**
  2678. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  2679. * @param x x value multiply with
  2680. * @param y y value multiply with
  2681. * @param z z value multiply with
  2682. * @param w w value multiply with
  2683. * @returns resulting new vector
  2684. */
  2685. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  2686. /**
  2687. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  2688. * @param otherVector vector to devide with
  2689. * @returns resulting new vector
  2690. */
  2691. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  2692. /**
  2693. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  2694. * @param otherVector vector to devide with
  2695. * @param result vector to store the result
  2696. * @returns the current Vector4.
  2697. */
  2698. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2699. /**
  2700. * Divides the current Vector3 coordinates by the given ones.
  2701. * @param otherVector vector to devide with
  2702. * @returns the updated Vector3.
  2703. */
  2704. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2705. /**
  2706. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  2707. * @param other defines the second operand
  2708. * @returns the current updated Vector4
  2709. */
  2710. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2711. /**
  2712. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  2713. * @param other defines the second operand
  2714. * @returns the current updated Vector4
  2715. */
  2716. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2717. /**
  2718. * Gets a new Vector4 from current Vector4 floored values
  2719. * @returns a new Vector4
  2720. */
  2721. floor(): Vector4;
  2722. /**
  2723. * Gets a new Vector4 from current Vector3 floored values
  2724. * @returns a new Vector4
  2725. */
  2726. fract(): Vector4;
  2727. /**
  2728. * Returns the Vector4 length (float).
  2729. * @returns the length
  2730. */
  2731. length(): number;
  2732. /**
  2733. * Returns the Vector4 squared length (float).
  2734. * @returns the length squared
  2735. */
  2736. lengthSquared(): number;
  2737. /**
  2738. * Normalizes in place the Vector4.
  2739. * @returns the updated Vector4.
  2740. */
  2741. normalize(): Vector4;
  2742. /**
  2743. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  2744. * @returns this converted to a new vector3
  2745. */
  2746. toVector3(): Vector3;
  2747. /**
  2748. * Returns a new Vector4 copied from the current one.
  2749. * @returns the new cloned vector
  2750. */
  2751. clone(): Vector4;
  2752. /**
  2753. * Updates the current Vector4 with the given one coordinates.
  2754. * @param source the source vector to copy from
  2755. * @returns the updated Vector4.
  2756. */
  2757. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  2758. /**
  2759. * Updates the current Vector4 coordinates with the given floats.
  2760. * @param x float to copy from
  2761. * @param y float to copy from
  2762. * @param z float to copy from
  2763. * @param w float to copy from
  2764. * @returns the updated Vector4.
  2765. */
  2766. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2767. /**
  2768. * Updates the current Vector4 coordinates with the given floats.
  2769. * @param x float to set from
  2770. * @param y float to set from
  2771. * @param z float to set from
  2772. * @param w float to set from
  2773. * @returns the updated Vector4.
  2774. */
  2775. set(x: number, y: number, z: number, w: number): Vector4;
  2776. /**
  2777. * Copies the given float to the current Vector3 coordinates
  2778. * @param v defines the x, y, z and w coordinates of the operand
  2779. * @returns the current updated Vector3
  2780. */
  2781. setAll(v: number): Vector4;
  2782. /**
  2783. * Returns a new Vector4 set from the starting index of the given array.
  2784. * @param array the array to pull values from
  2785. * @param offset the offset into the array to start at
  2786. * @returns the new vector
  2787. */
  2788. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  2789. /**
  2790. * Updates the given vector "result" from the starting index of the given array.
  2791. * @param array the array to pull values from
  2792. * @param offset the offset into the array to start at
  2793. * @param result the vector to store the result in
  2794. */
  2795. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  2796. /**
  2797. * Updates the given vector "result" from the starting index of the given Float32Array.
  2798. * @param array the array to pull values from
  2799. * @param offset the offset into the array to start at
  2800. * @param result the vector to store the result in
  2801. */
  2802. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  2803. /**
  2804. * Updates the given vector "result" coordinates from the given floats.
  2805. * @param x float to set from
  2806. * @param y float to set from
  2807. * @param z float to set from
  2808. * @param w float to set from
  2809. * @param result the vector to the floats in
  2810. */
  2811. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2812. /**
  2813. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  2814. * @returns the new vector
  2815. */
  2816. static Zero(): Vector4;
  2817. /**
  2818. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  2819. * @returns the new vector
  2820. */
  2821. static One(): Vector4;
  2822. /**
  2823. * Returns a new normalized Vector4 from the given one.
  2824. * @param vector the vector to normalize
  2825. * @returns the vector
  2826. */
  2827. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  2828. /**
  2829. * Updates the given vector "result" from the normalization of the given one.
  2830. * @param vector the vector to normalize
  2831. * @param result the vector to store the result in
  2832. */
  2833. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  2834. /**
  2835. * Returns a vector with the minimum values from the left and right vectors
  2836. * @param left left vector to minimize
  2837. * @param right right vector to minimize
  2838. * @returns a new vector with the minimum of the left and right vector values
  2839. */
  2840. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2841. /**
  2842. * Returns a vector with the maximum values from the left and right vectors
  2843. * @param left left vector to maximize
  2844. * @param right right vector to maximize
  2845. * @returns a new vector with the maximum of the left and right vector values
  2846. */
  2847. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2848. /**
  2849. * Returns the distance (float) between the vectors "value1" and "value2".
  2850. * @param value1 value to calulate the distance between
  2851. * @param value2 value to calulate the distance between
  2852. * @return the distance between the two vectors
  2853. */
  2854. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2855. /**
  2856. * Returns the squared distance (float) between the vectors "value1" and "value2".
  2857. * @param value1 value to calulate the distance between
  2858. * @param value2 value to calulate the distance between
  2859. * @return the distance between the two vectors squared
  2860. */
  2861. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2862. /**
  2863. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  2864. * @param value1 value to calulate the center between
  2865. * @param value2 value to calulate the center between
  2866. * @return the center between the two vectors
  2867. */
  2868. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  2869. /**
  2870. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  2871. * This methods computes transformed normalized direction vectors only.
  2872. * @param vector the vector to transform
  2873. * @param transformation the transformation matrix to apply
  2874. * @returns the new vector
  2875. */
  2876. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  2877. /**
  2878. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  2879. * This methods computes transformed normalized direction vectors only.
  2880. * @param vector the vector to transform
  2881. * @param transformation the transformation matrix to apply
  2882. * @param result the vector to store the result in
  2883. */
  2884. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2885. /**
  2886. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  2887. * This methods computes transformed normalized direction vectors only.
  2888. * @param x value to transform
  2889. * @param y value to transform
  2890. * @param z value to transform
  2891. * @param w value to transform
  2892. * @param transformation the transformation matrix to apply
  2893. * @param result the vector to store the results in
  2894. */
  2895. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2896. /**
  2897. * Creates a new Vector4 from a Vector3
  2898. * @param source defines the source data
  2899. * @param w defines the 4th component (default is 0)
  2900. * @returns a new Vector4
  2901. */
  2902. static FromVector3(source: Vector3, w?: number): Vector4;
  2903. }
  2904. /**
  2905. * Class used to store quaternion data
  2906. * @see https://en.wikipedia.org/wiki/Quaternion
  2907. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  2908. */
  2909. export class Quaternion {
  2910. /** defines the first component (0 by default) */
  2911. x: number;
  2912. /** defines the second component (0 by default) */
  2913. y: number;
  2914. /** defines the third component (0 by default) */
  2915. z: number;
  2916. /** defines the fourth component (1.0 by default) */
  2917. w: number;
  2918. /**
  2919. * Creates a new Quaternion from the given floats
  2920. * @param x defines the first component (0 by default)
  2921. * @param y defines the second component (0 by default)
  2922. * @param z defines the third component (0 by default)
  2923. * @param w defines the fourth component (1.0 by default)
  2924. */
  2925. constructor(
  2926. /** defines the first component (0 by default) */
  2927. x?: number,
  2928. /** defines the second component (0 by default) */
  2929. y?: number,
  2930. /** defines the third component (0 by default) */
  2931. z?: number,
  2932. /** defines the fourth component (1.0 by default) */
  2933. w?: number);
  2934. /**
  2935. * Gets a string representation for the current quaternion
  2936. * @returns a string with the Quaternion coordinates
  2937. */
  2938. toString(): string;
  2939. /**
  2940. * Gets the class name of the quaternion
  2941. * @returns the string "Quaternion"
  2942. */
  2943. getClassName(): string;
  2944. /**
  2945. * Gets a hash code for this quaternion
  2946. * @returns the quaternion hash code
  2947. */
  2948. getHashCode(): number;
  2949. /**
  2950. * Copy the quaternion to an array
  2951. * @returns a new array populated with 4 elements from the quaternion coordinates
  2952. */
  2953. asArray(): number[];
  2954. /**
  2955. * Check if two quaternions are equals
  2956. * @param otherQuaternion defines the second operand
  2957. * @return true if the current quaternion and the given one coordinates are strictly equals
  2958. */
  2959. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  2960. /**
  2961. * Clone the current quaternion
  2962. * @returns a new quaternion copied from the current one
  2963. */
  2964. clone(): Quaternion;
  2965. /**
  2966. * Copy a quaternion to the current one
  2967. * @param other defines the other quaternion
  2968. * @returns the updated current quaternion
  2969. */
  2970. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  2971. /**
  2972. * Updates the current quaternion with the given float coordinates
  2973. * @param x defines the x coordinate
  2974. * @param y defines the y coordinate
  2975. * @param z defines the z coordinate
  2976. * @param w defines the w coordinate
  2977. * @returns the updated current quaternion
  2978. */
  2979. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  2980. /**
  2981. * Updates the current quaternion from the given float coordinates
  2982. * @param x defines the x coordinate
  2983. * @param y defines the y coordinate
  2984. * @param z defines the z coordinate
  2985. * @param w defines the w coordinate
  2986. * @returns the updated current quaternion
  2987. */
  2988. set(x: number, y: number, z: number, w: number): Quaternion;
  2989. /**
  2990. * Adds two quaternions
  2991. * @param other defines the second operand
  2992. * @returns a new quaternion as the addition result of the given one and the current quaternion
  2993. */
  2994. add(other: DeepImmutable<Quaternion>): Quaternion;
  2995. /**
  2996. * Add a quaternion to the current one
  2997. * @param other defines the quaternion to add
  2998. * @returns the current quaternion
  2999. */
  3000. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3001. /**
  3002. * Subtract two quaternions
  3003. * @param other defines the second operand
  3004. * @returns a new quaternion as the subtraction result of the given one from the current one
  3005. */
  3006. subtract(other: Quaternion): Quaternion;
  3007. /**
  3008. * Multiplies the current quaternion by a scale factor
  3009. * @param value defines the scale factor
  3010. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3011. */
  3012. scale(value: number): Quaternion;
  3013. /**
  3014. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3015. * @param scale defines the scale factor
  3016. * @param result defines the Quaternion object where to store the result
  3017. * @returns the unmodified current quaternion
  3018. */
  3019. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3020. /**
  3021. * Multiplies in place the current quaternion by a scale factor
  3022. * @param value defines the scale factor
  3023. * @returns the current modified quaternion
  3024. */
  3025. scaleInPlace(value: number): Quaternion;
  3026. /**
  3027. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3028. * @param scale defines the scale factor
  3029. * @param result defines the Quaternion object where to store the result
  3030. * @returns the unmodified current quaternion
  3031. */
  3032. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3033. /**
  3034. * Multiplies two quaternions
  3035. * @param q1 defines the second operand
  3036. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3037. */
  3038. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3039. /**
  3040. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3041. * @param q1 defines the second operand
  3042. * @param result defines the target quaternion
  3043. * @returns the current quaternion
  3044. */
  3045. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3046. /**
  3047. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3048. * @param q1 defines the second operand
  3049. * @returns the currentupdated quaternion
  3050. */
  3051. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3052. /**
  3053. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3054. * @param ref defines the target quaternion
  3055. * @returns the current quaternion
  3056. */
  3057. conjugateToRef(ref: Quaternion): Quaternion;
  3058. /**
  3059. * Conjugates in place (1-q) the current quaternion
  3060. * @returns the current updated quaternion
  3061. */
  3062. conjugateInPlace(): Quaternion;
  3063. /**
  3064. * Conjugates in place (1-q) the current quaternion
  3065. * @returns a new quaternion
  3066. */
  3067. conjugate(): Quaternion;
  3068. /**
  3069. * Gets length of current quaternion
  3070. * @returns the quaternion length (float)
  3071. */
  3072. length(): number;
  3073. /**
  3074. * Normalize in place the current quaternion
  3075. * @returns the current updated quaternion
  3076. */
  3077. normalize(): Quaternion;
  3078. /**
  3079. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3080. * @param order is a reserved parameter and is ignore for now
  3081. * @returns a new Vector3 containing the Euler angles
  3082. */
  3083. toEulerAngles(order?: string): Vector3;
  3084. /**
  3085. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3086. * @param result defines the vector which will be filled with the Euler angles
  3087. * @param order is a reserved parameter and is ignore for now
  3088. * @returns the current unchanged quaternion
  3089. */
  3090. toEulerAnglesToRef(result: Vector3): Quaternion;
  3091. /**
  3092. * Updates the given rotation matrix with the current quaternion values
  3093. * @param result defines the target matrix
  3094. * @returns the current unchanged quaternion
  3095. */
  3096. toRotationMatrix(result: Matrix): Quaternion;
  3097. /**
  3098. * Updates the current quaternion from the given rotation matrix values
  3099. * @param matrix defines the source matrix
  3100. * @returns the current updated quaternion
  3101. */
  3102. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3103. /**
  3104. * Creates a new quaternion from a rotation matrix
  3105. * @param matrix defines the source matrix
  3106. * @returns a new quaternion created from the given rotation matrix values
  3107. */
  3108. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3109. /**
  3110. * Updates the given quaternion with the given rotation matrix values
  3111. * @param matrix defines the source matrix
  3112. * @param result defines the target quaternion
  3113. */
  3114. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3115. /**
  3116. * Returns the dot product (float) between the quaternions "left" and "right"
  3117. * @param left defines the left operand
  3118. * @param right defines the right operand
  3119. * @returns the dot product
  3120. */
  3121. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3122. /**
  3123. * Checks if the two quaternions are close to each other
  3124. * @param quat0 defines the first quaternion to check
  3125. * @param quat1 defines the second quaternion to check
  3126. * @returns true if the two quaternions are close to each other
  3127. */
  3128. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3129. /**
  3130. * Creates an empty quaternion
  3131. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3132. */
  3133. static Zero(): Quaternion;
  3134. /**
  3135. * Inverse a given quaternion
  3136. * @param q defines the source quaternion
  3137. * @returns a new quaternion as the inverted current quaternion
  3138. */
  3139. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3140. /**
  3141. * Inverse a given quaternion
  3142. * @param q defines the source quaternion
  3143. * @param result the quaternion the result will be stored in
  3144. * @returns the result quaternion
  3145. */
  3146. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3147. /**
  3148. * Creates an identity quaternion
  3149. * @returns the identity quaternion
  3150. */
  3151. static Identity(): Quaternion;
  3152. /**
  3153. * Gets a boolean indicating if the given quaternion is identity
  3154. * @param quaternion defines the quaternion to check
  3155. * @returns true if the quaternion is identity
  3156. */
  3157. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3158. /**
  3159. * Creates a quaternion from a rotation around an axis
  3160. * @param axis defines the axis to use
  3161. * @param angle defines the angle to use
  3162. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3163. */
  3164. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3165. /**
  3166. * Creates a rotation around an axis and stores it into the given quaternion
  3167. * @param axis defines the axis to use
  3168. * @param angle defines the angle to use
  3169. * @param result defines the target quaternion
  3170. * @returns the target quaternion
  3171. */
  3172. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3173. /**
  3174. * Creates a new quaternion from data stored into an array
  3175. * @param array defines the data source
  3176. * @param offset defines the offset in the source array where the data starts
  3177. * @returns a new quaternion
  3178. */
  3179. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3180. /**
  3181. * Create a quaternion from Euler rotation angles
  3182. * @param x Pitch
  3183. * @param y Yaw
  3184. * @param z Roll
  3185. * @returns the new Quaternion
  3186. */
  3187. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3188. /**
  3189. * Updates a quaternion from Euler rotation angles
  3190. * @param x Pitch
  3191. * @param y Yaw
  3192. * @param z Roll
  3193. * @param result the quaternion to store the result
  3194. * @returns the updated quaternion
  3195. */
  3196. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3197. /**
  3198. * Create a quaternion from Euler rotation vector
  3199. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3200. * @returns the new Quaternion
  3201. */
  3202. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3203. /**
  3204. * Updates a quaternion from Euler rotation vector
  3205. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3206. * @param result the quaternion to store the result
  3207. * @returns the updated quaternion
  3208. */
  3209. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3210. /**
  3211. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3212. * @param yaw defines the rotation around Y axis
  3213. * @param pitch defines the rotation around X axis
  3214. * @param roll defines the rotation around Z axis
  3215. * @returns the new quaternion
  3216. */
  3217. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3218. /**
  3219. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3220. * @param yaw defines the rotation around Y axis
  3221. * @param pitch defines the rotation around X axis
  3222. * @param roll defines the rotation around Z axis
  3223. * @param result defines the target quaternion
  3224. */
  3225. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3226. /**
  3227. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3228. * @param alpha defines the rotation around first axis
  3229. * @param beta defines the rotation around second axis
  3230. * @param gamma defines the rotation around third axis
  3231. * @returns the new quaternion
  3232. */
  3233. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3234. /**
  3235. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3236. * @param alpha defines the rotation around first axis
  3237. * @param beta defines the rotation around second axis
  3238. * @param gamma defines the rotation around third axis
  3239. * @param result defines the target quaternion
  3240. */
  3241. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3242. /**
  3243. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  3244. * @param axis1 defines the first axis
  3245. * @param axis2 defines the second axis
  3246. * @param axis3 defines the third axis
  3247. * @returns the new quaternion
  3248. */
  3249. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3250. /**
  3251. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  3252. * @param axis1 defines the first axis
  3253. * @param axis2 defines the second axis
  3254. * @param axis3 defines the third axis
  3255. * @param ref defines the target quaternion
  3256. */
  3257. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3258. /**
  3259. * Interpolates between two quaternions
  3260. * @param left defines first quaternion
  3261. * @param right defines second quaternion
  3262. * @param amount defines the gradient to use
  3263. * @returns the new interpolated quaternion
  3264. */
  3265. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3266. /**
  3267. * Interpolates between two quaternions and stores it into a target quaternion
  3268. * @param left defines first quaternion
  3269. * @param right defines second quaternion
  3270. * @param amount defines the gradient to use
  3271. * @param result defines the target quaternion
  3272. */
  3273. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3274. /**
  3275. * Interpolate between two quaternions using Hermite interpolation
  3276. * @param value1 defines first quaternion
  3277. * @param tangent1 defines the incoming tangent
  3278. * @param value2 defines second quaternion
  3279. * @param tangent2 defines the outgoing tangent
  3280. * @param amount defines the target quaternion
  3281. * @returns the new interpolated quaternion
  3282. */
  3283. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3284. }
  3285. /**
  3286. * Class used to store matrix data (4x4)
  3287. */
  3288. export class Matrix {
  3289. private static _updateFlagSeed;
  3290. private static _identityReadOnly;
  3291. private _isIdentity;
  3292. private _isIdentityDirty;
  3293. private _isIdentity3x2;
  3294. private _isIdentity3x2Dirty;
  3295. /**
  3296. * Gets the update flag of the matrix which is an unique number for the matrix.
  3297. * It will be incremented every time the matrix data change.
  3298. * You can use it to speed the comparison between two versions of the same matrix.
  3299. */
  3300. updateFlag: number;
  3301. private readonly _m;
  3302. /**
  3303. * Gets the internal data of the matrix
  3304. */
  3305. readonly m: DeepImmutable<Float32Array>;
  3306. /** @hidden */
  3307. _markAsUpdated(): void;
  3308. /** @hidden */
  3309. private _updateIdentityStatus;
  3310. /**
  3311. * Creates an empty matrix (filled with zeros)
  3312. */
  3313. constructor();
  3314. /**
  3315. * Check if the current matrix is identity
  3316. * @returns true is the matrix is the identity matrix
  3317. */
  3318. isIdentity(): boolean;
  3319. /**
  3320. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3321. * @returns true is the matrix is the identity matrix
  3322. */
  3323. isIdentityAs3x2(): boolean;
  3324. /**
  3325. * Gets the determinant of the matrix
  3326. * @returns the matrix determinant
  3327. */
  3328. determinant(): number;
  3329. /**
  3330. * Returns the matrix as a Float32Array
  3331. * @returns the matrix underlying array
  3332. */
  3333. toArray(): DeepImmutable<Float32Array>;
  3334. /**
  3335. * Returns the matrix as a Float32Array
  3336. * @returns the matrix underlying array.
  3337. */
  3338. asArray(): DeepImmutable<Float32Array>;
  3339. /**
  3340. * Inverts the current matrix in place
  3341. * @returns the current inverted matrix
  3342. */
  3343. invert(): Matrix;
  3344. /**
  3345. * Sets all the matrix elements to zero
  3346. * @returns the current matrix
  3347. */
  3348. reset(): Matrix;
  3349. /**
  3350. * Adds the current matrix with a second one
  3351. * @param other defines the matrix to add
  3352. * @returns a new matrix as the addition of the current matrix and the given one
  3353. */
  3354. add(other: DeepImmutable<Matrix>): Matrix;
  3355. /**
  3356. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3357. * @param other defines the matrix to add
  3358. * @param result defines the target matrix
  3359. * @returns the current matrix
  3360. */
  3361. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3362. /**
  3363. * Adds in place the given matrix to the current matrix
  3364. * @param other defines the second operand
  3365. * @returns the current updated matrix
  3366. */
  3367. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3368. /**
  3369. * Sets the given matrix to the current inverted Matrix
  3370. * @param other defines the target matrix
  3371. * @returns the unmodified current matrix
  3372. */
  3373. invertToRef(other: Matrix): Matrix;
  3374. /**
  3375. * add a value at the specified position in the current Matrix
  3376. * @param index the index of the value within the matrix. between 0 and 15.
  3377. * @param value the value to be added
  3378. * @returns the current updated matrix
  3379. */
  3380. addAtIndex(index: number, value: number): Matrix;
  3381. /**
  3382. * mutiply the specified position in the current Matrix by a value
  3383. * @param index the index of the value within the matrix. between 0 and 15.
  3384. * @param value the value to be added
  3385. * @returns the current updated matrix
  3386. */
  3387. multiplyAtIndex(index: number, value: number): Matrix;
  3388. /**
  3389. * Inserts the translation vector (using 3 floats) in the current matrix
  3390. * @param x defines the 1st component of the translation
  3391. * @param y defines the 2nd component of the translation
  3392. * @param z defines the 3rd component of the translation
  3393. * @returns the current updated matrix
  3394. */
  3395. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3396. /**
  3397. * Adds the translation vector (using 3 floats) in the current matrix
  3398. * @param x defines the 1st component of the translation
  3399. * @param y defines the 2nd component of the translation
  3400. * @param z defines the 3rd component of the translation
  3401. * @returns the current updated matrix
  3402. */
  3403. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3404. /**
  3405. * Inserts the translation vector in the current matrix
  3406. * @param vector3 defines the translation to insert
  3407. * @returns the current updated matrix
  3408. */
  3409. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3410. /**
  3411. * Gets the translation value of the current matrix
  3412. * @returns a new Vector3 as the extracted translation from the matrix
  3413. */
  3414. getTranslation(): Vector3;
  3415. /**
  3416. * Fill a Vector3 with the extracted translation from the matrix
  3417. * @param result defines the Vector3 where to store the translation
  3418. * @returns the current matrix
  3419. */
  3420. getTranslationToRef(result: Vector3): Matrix;
  3421. /**
  3422. * Remove rotation and scaling part from the matrix
  3423. * @returns the updated matrix
  3424. */
  3425. removeRotationAndScaling(): Matrix;
  3426. /**
  3427. * Multiply two matrices
  3428. * @param other defines the second operand
  3429. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3430. */
  3431. multiply(other: DeepImmutable<Matrix>): Matrix;
  3432. /**
  3433. * Copy the current matrix from the given one
  3434. * @param other defines the source matrix
  3435. * @returns the current updated matrix
  3436. */
  3437. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3438. /**
  3439. * Populates the given array from the starting index with the current matrix values
  3440. * @param array defines the target array
  3441. * @param offset defines the offset in the target array where to start storing values
  3442. * @returns the current matrix
  3443. */
  3444. copyToArray(array: Float32Array, offset?: number): Matrix;
  3445. /**
  3446. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3447. * @param other defines the second operand
  3448. * @param result defines the matrix where to store the multiplication
  3449. * @returns the current matrix
  3450. */
  3451. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3452. /**
  3453. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  3454. * @param other defines the second operand
  3455. * @param result defines the array where to store the multiplication
  3456. * @param offset defines the offset in the target array where to start storing values
  3457. * @returns the current matrix
  3458. */
  3459. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  3460. /**
  3461. * Check equality between this matrix and a second one
  3462. * @param value defines the second matrix to compare
  3463. * @returns true is the current matrix and the given one values are strictly equal
  3464. */
  3465. equals(value: DeepImmutable<Matrix>): boolean;
  3466. /**
  3467. * Clone the current matrix
  3468. * @returns a new matrix from the current matrix
  3469. */
  3470. clone(): Matrix;
  3471. /**
  3472. * Returns the name of the current matrix class
  3473. * @returns the string "Matrix"
  3474. */
  3475. getClassName(): string;
  3476. /**
  3477. * Gets the hash code of the current matrix
  3478. * @returns the hash code
  3479. */
  3480. getHashCode(): number;
  3481. /**
  3482. * Decomposes the current Matrix into a translation, rotation and scaling components
  3483. * @param scale defines the scale vector3 given as a reference to update
  3484. * @param rotation defines the rotation quaternion given as a reference to update
  3485. * @param translation defines the translation vector3 given as a reference to update
  3486. * @returns true if operation was successful
  3487. */
  3488. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  3489. /**
  3490. * Gets specific row of the matrix
  3491. * @param index defines the number of the row to get
  3492. * @returns the index-th row of the current matrix as a new Vector4
  3493. */
  3494. getRow(index: number): Nullable<Vector4>;
  3495. /**
  3496. * Sets the index-th row of the current matrix to the vector4 values
  3497. * @param index defines the number of the row to set
  3498. * @param row defines the target vector4
  3499. * @returns the updated current matrix
  3500. */
  3501. setRow(index: number, row: Vector4): Matrix;
  3502. /**
  3503. * Compute the transpose of the matrix
  3504. * @returns the new transposed matrix
  3505. */
  3506. transpose(): Matrix;
  3507. /**
  3508. * Compute the transpose of the matrix and store it in a given matrix
  3509. * @param result defines the target matrix
  3510. * @returns the current matrix
  3511. */
  3512. transposeToRef(result: Matrix): Matrix;
  3513. /**
  3514. * Sets the index-th row of the current matrix with the given 4 x float values
  3515. * @param index defines the row index
  3516. * @param x defines the x component to set
  3517. * @param y defines the y component to set
  3518. * @param z defines the z component to set
  3519. * @param w defines the w component to set
  3520. * @returns the updated current matrix
  3521. */
  3522. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  3523. /**
  3524. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  3525. * @param scale defines the scale factor
  3526. * @returns a new matrix
  3527. */
  3528. scale(scale: number): Matrix;
  3529. /**
  3530. * Scale the current matrix values by a factor to a given result matrix
  3531. * @param scale defines the scale factor
  3532. * @param result defines the matrix to store the result
  3533. * @returns the current matrix
  3534. */
  3535. scaleToRef(scale: number, result: Matrix): Matrix;
  3536. /**
  3537. * Scale the current matrix values by a factor and add the result to a given matrix
  3538. * @param scale defines the scale factor
  3539. * @param result defines the Matrix to store the result
  3540. * @returns the current matrix
  3541. */
  3542. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  3543. /**
  3544. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  3545. * @param ref matrix to store the result
  3546. */
  3547. toNormalMatrix(ref: Matrix): void;
  3548. /**
  3549. * Gets only rotation part of the current matrix
  3550. * @returns a new matrix sets to the extracted rotation matrix from the current one
  3551. */
  3552. getRotationMatrix(): Matrix;
  3553. /**
  3554. * Extracts the rotation matrix from the current one and sets it as the given "result"
  3555. * @param result defines the target matrix to store data to
  3556. * @returns the current matrix
  3557. */
  3558. getRotationMatrixToRef(result: Matrix): Matrix;
  3559. /**
  3560. * Toggles model matrix from being right handed to left handed in place and vice versa
  3561. */
  3562. toggleModelMatrixHandInPlace(): void;
  3563. /**
  3564. * Toggles projection matrix from being right handed to left handed in place and vice versa
  3565. */
  3566. toggleProjectionMatrixHandInPlace(): void;
  3567. /**
  3568. * Creates a matrix from an array
  3569. * @param array defines the source array
  3570. * @param offset defines an offset in the source array
  3571. * @returns a new Matrix set from the starting index of the given array
  3572. */
  3573. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  3574. /**
  3575. * Copy the content of an array into a given matrix
  3576. * @param array defines the source array
  3577. * @param offset defines an offset in the source array
  3578. * @param result defines the target matrix
  3579. */
  3580. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  3581. /**
  3582. * Stores an array into a matrix after having multiplied each component by a given factor
  3583. * @param array defines the source array
  3584. * @param offset defines the offset in the source array
  3585. * @param scale defines the scaling factor
  3586. * @param result defines the target matrix
  3587. */
  3588. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  3589. /**
  3590. * Gets an identity matrix that must not be updated
  3591. */
  3592. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  3593. /**
  3594. * Stores a list of values (16) inside a given matrix
  3595. * @param initialM11 defines 1st value of 1st row
  3596. * @param initialM12 defines 2nd value of 1st row
  3597. * @param initialM13 defines 3rd value of 1st row
  3598. * @param initialM14 defines 4th value of 1st row
  3599. * @param initialM21 defines 1st value of 2nd row
  3600. * @param initialM22 defines 2nd value of 2nd row
  3601. * @param initialM23 defines 3rd value of 2nd row
  3602. * @param initialM24 defines 4th value of 2nd row
  3603. * @param initialM31 defines 1st value of 3rd row
  3604. * @param initialM32 defines 2nd value of 3rd row
  3605. * @param initialM33 defines 3rd value of 3rd row
  3606. * @param initialM34 defines 4th value of 3rd row
  3607. * @param initialM41 defines 1st value of 4th row
  3608. * @param initialM42 defines 2nd value of 4th row
  3609. * @param initialM43 defines 3rd value of 4th row
  3610. * @param initialM44 defines 4th value of 4th row
  3611. * @param result defines the target matrix
  3612. */
  3613. static FromValuesToRef(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number, result: Matrix): void;
  3614. /**
  3615. * Creates new matrix from a list of values (16)
  3616. * @param initialM11 defines 1st value of 1st row
  3617. * @param initialM12 defines 2nd value of 1st row
  3618. * @param initialM13 defines 3rd value of 1st row
  3619. * @param initialM14 defines 4th value of 1st row
  3620. * @param initialM21 defines 1st value of 2nd row
  3621. * @param initialM22 defines 2nd value of 2nd row
  3622. * @param initialM23 defines 3rd value of 2nd row
  3623. * @param initialM24 defines 4th value of 2nd row
  3624. * @param initialM31 defines 1st value of 3rd row
  3625. * @param initialM32 defines 2nd value of 3rd row
  3626. * @param initialM33 defines 3rd value of 3rd row
  3627. * @param initialM34 defines 4th value of 3rd row
  3628. * @param initialM41 defines 1st value of 4th row
  3629. * @param initialM42 defines 2nd value of 4th row
  3630. * @param initialM43 defines 3rd value of 4th row
  3631. * @param initialM44 defines 4th value of 4th row
  3632. * @returns the new matrix
  3633. */
  3634. static FromValues(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number): Matrix;
  3635. /**
  3636. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3637. * @param scale defines the scale vector3
  3638. * @param rotation defines the rotation quaternion
  3639. * @param translation defines the translation vector3
  3640. * @returns a new matrix
  3641. */
  3642. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  3643. /**
  3644. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3645. * @param scale defines the scale vector3
  3646. * @param rotation defines the rotation quaternion
  3647. * @param translation defines the translation vector3
  3648. * @param result defines the target matrix
  3649. */
  3650. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  3651. /**
  3652. * Creates a new identity matrix
  3653. * @returns a new identity matrix
  3654. */
  3655. static Identity(): Matrix;
  3656. /**
  3657. * Creates a new identity matrix and stores the result in a given matrix
  3658. * @param result defines the target matrix
  3659. */
  3660. static IdentityToRef(result: Matrix): void;
  3661. /**
  3662. * Creates a new zero matrix
  3663. * @returns a new zero matrix
  3664. */
  3665. static Zero(): Matrix;
  3666. /**
  3667. * Creates a new rotation matrix for "angle" radians around the X axis
  3668. * @param angle defines the angle (in radians) to use
  3669. * @return the new matrix
  3670. */
  3671. static RotationX(angle: number): Matrix;
  3672. /**
  3673. * Creates a new matrix as the invert of a given matrix
  3674. * @param source defines the source matrix
  3675. * @returns the new matrix
  3676. */
  3677. static Invert(source: DeepImmutable<Matrix>): Matrix;
  3678. /**
  3679. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  3680. * @param angle defines the angle (in radians) to use
  3681. * @param result defines the target matrix
  3682. */
  3683. static RotationXToRef(angle: number, result: Matrix): void;
  3684. /**
  3685. * Creates a new rotation matrix for "angle" radians around the Y axis
  3686. * @param angle defines the angle (in radians) to use
  3687. * @return the new matrix
  3688. */
  3689. static RotationY(angle: number): Matrix;
  3690. /**
  3691. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  3692. * @param angle defines the angle (in radians) to use
  3693. * @param result defines the target matrix
  3694. */
  3695. static RotationYToRef(angle: number, result: Matrix): void;
  3696. /**
  3697. * Creates a new rotation matrix for "angle" radians around the Z axis
  3698. * @param angle defines the angle (in radians) to use
  3699. * @return the new matrix
  3700. */
  3701. static RotationZ(angle: number): Matrix;
  3702. /**
  3703. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  3704. * @param angle defines the angle (in radians) to use
  3705. * @param result defines the target matrix
  3706. */
  3707. static RotationZToRef(angle: number, result: Matrix): void;
  3708. /**
  3709. * Creates a new rotation matrix for "angle" radians around the given axis
  3710. * @param axis defines the axis to use
  3711. * @param angle defines the angle (in radians) to use
  3712. * @return the new matrix
  3713. */
  3714. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  3715. /**
  3716. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  3717. * @param axis defines the axis to use
  3718. * @param angle defines the angle (in radians) to use
  3719. * @param result defines the target matrix
  3720. */
  3721. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  3722. /**
  3723. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  3724. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  3725. * @param from defines the vector to align
  3726. * @param to defines the vector to align to
  3727. * @param result defines the target matrix
  3728. */
  3729. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  3730. /**
  3731. * Creates a rotation matrix
  3732. * @param yaw defines the yaw angle in radians (Y axis)
  3733. * @param pitch defines the pitch angle in radians (X axis)
  3734. * @param roll defines the roll angle in radians (X axis)
  3735. * @returns the new rotation matrix
  3736. */
  3737. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  3738. /**
  3739. * Creates a rotation matrix and stores it in a given matrix
  3740. * @param yaw defines the yaw angle in radians (Y axis)
  3741. * @param pitch defines the pitch angle in radians (X axis)
  3742. * @param roll defines the roll angle in radians (X axis)
  3743. * @param result defines the target matrix
  3744. */
  3745. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  3746. /**
  3747. * Creates a scaling matrix
  3748. * @param x defines the scale factor on X axis
  3749. * @param y defines the scale factor on Y axis
  3750. * @param z defines the scale factor on Z axis
  3751. * @returns the new matrix
  3752. */
  3753. static Scaling(x: number, y: number, z: number): Matrix;
  3754. /**
  3755. * Creates a scaling matrix and stores it in a given matrix
  3756. * @param x defines the scale factor on X axis
  3757. * @param y defines the scale factor on Y axis
  3758. * @param z defines the scale factor on Z axis
  3759. * @param result defines the target matrix
  3760. */
  3761. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  3762. /**
  3763. * Creates a translation matrix
  3764. * @param x defines the translation on X axis
  3765. * @param y defines the translation on Y axis
  3766. * @param z defines the translationon Z axis
  3767. * @returns the new matrix
  3768. */
  3769. static Translation(x: number, y: number, z: number): Matrix;
  3770. /**
  3771. * Creates a translation matrix and stores it in a given matrix
  3772. * @param x defines the translation on X axis
  3773. * @param y defines the translation on Y axis
  3774. * @param z defines the translationon Z axis
  3775. * @param result defines the target matrix
  3776. */
  3777. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  3778. /**
  3779. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3780. * @param startValue defines the start value
  3781. * @param endValue defines the end value
  3782. * @param gradient defines the gradient factor
  3783. * @returns the new matrix
  3784. */
  3785. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3786. /**
  3787. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3788. * @param startValue defines the start value
  3789. * @param endValue defines the end value
  3790. * @param gradient defines the gradient factor
  3791. * @param result defines the Matrix object where to store data
  3792. */
  3793. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3794. /**
  3795. * Builds a new matrix whose values are computed by:
  3796. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3797. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3798. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3799. * @param startValue defines the first matrix
  3800. * @param endValue defines the second matrix
  3801. * @param gradient defines the gradient between the two matrices
  3802. * @returns the new matrix
  3803. */
  3804. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3805. /**
  3806. * Update a matrix to values which are computed by:
  3807. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3808. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3809. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3810. * @param startValue defines the first matrix
  3811. * @param endValue defines the second matrix
  3812. * @param gradient defines the gradient between the two matrices
  3813. * @param result defines the target matrix
  3814. */
  3815. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3816. /**
  3817. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  3818. * This function works in left handed mode
  3819. * @param eye defines the final position of the entity
  3820. * @param target defines where the entity should look at
  3821. * @param up defines the up vector for the entity
  3822. * @returns the new matrix
  3823. */
  3824. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3825. /**
  3826. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  3827. * This function works in left handed mode
  3828. * @param eye defines the final position of the entity
  3829. * @param target defines where the entity should look at
  3830. * @param up defines the up vector for the entity
  3831. * @param result defines the target matrix
  3832. */
  3833. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3834. /**
  3835. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  3836. * This function works in right handed mode
  3837. * @param eye defines the final position of the entity
  3838. * @param target defines where the entity should look at
  3839. * @param up defines the up vector for the entity
  3840. * @returns the new matrix
  3841. */
  3842. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3843. /**
  3844. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  3845. * This function works in right handed mode
  3846. * @param eye defines the final position of the entity
  3847. * @param target defines where the entity should look at
  3848. * @param up defines the up vector for the entity
  3849. * @param result defines the target matrix
  3850. */
  3851. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3852. /**
  3853. * Create a left-handed orthographic projection matrix
  3854. * @param width defines the viewport width
  3855. * @param height defines the viewport height
  3856. * @param znear defines the near clip plane
  3857. * @param zfar defines the far clip plane
  3858. * @returns a new matrix as a left-handed orthographic projection matrix
  3859. */
  3860. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3861. /**
  3862. * Store a left-handed orthographic projection to a given matrix
  3863. * @param width defines the viewport width
  3864. * @param height defines the viewport height
  3865. * @param znear defines the near clip plane
  3866. * @param zfar defines the far clip plane
  3867. * @param result defines the target matrix
  3868. */
  3869. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  3870. /**
  3871. * Create a left-handed orthographic projection matrix
  3872. * @param left defines the viewport left coordinate
  3873. * @param right defines the viewport right coordinate
  3874. * @param bottom defines the viewport bottom coordinate
  3875. * @param top defines the viewport top coordinate
  3876. * @param znear defines the near clip plane
  3877. * @param zfar defines the far clip plane
  3878. * @returns a new matrix as a left-handed orthographic projection matrix
  3879. */
  3880. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3881. /**
  3882. * Stores a left-handed orthographic projection into a given matrix
  3883. * @param left defines the viewport left coordinate
  3884. * @param right defines the viewport right coordinate
  3885. * @param bottom defines the viewport bottom coordinate
  3886. * @param top defines the viewport top coordinate
  3887. * @param znear defines the near clip plane
  3888. * @param zfar defines the far clip plane
  3889. * @param result defines the target matrix
  3890. */
  3891. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3892. /**
  3893. * Creates a right-handed orthographic projection matrix
  3894. * @param left defines the viewport left coordinate
  3895. * @param right defines the viewport right coordinate
  3896. * @param bottom defines the viewport bottom coordinate
  3897. * @param top defines the viewport top coordinate
  3898. * @param znear defines the near clip plane
  3899. * @param zfar defines the far clip plane
  3900. * @returns a new matrix as a right-handed orthographic projection matrix
  3901. */
  3902. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3903. /**
  3904. * Stores a right-handed orthographic projection into a given matrix
  3905. * @param left defines the viewport left coordinate
  3906. * @param right defines the viewport right coordinate
  3907. * @param bottom defines the viewport bottom coordinate
  3908. * @param top defines the viewport top coordinate
  3909. * @param znear defines the near clip plane
  3910. * @param zfar defines the far clip plane
  3911. * @param result defines the target matrix
  3912. */
  3913. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3914. /**
  3915. * Creates a left-handed perspective projection matrix
  3916. * @param width defines the viewport width
  3917. * @param height defines the viewport height
  3918. * @param znear defines the near clip plane
  3919. * @param zfar defines the far clip plane
  3920. * @returns a new matrix as a left-handed perspective projection matrix
  3921. */
  3922. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3923. /**
  3924. * Creates a left-handed perspective projection matrix
  3925. * @param fov defines the horizontal field of view
  3926. * @param aspect defines the aspect ratio
  3927. * @param znear defines the near clip plane
  3928. * @param zfar defines the far clip plane
  3929. * @returns a new matrix as a left-handed perspective projection matrix
  3930. */
  3931. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3932. /**
  3933. * Stores a left-handed perspective projection into a given matrix
  3934. * @param fov defines the horizontal field of view
  3935. * @param aspect defines the aspect ratio
  3936. * @param znear defines the near clip plane
  3937. * @param zfar defines the far clip plane
  3938. * @param result defines the target matrix
  3939. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3940. */
  3941. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3942. /**
  3943. * Creates a right-handed perspective projection matrix
  3944. * @param fov defines the horizontal field of view
  3945. * @param aspect defines the aspect ratio
  3946. * @param znear defines the near clip plane
  3947. * @param zfar defines the far clip plane
  3948. * @returns a new matrix as a right-handed perspective projection matrix
  3949. */
  3950. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3951. /**
  3952. * Stores a right-handed perspective projection into a given matrix
  3953. * @param fov defines the horizontal field of view
  3954. * @param aspect defines the aspect ratio
  3955. * @param znear defines the near clip plane
  3956. * @param zfar defines the far clip plane
  3957. * @param result defines the target matrix
  3958. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3959. */
  3960. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3961. /**
  3962. * Stores a perspective projection for WebVR info a given matrix
  3963. * @param fov defines the field of view
  3964. * @param znear defines the near clip plane
  3965. * @param zfar defines the far clip plane
  3966. * @param result defines the target matrix
  3967. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  3968. */
  3969. static PerspectiveFovWebVRToRef(fov: {
  3970. upDegrees: number;
  3971. downDegrees: number;
  3972. leftDegrees: number;
  3973. rightDegrees: number;
  3974. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  3975. /**
  3976. * Computes a complete transformation matrix
  3977. * @param viewport defines the viewport to use
  3978. * @param world defines the world matrix
  3979. * @param view defines the view matrix
  3980. * @param projection defines the projection matrix
  3981. * @param zmin defines the near clip plane
  3982. * @param zmax defines the far clip plane
  3983. * @returns the transformation matrix
  3984. */
  3985. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  3986. /**
  3987. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  3988. * @param matrix defines the matrix to use
  3989. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  3990. */
  3991. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  3992. /**
  3993. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  3994. * @param matrix defines the matrix to use
  3995. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  3996. */
  3997. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  3998. /**
  3999. * Compute the transpose of a given matrix
  4000. * @param matrix defines the matrix to transpose
  4001. * @returns the new matrix
  4002. */
  4003. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4004. /**
  4005. * Compute the transpose of a matrix and store it in a target matrix
  4006. * @param matrix defines the matrix to transpose
  4007. * @param result defines the target matrix
  4008. */
  4009. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4010. /**
  4011. * Computes a reflection matrix from a plane
  4012. * @param plane defines the reflection plane
  4013. * @returns a new matrix
  4014. */
  4015. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4016. /**
  4017. * Computes a reflection matrix from a plane
  4018. * @param plane defines the reflection plane
  4019. * @param result defines the target matrix
  4020. */
  4021. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4022. /**
  4023. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4024. * @param xaxis defines the value of the 1st axis
  4025. * @param yaxis defines the value of the 2nd axis
  4026. * @param zaxis defines the value of the 3rd axis
  4027. * @param result defines the target matrix
  4028. */
  4029. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4030. /**
  4031. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4032. * @param quat defines the quaternion to use
  4033. * @param result defines the target matrix
  4034. */
  4035. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4036. }
  4037. /**
  4038. * @hidden
  4039. */
  4040. export class TmpVectors {
  4041. static Vector2: Vector2[];
  4042. static Vector3: Vector3[];
  4043. static Vector4: Vector4[];
  4044. static Quaternion: Quaternion[];
  4045. static Matrix: Matrix[];
  4046. }
  4047. }
  4048. declare module "babylonjs/Engines/constants" {
  4049. /** Defines the cross module used constants to avoid circular dependncies */
  4050. export class Constants {
  4051. /** Defines that alpha blending is disabled */
  4052. static readonly ALPHA_DISABLE: number;
  4053. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  4054. static readonly ALPHA_ADD: number;
  4055. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  4056. static readonly ALPHA_COMBINE: number;
  4057. /** Defines that alpha blending to DEST - SRC * DEST */
  4058. static readonly ALPHA_SUBTRACT: number;
  4059. /** Defines that alpha blending to SRC * DEST */
  4060. static readonly ALPHA_MULTIPLY: number;
  4061. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  4062. static readonly ALPHA_MAXIMIZED: number;
  4063. /** Defines that alpha blending to SRC + DEST */
  4064. static readonly ALPHA_ONEONE: number;
  4065. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  4066. static readonly ALPHA_PREMULTIPLIED: number;
  4067. /**
  4068. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  4069. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  4070. */
  4071. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  4072. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  4073. static readonly ALPHA_INTERPOLATE: number;
  4074. /**
  4075. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  4076. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  4077. */
  4078. static readonly ALPHA_SCREENMODE: number;
  4079. /** Defines that the ressource is not delayed*/
  4080. static readonly DELAYLOADSTATE_NONE: number;
  4081. /** Defines that the ressource was successfully delay loaded */
  4082. static readonly DELAYLOADSTATE_LOADED: number;
  4083. /** Defines that the ressource is currently delay loading */
  4084. static readonly DELAYLOADSTATE_LOADING: number;
  4085. /** Defines that the ressource is delayed and has not started loading */
  4086. static readonly DELAYLOADSTATE_NOTLOADED: number;
  4087. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  4088. static readonly NEVER: number;
  4089. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  4090. static readonly ALWAYS: number;
  4091. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  4092. static readonly LESS: number;
  4093. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  4094. static readonly EQUAL: number;
  4095. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  4096. static readonly LEQUAL: number;
  4097. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  4098. static readonly GREATER: number;
  4099. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  4100. static readonly GEQUAL: number;
  4101. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  4102. static readonly NOTEQUAL: number;
  4103. /** Passed to stencilOperation to specify that stencil value must be kept */
  4104. static readonly KEEP: number;
  4105. /** Passed to stencilOperation to specify that stencil value must be replaced */
  4106. static readonly REPLACE: number;
  4107. /** Passed to stencilOperation to specify that stencil value must be incremented */
  4108. static readonly INCR: number;
  4109. /** Passed to stencilOperation to specify that stencil value must be decremented */
  4110. static readonly DECR: number;
  4111. /** Passed to stencilOperation to specify that stencil value must be inverted */
  4112. static readonly INVERT: number;
  4113. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  4114. static readonly INCR_WRAP: number;
  4115. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  4116. static readonly DECR_WRAP: number;
  4117. /** Texture is not repeating outside of 0..1 UVs */
  4118. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  4119. /** Texture is repeating outside of 0..1 UVs */
  4120. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  4121. /** Texture is repeating and mirrored */
  4122. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  4123. /** ALPHA */
  4124. static readonly TEXTUREFORMAT_ALPHA: number;
  4125. /** LUMINANCE */
  4126. static readonly TEXTUREFORMAT_LUMINANCE: number;
  4127. /** LUMINANCE_ALPHA */
  4128. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  4129. /** RGB */
  4130. static readonly TEXTUREFORMAT_RGB: number;
  4131. /** RGBA */
  4132. static readonly TEXTUREFORMAT_RGBA: number;
  4133. /** RED */
  4134. static readonly TEXTUREFORMAT_RED: number;
  4135. /** RED (2nd reference) */
  4136. static readonly TEXTUREFORMAT_R: number;
  4137. /** RG */
  4138. static readonly TEXTUREFORMAT_RG: number;
  4139. /** RED_INTEGER */
  4140. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  4141. /** RED_INTEGER (2nd reference) */
  4142. static readonly TEXTUREFORMAT_R_INTEGER: number;
  4143. /** RG_INTEGER */
  4144. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  4145. /** RGB_INTEGER */
  4146. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  4147. /** RGBA_INTEGER */
  4148. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  4149. /** UNSIGNED_BYTE */
  4150. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  4151. /** UNSIGNED_BYTE (2nd reference) */
  4152. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  4153. /** FLOAT */
  4154. static readonly TEXTURETYPE_FLOAT: number;
  4155. /** HALF_FLOAT */
  4156. static readonly TEXTURETYPE_HALF_FLOAT: number;
  4157. /** BYTE */
  4158. static readonly TEXTURETYPE_BYTE: number;
  4159. /** SHORT */
  4160. static readonly TEXTURETYPE_SHORT: number;
  4161. /** UNSIGNED_SHORT */
  4162. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  4163. /** INT */
  4164. static readonly TEXTURETYPE_INT: number;
  4165. /** UNSIGNED_INT */
  4166. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  4167. /** UNSIGNED_SHORT_4_4_4_4 */
  4168. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  4169. /** UNSIGNED_SHORT_5_5_5_1 */
  4170. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  4171. /** UNSIGNED_SHORT_5_6_5 */
  4172. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  4173. /** UNSIGNED_INT_2_10_10_10_REV */
  4174. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  4175. /** UNSIGNED_INT_24_8 */
  4176. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  4177. /** UNSIGNED_INT_10F_11F_11F_REV */
  4178. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  4179. /** UNSIGNED_INT_5_9_9_9_REV */
  4180. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  4181. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  4182. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  4183. /** nearest is mag = nearest and min = nearest and mip = linear */
  4184. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  4185. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4186. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  4187. /** Trilinear is mag = linear and min = linear and mip = linear */
  4188. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  4189. /** nearest is mag = nearest and min = nearest and mip = linear */
  4190. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  4191. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4192. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  4193. /** Trilinear is mag = linear and min = linear and mip = linear */
  4194. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  4195. /** mag = nearest and min = nearest and mip = nearest */
  4196. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  4197. /** mag = nearest and min = linear and mip = nearest */
  4198. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  4199. /** mag = nearest and min = linear and mip = linear */
  4200. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  4201. /** mag = nearest and min = linear and mip = none */
  4202. static readonly TEXTURE_NEAREST_LINEAR: number;
  4203. /** mag = nearest and min = nearest and mip = none */
  4204. static readonly TEXTURE_NEAREST_NEAREST: number;
  4205. /** mag = linear and min = nearest and mip = nearest */
  4206. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  4207. /** mag = linear and min = nearest and mip = linear */
  4208. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  4209. /** mag = linear and min = linear and mip = none */
  4210. static readonly TEXTURE_LINEAR_LINEAR: number;
  4211. /** mag = linear and min = nearest and mip = none */
  4212. static readonly TEXTURE_LINEAR_NEAREST: number;
  4213. /** Explicit coordinates mode */
  4214. static readonly TEXTURE_EXPLICIT_MODE: number;
  4215. /** Spherical coordinates mode */
  4216. static readonly TEXTURE_SPHERICAL_MODE: number;
  4217. /** Planar coordinates mode */
  4218. static readonly TEXTURE_PLANAR_MODE: number;
  4219. /** Cubic coordinates mode */
  4220. static readonly TEXTURE_CUBIC_MODE: number;
  4221. /** Projection coordinates mode */
  4222. static readonly TEXTURE_PROJECTION_MODE: number;
  4223. /** Skybox coordinates mode */
  4224. static readonly TEXTURE_SKYBOX_MODE: number;
  4225. /** Inverse Cubic coordinates mode */
  4226. static readonly TEXTURE_INVCUBIC_MODE: number;
  4227. /** Equirectangular coordinates mode */
  4228. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  4229. /** Equirectangular Fixed coordinates mode */
  4230. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  4231. /** Equirectangular Fixed Mirrored coordinates mode */
  4232. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  4233. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  4234. static readonly SCALEMODE_FLOOR: number;
  4235. /** Defines that texture rescaling will look for the nearest power of 2 size */
  4236. static readonly SCALEMODE_NEAREST: number;
  4237. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  4238. static readonly SCALEMODE_CEILING: number;
  4239. /**
  4240. * The dirty texture flag value
  4241. */
  4242. static readonly MATERIAL_TextureDirtyFlag: number;
  4243. /**
  4244. * The dirty light flag value
  4245. */
  4246. static readonly MATERIAL_LightDirtyFlag: number;
  4247. /**
  4248. * The dirty fresnel flag value
  4249. */
  4250. static readonly MATERIAL_FresnelDirtyFlag: number;
  4251. /**
  4252. * The dirty attribute flag value
  4253. */
  4254. static readonly MATERIAL_AttributesDirtyFlag: number;
  4255. /**
  4256. * The dirty misc flag value
  4257. */
  4258. static readonly MATERIAL_MiscDirtyFlag: number;
  4259. /**
  4260. * The all dirty flag value
  4261. */
  4262. static readonly MATERIAL_AllDirtyFlag: number;
  4263. /**
  4264. * Returns the triangle fill mode
  4265. */
  4266. static readonly MATERIAL_TriangleFillMode: number;
  4267. /**
  4268. * Returns the wireframe mode
  4269. */
  4270. static readonly MATERIAL_WireFrameFillMode: number;
  4271. /**
  4272. * Returns the point fill mode
  4273. */
  4274. static readonly MATERIAL_PointFillMode: number;
  4275. /**
  4276. * Returns the point list draw mode
  4277. */
  4278. static readonly MATERIAL_PointListDrawMode: number;
  4279. /**
  4280. * Returns the line list draw mode
  4281. */
  4282. static readonly MATERIAL_LineListDrawMode: number;
  4283. /**
  4284. * Returns the line loop draw mode
  4285. */
  4286. static readonly MATERIAL_LineLoopDrawMode: number;
  4287. /**
  4288. * Returns the line strip draw mode
  4289. */
  4290. static readonly MATERIAL_LineStripDrawMode: number;
  4291. /**
  4292. * Returns the triangle strip draw mode
  4293. */
  4294. static readonly MATERIAL_TriangleStripDrawMode: number;
  4295. /**
  4296. * Returns the triangle fan draw mode
  4297. */
  4298. static readonly MATERIAL_TriangleFanDrawMode: number;
  4299. /**
  4300. * Stores the clock-wise side orientation
  4301. */
  4302. static readonly MATERIAL_ClockWiseSideOrientation: number;
  4303. /**
  4304. * Stores the counter clock-wise side orientation
  4305. */
  4306. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  4307. /**
  4308. * Nothing
  4309. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4310. */
  4311. static readonly ACTION_NothingTrigger: number;
  4312. /**
  4313. * On pick
  4314. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4315. */
  4316. static readonly ACTION_OnPickTrigger: number;
  4317. /**
  4318. * On left pick
  4319. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4320. */
  4321. static readonly ACTION_OnLeftPickTrigger: number;
  4322. /**
  4323. * On right pick
  4324. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4325. */
  4326. static readonly ACTION_OnRightPickTrigger: number;
  4327. /**
  4328. * On center pick
  4329. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4330. */
  4331. static readonly ACTION_OnCenterPickTrigger: number;
  4332. /**
  4333. * On pick down
  4334. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4335. */
  4336. static readonly ACTION_OnPickDownTrigger: number;
  4337. /**
  4338. * On double pick
  4339. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4340. */
  4341. static readonly ACTION_OnDoublePickTrigger: number;
  4342. /**
  4343. * On pick up
  4344. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4345. */
  4346. static readonly ACTION_OnPickUpTrigger: number;
  4347. /**
  4348. * On pick out.
  4349. * This trigger will only be raised if you also declared a OnPickDown
  4350. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4351. */
  4352. static readonly ACTION_OnPickOutTrigger: number;
  4353. /**
  4354. * On long press
  4355. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4356. */
  4357. static readonly ACTION_OnLongPressTrigger: number;
  4358. /**
  4359. * On pointer over
  4360. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4361. */
  4362. static readonly ACTION_OnPointerOverTrigger: number;
  4363. /**
  4364. * On pointer out
  4365. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4366. */
  4367. static readonly ACTION_OnPointerOutTrigger: number;
  4368. /**
  4369. * On every frame
  4370. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4371. */
  4372. static readonly ACTION_OnEveryFrameTrigger: number;
  4373. /**
  4374. * On intersection enter
  4375. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4376. */
  4377. static readonly ACTION_OnIntersectionEnterTrigger: number;
  4378. /**
  4379. * On intersection exit
  4380. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4381. */
  4382. static readonly ACTION_OnIntersectionExitTrigger: number;
  4383. /**
  4384. * On key down
  4385. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4386. */
  4387. static readonly ACTION_OnKeyDownTrigger: number;
  4388. /**
  4389. * On key up
  4390. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4391. */
  4392. static readonly ACTION_OnKeyUpTrigger: number;
  4393. /**
  4394. * Billboard mode will only apply to Y axis
  4395. */
  4396. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  4397. /**
  4398. * Billboard mode will apply to all axes
  4399. */
  4400. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  4401. /**
  4402. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  4403. */
  4404. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  4405. /**
  4406. * Gets or sets base Assets URL
  4407. */
  4408. static PARTICLES_BaseAssetsUrl: string;
  4409. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  4410. * Test order :
  4411. * Is the bounding sphere outside the frustum ?
  4412. * If not, are the bounding box vertices outside the frustum ?
  4413. * It not, then the cullable object is in the frustum.
  4414. */
  4415. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  4416. /** Culling strategy : Bounding Sphere Only.
  4417. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  4418. * It's also less accurate than the standard because some not visible objects can still be selected.
  4419. * Test : is the bounding sphere outside the frustum ?
  4420. * If not, then the cullable object is in the frustum.
  4421. */
  4422. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  4423. /** Culling strategy : Optimistic Inclusion.
  4424. * This in an inclusion test first, then the standard exclusion test.
  4425. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  4426. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  4427. * Anyway, it's as accurate as the standard strategy.
  4428. * Test :
  4429. * Is the cullable object bounding sphere center in the frustum ?
  4430. * If not, apply the default culling strategy.
  4431. */
  4432. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  4433. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  4434. * This in an inclusion test first, then the bounding sphere only exclusion test.
  4435. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  4436. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  4437. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  4438. * Test :
  4439. * Is the cullable object bounding sphere center in the frustum ?
  4440. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  4441. */
  4442. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  4443. /**
  4444. * No logging while loading
  4445. */
  4446. static readonly SCENELOADER_NO_LOGGING: number;
  4447. /**
  4448. * Minimal logging while loading
  4449. */
  4450. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  4451. /**
  4452. * Summary logging while loading
  4453. */
  4454. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  4455. /**
  4456. * Detailled logging while loading
  4457. */
  4458. static readonly SCENELOADER_DETAILED_LOGGING: number;
  4459. }
  4460. }
  4461. declare module "babylonjs/Engines/IPipelineContext" {
  4462. /**
  4463. * Class used to store and describe the pipeline context associated with an effect
  4464. */
  4465. export interface IPipelineContext {
  4466. /**
  4467. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  4468. */
  4469. isAsync: boolean;
  4470. /**
  4471. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  4472. */
  4473. isReady: boolean;
  4474. /** @hidden */
  4475. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  4476. }
  4477. }
  4478. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  4479. /** @hidden */
  4480. export interface IShaderProcessor {
  4481. attributeProcessor?: (attribute: string) => string;
  4482. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  4483. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  4484. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  4485. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  4486. lineProcessor?: (line: string, isFragment: boolean) => string;
  4487. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4488. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4489. }
  4490. }
  4491. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  4492. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  4493. /** @hidden */
  4494. export interface ProcessingOptions {
  4495. defines: string[];
  4496. indexParameters: any;
  4497. isFragment: boolean;
  4498. shouldUseHighPrecisionShader: boolean;
  4499. supportsUniformBuffers: boolean;
  4500. shadersRepository: string;
  4501. includesShadersStore: {
  4502. [key: string]: string;
  4503. };
  4504. processor?: IShaderProcessor;
  4505. version: string;
  4506. platformName: string;
  4507. lookForClosingBracketForUniformBuffer?: boolean;
  4508. }
  4509. }
  4510. declare module "babylonjs/Misc/stringTools" {
  4511. /**
  4512. * Helper to manipulate strings
  4513. */
  4514. export class StringTools {
  4515. /**
  4516. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  4517. * @param str Source string
  4518. * @param suffix Suffix to search for in the source string
  4519. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4520. */
  4521. static EndsWith(str: string, suffix: string): boolean;
  4522. /**
  4523. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  4524. * @param str Source string
  4525. * @param suffix Suffix to search for in the source string
  4526. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4527. */
  4528. static StartsWith(str: string, suffix: string): boolean;
  4529. }
  4530. }
  4531. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  4532. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4533. /** @hidden */
  4534. export class ShaderCodeNode {
  4535. line: string;
  4536. children: ShaderCodeNode[];
  4537. additionalDefineKey?: string;
  4538. additionalDefineValue?: string;
  4539. isValid(preprocessors: {
  4540. [key: string]: string;
  4541. }): boolean;
  4542. process(preprocessors: {
  4543. [key: string]: string;
  4544. }, options: ProcessingOptions): string;
  4545. }
  4546. }
  4547. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  4548. /** @hidden */
  4549. export class ShaderCodeCursor {
  4550. private _lines;
  4551. lineIndex: number;
  4552. readonly currentLine: string;
  4553. readonly canRead: boolean;
  4554. lines: string[];
  4555. }
  4556. }
  4557. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  4558. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4559. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4560. /** @hidden */
  4561. export class ShaderCodeConditionNode extends ShaderCodeNode {
  4562. process(preprocessors: {
  4563. [key: string]: string;
  4564. }, options: ProcessingOptions): string;
  4565. }
  4566. }
  4567. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  4568. /** @hidden */
  4569. export class ShaderDefineExpression {
  4570. isTrue(preprocessors: {
  4571. [key: string]: string;
  4572. }): boolean;
  4573. }
  4574. }
  4575. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  4576. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4577. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4578. /** @hidden */
  4579. export class ShaderCodeTestNode extends ShaderCodeNode {
  4580. testExpression: ShaderDefineExpression;
  4581. isValid(preprocessors: {
  4582. [key: string]: string;
  4583. }): boolean;
  4584. }
  4585. }
  4586. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  4587. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4588. /** @hidden */
  4589. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  4590. define: string;
  4591. not: boolean;
  4592. constructor(define: string, not?: boolean);
  4593. isTrue(preprocessors: {
  4594. [key: string]: string;
  4595. }): boolean;
  4596. }
  4597. }
  4598. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  4599. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4600. /** @hidden */
  4601. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  4602. leftOperand: ShaderDefineExpression;
  4603. rightOperand: ShaderDefineExpression;
  4604. isTrue(preprocessors: {
  4605. [key: string]: string;
  4606. }): boolean;
  4607. }
  4608. }
  4609. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  4610. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4611. /** @hidden */
  4612. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  4613. leftOperand: ShaderDefineExpression;
  4614. rightOperand: ShaderDefineExpression;
  4615. isTrue(preprocessors: {
  4616. [key: string]: string;
  4617. }): boolean;
  4618. }
  4619. }
  4620. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  4621. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4622. /** @hidden */
  4623. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  4624. define: string;
  4625. operand: string;
  4626. testValue: string;
  4627. constructor(define: string, operand: string, testValue: string);
  4628. isTrue(preprocessors: {
  4629. [key: string]: string;
  4630. }): boolean;
  4631. }
  4632. }
  4633. declare module "babylonjs/Misc/loadFileError" {
  4634. import { WebRequest } from "babylonjs/Misc/webRequest";
  4635. /**
  4636. * @ignore
  4637. * Application error to support additional information when loading a file
  4638. */
  4639. export class LoadFileError extends Error {
  4640. /** defines the optional web request */
  4641. request?: WebRequest | undefined;
  4642. private static _setPrototypeOf;
  4643. /**
  4644. * Creates a new LoadFileError
  4645. * @param message defines the message of the error
  4646. * @param request defines the optional web request
  4647. */
  4648. constructor(message: string,
  4649. /** defines the optional web request */
  4650. request?: WebRequest | undefined);
  4651. }
  4652. }
  4653. declare module "babylonjs/Offline/IOfflineProvider" {
  4654. /**
  4655. * Class used to enable access to offline support
  4656. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  4657. */
  4658. export interface IOfflineProvider {
  4659. /**
  4660. * Gets a boolean indicating if scene must be saved in the database
  4661. */
  4662. enableSceneOffline: boolean;
  4663. /**
  4664. * Gets a boolean indicating if textures must be saved in the database
  4665. */
  4666. enableTexturesOffline: boolean;
  4667. /**
  4668. * Open the offline support and make it available
  4669. * @param successCallback defines the callback to call on success
  4670. * @param errorCallback defines the callback to call on error
  4671. */
  4672. open(successCallback: () => void, errorCallback: () => void): void;
  4673. /**
  4674. * Loads an image from the offline support
  4675. * @param url defines the url to load from
  4676. * @param image defines the target DOM image
  4677. */
  4678. loadImage(url: string, image: HTMLImageElement): void;
  4679. /**
  4680. * Loads a file from offline support
  4681. * @param url defines the URL to load from
  4682. * @param sceneLoaded defines a callback to call on success
  4683. * @param progressCallBack defines a callback to call when progress changed
  4684. * @param errorCallback defines a callback to call on error
  4685. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  4686. */
  4687. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  4688. }
  4689. }
  4690. declare module "babylonjs/Misc/filesInputStore" {
  4691. /**
  4692. * Class used to help managing file picking and drag'n'drop
  4693. * File Storage
  4694. */
  4695. export class FilesInputStore {
  4696. /**
  4697. * List of files ready to be loaded
  4698. */
  4699. static FilesToLoad: {
  4700. [key: string]: File;
  4701. };
  4702. }
  4703. }
  4704. declare module "babylonjs/Misc/retryStrategy" {
  4705. import { WebRequest } from "babylonjs/Misc/webRequest";
  4706. /**
  4707. * Class used to define a retry strategy when error happens while loading assets
  4708. */
  4709. export class RetryStrategy {
  4710. /**
  4711. * Function used to defines an exponential back off strategy
  4712. * @param maxRetries defines the maximum number of retries (3 by default)
  4713. * @param baseInterval defines the interval between retries
  4714. * @returns the strategy function to use
  4715. */
  4716. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  4717. }
  4718. }
  4719. declare module "babylonjs/Misc/fileTools" {
  4720. import { WebRequest } from "babylonjs/Misc/webRequest";
  4721. import { Nullable } from "babylonjs/types";
  4722. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  4723. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  4724. /**
  4725. * @hidden
  4726. */
  4727. export class FileTools {
  4728. /**
  4729. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  4730. */
  4731. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  4732. /**
  4733. * Gets or sets the base URL to use to load assets
  4734. */
  4735. static BaseUrl: string;
  4736. /**
  4737. * Default behaviour for cors in the application.
  4738. * It can be a string if the expected behavior is identical in the entire app.
  4739. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  4740. */
  4741. static CorsBehavior: string | ((url: string | string[]) => string);
  4742. /**
  4743. * Gets or sets a function used to pre-process url before using them to load assets
  4744. */
  4745. static PreprocessUrl: (url: string) => string;
  4746. /**
  4747. * Removes unwanted characters from an url
  4748. * @param url defines the url to clean
  4749. * @returns the cleaned url
  4750. */
  4751. private static _CleanUrl;
  4752. /**
  4753. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  4754. * @param url define the url we are trying
  4755. * @param element define the dom element where to configure the cors policy
  4756. */
  4757. static SetCorsBehavior(url: string | string[], element: {
  4758. crossOrigin: string | null;
  4759. }): void;
  4760. /**
  4761. * Loads an image as an HTMLImageElement.
  4762. * @param input url string, ArrayBuffer, or Blob to load
  4763. * @param onLoad callback called when the image successfully loads
  4764. * @param onError callback called when the image fails to load
  4765. * @param offlineProvider offline provider for caching
  4766. * @returns the HTMLImageElement of the loaded image
  4767. */
  4768. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  4769. /**
  4770. * Loads a file
  4771. * @param fileToLoad defines the file to load
  4772. * @param callback defines the callback to call when data is loaded
  4773. * @param progressCallBack defines the callback to call during loading process
  4774. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  4775. * @returns a file request object
  4776. */
  4777. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  4778. /**
  4779. * Loads a file
  4780. * @param url url string, ArrayBuffer, or Blob to load
  4781. * @param onSuccess callback called when the file successfully loads
  4782. * @param onProgress callback called while file is loading (if the server supports this mode)
  4783. * @param offlineProvider defines the offline provider for caching
  4784. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  4785. * @param onError callback called when the file fails to load
  4786. * @returns a file request object
  4787. */
  4788. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  4789. /**
  4790. * Checks if the loaded document was accessed via `file:`-Protocol.
  4791. * @returns boolean
  4792. */
  4793. static IsFileURL(): boolean;
  4794. }
  4795. }
  4796. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  4797. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4798. /** @hidden */
  4799. export class ShaderProcessor {
  4800. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  4801. private static _ProcessPrecision;
  4802. private static _ExtractOperation;
  4803. private static _BuildSubExpression;
  4804. private static _BuildExpression;
  4805. private static _MoveCursorWithinIf;
  4806. private static _MoveCursor;
  4807. private static _EvaluatePreProcessors;
  4808. private static _PreparePreProcessors;
  4809. private static _ProcessShaderConversion;
  4810. private static _ProcessIncludes;
  4811. }
  4812. }
  4813. declare module "babylonjs/Maths/math.color" {
  4814. import { DeepImmutable, FloatArray } from "babylonjs/types";
  4815. /**
  4816. * Class used to hold a RBG color
  4817. */
  4818. export class Color3 {
  4819. /**
  4820. * Defines the red component (between 0 and 1, default is 0)
  4821. */
  4822. r: number;
  4823. /**
  4824. * Defines the green component (between 0 and 1, default is 0)
  4825. */
  4826. g: number;
  4827. /**
  4828. * Defines the blue component (between 0 and 1, default is 0)
  4829. */
  4830. b: number;
  4831. /**
  4832. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  4833. * @param r defines the red component (between 0 and 1, default is 0)
  4834. * @param g defines the green component (between 0 and 1, default is 0)
  4835. * @param b defines the blue component (between 0 and 1, default is 0)
  4836. */
  4837. constructor(
  4838. /**
  4839. * Defines the red component (between 0 and 1, default is 0)
  4840. */
  4841. r?: number,
  4842. /**
  4843. * Defines the green component (between 0 and 1, default is 0)
  4844. */
  4845. g?: number,
  4846. /**
  4847. * Defines the blue component (between 0 and 1, default is 0)
  4848. */
  4849. b?: number);
  4850. /**
  4851. * Creates a string with the Color3 current values
  4852. * @returns the string representation of the Color3 object
  4853. */
  4854. toString(): string;
  4855. /**
  4856. * Returns the string "Color3"
  4857. * @returns "Color3"
  4858. */
  4859. getClassName(): string;
  4860. /**
  4861. * Compute the Color3 hash code
  4862. * @returns an unique number that can be used to hash Color3 objects
  4863. */
  4864. getHashCode(): number;
  4865. /**
  4866. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  4867. * @param array defines the array where to store the r,g,b components
  4868. * @param index defines an optional index in the target array to define where to start storing values
  4869. * @returns the current Color3 object
  4870. */
  4871. toArray(array: FloatArray, index?: number): Color3;
  4872. /**
  4873. * Returns a new Color4 object from the current Color3 and the given alpha
  4874. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  4875. * @returns a new Color4 object
  4876. */
  4877. toColor4(alpha?: number): Color4;
  4878. /**
  4879. * Returns a new array populated with 3 numeric elements : red, green and blue values
  4880. * @returns the new array
  4881. */
  4882. asArray(): number[];
  4883. /**
  4884. * Returns the luminance value
  4885. * @returns a float value
  4886. */
  4887. toLuminance(): number;
  4888. /**
  4889. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  4890. * @param otherColor defines the second operand
  4891. * @returns the new Color3 object
  4892. */
  4893. multiply(otherColor: DeepImmutable<Color3>): Color3;
  4894. /**
  4895. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  4896. * @param otherColor defines the second operand
  4897. * @param result defines the Color3 object where to store the result
  4898. * @returns the current Color3
  4899. */
  4900. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4901. /**
  4902. * Determines equality between Color3 objects
  4903. * @param otherColor defines the second operand
  4904. * @returns true if the rgb values are equal to the given ones
  4905. */
  4906. equals(otherColor: DeepImmutable<Color3>): boolean;
  4907. /**
  4908. * Determines equality between the current Color3 object and a set of r,b,g values
  4909. * @param r defines the red component to check
  4910. * @param g defines the green component to check
  4911. * @param b defines the blue component to check
  4912. * @returns true if the rgb values are equal to the given ones
  4913. */
  4914. equalsFloats(r: number, g: number, b: number): boolean;
  4915. /**
  4916. * Multiplies in place each rgb value by scale
  4917. * @param scale defines the scaling factor
  4918. * @returns the updated Color3
  4919. */
  4920. scale(scale: number): Color3;
  4921. /**
  4922. * Multiplies the rgb values by scale and stores the result into "result"
  4923. * @param scale defines the scaling factor
  4924. * @param result defines the Color3 object where to store the result
  4925. * @returns the unmodified current Color3
  4926. */
  4927. scaleToRef(scale: number, result: Color3): Color3;
  4928. /**
  4929. * Scale the current Color3 values by a factor and add the result to a given Color3
  4930. * @param scale defines the scale factor
  4931. * @param result defines color to store the result into
  4932. * @returns the unmodified current Color3
  4933. */
  4934. scaleAndAddToRef(scale: number, result: Color3): Color3;
  4935. /**
  4936. * Clamps the rgb values by the min and max values and stores the result into "result"
  4937. * @param min defines minimum clamping value (default is 0)
  4938. * @param max defines maximum clamping value (default is 1)
  4939. * @param result defines color to store the result into
  4940. * @returns the original Color3
  4941. */
  4942. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  4943. /**
  4944. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  4945. * @param otherColor defines the second operand
  4946. * @returns the new Color3
  4947. */
  4948. add(otherColor: DeepImmutable<Color3>): Color3;
  4949. /**
  4950. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  4951. * @param otherColor defines the second operand
  4952. * @param result defines Color3 object to store the result into
  4953. * @returns the unmodified current Color3
  4954. */
  4955. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4956. /**
  4957. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  4958. * @param otherColor defines the second operand
  4959. * @returns the new Color3
  4960. */
  4961. subtract(otherColor: DeepImmutable<Color3>): Color3;
  4962. /**
  4963. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  4964. * @param otherColor defines the second operand
  4965. * @param result defines Color3 object to store the result into
  4966. * @returns the unmodified current Color3
  4967. */
  4968. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4969. /**
  4970. * Copy the current object
  4971. * @returns a new Color3 copied the current one
  4972. */
  4973. clone(): Color3;
  4974. /**
  4975. * Copies the rgb values from the source in the current Color3
  4976. * @param source defines the source Color3 object
  4977. * @returns the updated Color3 object
  4978. */
  4979. copyFrom(source: DeepImmutable<Color3>): Color3;
  4980. /**
  4981. * Updates the Color3 rgb values from the given floats
  4982. * @param r defines the red component to read from
  4983. * @param g defines the green component to read from
  4984. * @param b defines the blue component to read from
  4985. * @returns the current Color3 object
  4986. */
  4987. copyFromFloats(r: number, g: number, b: number): Color3;
  4988. /**
  4989. * Updates the Color3 rgb values from the given floats
  4990. * @param r defines the red component to read from
  4991. * @param g defines the green component to read from
  4992. * @param b defines the blue component to read from
  4993. * @returns the current Color3 object
  4994. */
  4995. set(r: number, g: number, b: number): Color3;
  4996. /**
  4997. * Compute the Color3 hexadecimal code as a string
  4998. * @returns a string containing the hexadecimal representation of the Color3 object
  4999. */
  5000. toHexString(): string;
  5001. /**
  5002. * Computes a new Color3 converted from the current one to linear space
  5003. * @returns a new Color3 object
  5004. */
  5005. toLinearSpace(): Color3;
  5006. /**
  5007. * Converts current color in rgb space to HSV values
  5008. * @returns a new color3 representing the HSV values
  5009. */
  5010. toHSV(): Color3;
  5011. /**
  5012. * Converts current color in rgb space to HSV values
  5013. * @param result defines the Color3 where to store the HSV values
  5014. */
  5015. toHSVToRef(result: Color3): void;
  5016. /**
  5017. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5018. * @param convertedColor defines the Color3 object where to store the linear space version
  5019. * @returns the unmodified Color3
  5020. */
  5021. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5022. /**
  5023. * Computes a new Color3 converted from the current one to gamma space
  5024. * @returns a new Color3 object
  5025. */
  5026. toGammaSpace(): Color3;
  5027. /**
  5028. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5029. * @param convertedColor defines the Color3 object where to store the gamma space version
  5030. * @returns the unmodified Color3
  5031. */
  5032. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5033. private static _BlackReadOnly;
  5034. /**
  5035. * Convert Hue, saturation and value to a Color3 (RGB)
  5036. * @param hue defines the hue
  5037. * @param saturation defines the saturation
  5038. * @param value defines the value
  5039. * @param result defines the Color3 where to store the RGB values
  5040. */
  5041. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5042. /**
  5043. * Creates a new Color3 from the string containing valid hexadecimal values
  5044. * @param hex defines a string containing valid hexadecimal values
  5045. * @returns a new Color3 object
  5046. */
  5047. static FromHexString(hex: string): Color3;
  5048. /**
  5049. * Creates a new Color3 from the starting index of the given array
  5050. * @param array defines the source array
  5051. * @param offset defines an offset in the source array
  5052. * @returns a new Color3 object
  5053. */
  5054. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5055. /**
  5056. * Creates a new Color3 from integer values (< 256)
  5057. * @param r defines the red component to read from (value between 0 and 255)
  5058. * @param g defines the green component to read from (value between 0 and 255)
  5059. * @param b defines the blue component to read from (value between 0 and 255)
  5060. * @returns a new Color3 object
  5061. */
  5062. static FromInts(r: number, g: number, b: number): Color3;
  5063. /**
  5064. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5065. * @param start defines the start Color3 value
  5066. * @param end defines the end Color3 value
  5067. * @param amount defines the gradient value between start and end
  5068. * @returns a new Color3 object
  5069. */
  5070. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5071. /**
  5072. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5073. * @param left defines the start value
  5074. * @param right defines the end value
  5075. * @param amount defines the gradient factor
  5076. * @param result defines the Color3 object where to store the result
  5077. */
  5078. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5079. /**
  5080. * Returns a Color3 value containing a red color
  5081. * @returns a new Color3 object
  5082. */
  5083. static Red(): Color3;
  5084. /**
  5085. * Returns a Color3 value containing a green color
  5086. * @returns a new Color3 object
  5087. */
  5088. static Green(): Color3;
  5089. /**
  5090. * Returns a Color3 value containing a blue color
  5091. * @returns a new Color3 object
  5092. */
  5093. static Blue(): Color3;
  5094. /**
  5095. * Returns a Color3 value containing a black color
  5096. * @returns a new Color3 object
  5097. */
  5098. static Black(): Color3;
  5099. /**
  5100. * Gets a Color3 value containing a black color that must not be updated
  5101. */
  5102. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5103. /**
  5104. * Returns a Color3 value containing a white color
  5105. * @returns a new Color3 object
  5106. */
  5107. static White(): Color3;
  5108. /**
  5109. * Returns a Color3 value containing a purple color
  5110. * @returns a new Color3 object
  5111. */
  5112. static Purple(): Color3;
  5113. /**
  5114. * Returns a Color3 value containing a magenta color
  5115. * @returns a new Color3 object
  5116. */
  5117. static Magenta(): Color3;
  5118. /**
  5119. * Returns a Color3 value containing a yellow color
  5120. * @returns a new Color3 object
  5121. */
  5122. static Yellow(): Color3;
  5123. /**
  5124. * Returns a Color3 value containing a gray color
  5125. * @returns a new Color3 object
  5126. */
  5127. static Gray(): Color3;
  5128. /**
  5129. * Returns a Color3 value containing a teal color
  5130. * @returns a new Color3 object
  5131. */
  5132. static Teal(): Color3;
  5133. /**
  5134. * Returns a Color3 value containing a random color
  5135. * @returns a new Color3 object
  5136. */
  5137. static Random(): Color3;
  5138. }
  5139. /**
  5140. * Class used to hold a RBGA color
  5141. */
  5142. export class Color4 {
  5143. /**
  5144. * Defines the red component (between 0 and 1, default is 0)
  5145. */
  5146. r: number;
  5147. /**
  5148. * Defines the green component (between 0 and 1, default is 0)
  5149. */
  5150. g: number;
  5151. /**
  5152. * Defines the blue component (between 0 and 1, default is 0)
  5153. */
  5154. b: number;
  5155. /**
  5156. * Defines the alpha component (between 0 and 1, default is 1)
  5157. */
  5158. a: number;
  5159. /**
  5160. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5161. * @param r defines the red component (between 0 and 1, default is 0)
  5162. * @param g defines the green component (between 0 and 1, default is 0)
  5163. * @param b defines the blue component (between 0 and 1, default is 0)
  5164. * @param a defines the alpha component (between 0 and 1, default is 1)
  5165. */
  5166. constructor(
  5167. /**
  5168. * Defines the red component (between 0 and 1, default is 0)
  5169. */
  5170. r?: number,
  5171. /**
  5172. * Defines the green component (between 0 and 1, default is 0)
  5173. */
  5174. g?: number,
  5175. /**
  5176. * Defines the blue component (between 0 and 1, default is 0)
  5177. */
  5178. b?: number,
  5179. /**
  5180. * Defines the alpha component (between 0 and 1, default is 1)
  5181. */
  5182. a?: number);
  5183. /**
  5184. * Adds in place the given Color4 values to the current Color4 object
  5185. * @param right defines the second operand
  5186. * @returns the current updated Color4 object
  5187. */
  5188. addInPlace(right: DeepImmutable<Color4>): Color4;
  5189. /**
  5190. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5191. * @returns the new array
  5192. */
  5193. asArray(): number[];
  5194. /**
  5195. * Stores from the starting index in the given array the Color4 successive values
  5196. * @param array defines the array where to store the r,g,b components
  5197. * @param index defines an optional index in the target array to define where to start storing values
  5198. * @returns the current Color4 object
  5199. */
  5200. toArray(array: number[], index?: number): Color4;
  5201. /**
  5202. * Determines equality between Color4 objects
  5203. * @param otherColor defines the second operand
  5204. * @returns true if the rgba values are equal to the given ones
  5205. */
  5206. equals(otherColor: DeepImmutable<Color4>): boolean;
  5207. /**
  5208. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5209. * @param right defines the second operand
  5210. * @returns a new Color4 object
  5211. */
  5212. add(right: DeepImmutable<Color4>): Color4;
  5213. /**
  5214. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5215. * @param right defines the second operand
  5216. * @returns a new Color4 object
  5217. */
  5218. subtract(right: DeepImmutable<Color4>): Color4;
  5219. /**
  5220. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5221. * @param right defines the second operand
  5222. * @param result defines the Color4 object where to store the result
  5223. * @returns the current Color4 object
  5224. */
  5225. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5226. /**
  5227. * Creates a new Color4 with the current Color4 values multiplied by scale
  5228. * @param scale defines the scaling factor to apply
  5229. * @returns a new Color4 object
  5230. */
  5231. scale(scale: number): Color4;
  5232. /**
  5233. * Multiplies the current Color4 values by scale and stores the result in "result"
  5234. * @param scale defines the scaling factor to apply
  5235. * @param result defines the Color4 object where to store the result
  5236. * @returns the current unmodified Color4
  5237. */
  5238. scaleToRef(scale: number, result: Color4): Color4;
  5239. /**
  5240. * Scale the current Color4 values by a factor and add the result to a given Color4
  5241. * @param scale defines the scale factor
  5242. * @param result defines the Color4 object where to store the result
  5243. * @returns the unmodified current Color4
  5244. */
  5245. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5246. /**
  5247. * Clamps the rgb values by the min and max values and stores the result into "result"
  5248. * @param min defines minimum clamping value (default is 0)
  5249. * @param max defines maximum clamping value (default is 1)
  5250. * @param result defines color to store the result into.
  5251. * @returns the cuurent Color4
  5252. */
  5253. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5254. /**
  5255. * Multipy an Color4 value by another and return a new Color4 object
  5256. * @param color defines the Color4 value to multiply by
  5257. * @returns a new Color4 object
  5258. */
  5259. multiply(color: Color4): Color4;
  5260. /**
  5261. * Multipy a Color4 value by another and push the result in a reference value
  5262. * @param color defines the Color4 value to multiply by
  5263. * @param result defines the Color4 to fill the result in
  5264. * @returns the result Color4
  5265. */
  5266. multiplyToRef(color: Color4, result: Color4): Color4;
  5267. /**
  5268. * Creates a string with the Color4 current values
  5269. * @returns the string representation of the Color4 object
  5270. */
  5271. toString(): string;
  5272. /**
  5273. * Returns the string "Color4"
  5274. * @returns "Color4"
  5275. */
  5276. getClassName(): string;
  5277. /**
  5278. * Compute the Color4 hash code
  5279. * @returns an unique number that can be used to hash Color4 objects
  5280. */
  5281. getHashCode(): number;
  5282. /**
  5283. * Creates a new Color4 copied from the current one
  5284. * @returns a new Color4 object
  5285. */
  5286. clone(): Color4;
  5287. /**
  5288. * Copies the given Color4 values into the current one
  5289. * @param source defines the source Color4 object
  5290. * @returns the current updated Color4 object
  5291. */
  5292. copyFrom(source: Color4): Color4;
  5293. /**
  5294. * Copies the given float values into the current one
  5295. * @param r defines the red component to read from
  5296. * @param g defines the green component to read from
  5297. * @param b defines the blue component to read from
  5298. * @param a defines the alpha component to read from
  5299. * @returns the current updated Color4 object
  5300. */
  5301. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5302. /**
  5303. * Copies the given float values into the current one
  5304. * @param r defines the red component to read from
  5305. * @param g defines the green component to read from
  5306. * @param b defines the blue component to read from
  5307. * @param a defines the alpha component to read from
  5308. * @returns the current updated Color4 object
  5309. */
  5310. set(r: number, g: number, b: number, a: number): Color4;
  5311. /**
  5312. * Compute the Color4 hexadecimal code as a string
  5313. * @returns a string containing the hexadecimal representation of the Color4 object
  5314. */
  5315. toHexString(): string;
  5316. /**
  5317. * Computes a new Color4 converted from the current one to linear space
  5318. * @returns a new Color4 object
  5319. */
  5320. toLinearSpace(): Color4;
  5321. /**
  5322. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5323. * @param convertedColor defines the Color4 object where to store the linear space version
  5324. * @returns the unmodified Color4
  5325. */
  5326. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5327. /**
  5328. * Computes a new Color4 converted from the current one to gamma space
  5329. * @returns a new Color4 object
  5330. */
  5331. toGammaSpace(): Color4;
  5332. /**
  5333. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5334. * @param convertedColor defines the Color4 object where to store the gamma space version
  5335. * @returns the unmodified Color4
  5336. */
  5337. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5338. /**
  5339. * Creates a new Color4 from the string containing valid hexadecimal values
  5340. * @param hex defines a string containing valid hexadecimal values
  5341. * @returns a new Color4 object
  5342. */
  5343. static FromHexString(hex: string): Color4;
  5344. /**
  5345. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5346. * @param left defines the start value
  5347. * @param right defines the end value
  5348. * @param amount defines the gradient factor
  5349. * @returns a new Color4 object
  5350. */
  5351. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5352. /**
  5353. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5354. * @param left defines the start value
  5355. * @param right defines the end value
  5356. * @param amount defines the gradient factor
  5357. * @param result defines the Color4 object where to store data
  5358. */
  5359. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5360. /**
  5361. * Creates a new Color4 from a Color3 and an alpha value
  5362. * @param color3 defines the source Color3 to read from
  5363. * @param alpha defines the alpha component (1.0 by default)
  5364. * @returns a new Color4 object
  5365. */
  5366. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5367. /**
  5368. * Creates a new Color4 from the starting index element of the given array
  5369. * @param array defines the source array to read from
  5370. * @param offset defines the offset in the source array
  5371. * @returns a new Color4 object
  5372. */
  5373. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5374. /**
  5375. * Creates a new Color3 from integer values (< 256)
  5376. * @param r defines the red component to read from (value between 0 and 255)
  5377. * @param g defines the green component to read from (value between 0 and 255)
  5378. * @param b defines the blue component to read from (value between 0 and 255)
  5379. * @param a defines the alpha component to read from (value between 0 and 255)
  5380. * @returns a new Color3 object
  5381. */
  5382. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5383. /**
  5384. * Check the content of a given array and convert it to an array containing RGBA data
  5385. * If the original array was already containing count * 4 values then it is returned directly
  5386. * @param colors defines the array to check
  5387. * @param count defines the number of RGBA data to expect
  5388. * @returns an array containing count * 4 values (RGBA)
  5389. */
  5390. static CheckColors4(colors: number[], count: number): number[];
  5391. }
  5392. /**
  5393. * @hidden
  5394. */
  5395. export class TmpColors {
  5396. static Color3: Color3[];
  5397. static Color4: Color4[];
  5398. }
  5399. }
  5400. declare module "babylonjs/Maths/sphericalPolynomial" {
  5401. import { Vector3 } from "babylonjs/Maths/math.vector";
  5402. import { Color3 } from "babylonjs/Maths/math.color";
  5403. /**
  5404. * Class representing spherical harmonics coefficients to the 3rd degree
  5405. */
  5406. export class SphericalHarmonics {
  5407. /**
  5408. * Defines whether or not the harmonics have been prescaled for rendering.
  5409. */
  5410. preScaled: boolean;
  5411. /**
  5412. * The l0,0 coefficients of the spherical harmonics
  5413. */
  5414. l00: Vector3;
  5415. /**
  5416. * The l1,-1 coefficients of the spherical harmonics
  5417. */
  5418. l1_1: Vector3;
  5419. /**
  5420. * The l1,0 coefficients of the spherical harmonics
  5421. */
  5422. l10: Vector3;
  5423. /**
  5424. * The l1,1 coefficients of the spherical harmonics
  5425. */
  5426. l11: Vector3;
  5427. /**
  5428. * The l2,-2 coefficients of the spherical harmonics
  5429. */
  5430. l2_2: Vector3;
  5431. /**
  5432. * The l2,-1 coefficients of the spherical harmonics
  5433. */
  5434. l2_1: Vector3;
  5435. /**
  5436. * The l2,0 coefficients of the spherical harmonics
  5437. */
  5438. l20: Vector3;
  5439. /**
  5440. * The l2,1 coefficients of the spherical harmonics
  5441. */
  5442. l21: Vector3;
  5443. /**
  5444. * The l2,2 coefficients of the spherical harmonics
  5445. */
  5446. l22: Vector3;
  5447. /**
  5448. * Adds a light to the spherical harmonics
  5449. * @param direction the direction of the light
  5450. * @param color the color of the light
  5451. * @param deltaSolidAngle the delta solid angle of the light
  5452. */
  5453. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  5454. /**
  5455. * Scales the spherical harmonics by the given amount
  5456. * @param scale the amount to scale
  5457. */
  5458. scaleInPlace(scale: number): void;
  5459. /**
  5460. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  5461. *
  5462. * ```
  5463. * E_lm = A_l * L_lm
  5464. * ```
  5465. *
  5466. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  5467. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  5468. * the scaling factors are given in equation 9.
  5469. */
  5470. convertIncidentRadianceToIrradiance(): void;
  5471. /**
  5472. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  5473. *
  5474. * ```
  5475. * L = (1/pi) * E * rho
  5476. * ```
  5477. *
  5478. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  5479. */
  5480. convertIrradianceToLambertianRadiance(): void;
  5481. /**
  5482. * Integrates the reconstruction coefficients directly in to the SH preventing further
  5483. * required operations at run time.
  5484. *
  5485. * This is simply done by scaling back the SH with Ylm constants parameter.
  5486. * The trigonometric part being applied by the shader at run time.
  5487. */
  5488. preScaleForRendering(): void;
  5489. /**
  5490. * Constructs a spherical harmonics from an array.
  5491. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  5492. * @returns the spherical harmonics
  5493. */
  5494. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  5495. /**
  5496. * Gets the spherical harmonics from polynomial
  5497. * @param polynomial the spherical polynomial
  5498. * @returns the spherical harmonics
  5499. */
  5500. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  5501. }
  5502. /**
  5503. * Class representing spherical polynomial coefficients to the 3rd degree
  5504. */
  5505. export class SphericalPolynomial {
  5506. private _harmonics;
  5507. /**
  5508. * The spherical harmonics used to create the polynomials.
  5509. */
  5510. readonly preScaledHarmonics: SphericalHarmonics;
  5511. /**
  5512. * The x coefficients of the spherical polynomial
  5513. */
  5514. x: Vector3;
  5515. /**
  5516. * The y coefficients of the spherical polynomial
  5517. */
  5518. y: Vector3;
  5519. /**
  5520. * The z coefficients of the spherical polynomial
  5521. */
  5522. z: Vector3;
  5523. /**
  5524. * The xx coefficients of the spherical polynomial
  5525. */
  5526. xx: Vector3;
  5527. /**
  5528. * The yy coefficients of the spherical polynomial
  5529. */
  5530. yy: Vector3;
  5531. /**
  5532. * The zz coefficients of the spherical polynomial
  5533. */
  5534. zz: Vector3;
  5535. /**
  5536. * The xy coefficients of the spherical polynomial
  5537. */
  5538. xy: Vector3;
  5539. /**
  5540. * The yz coefficients of the spherical polynomial
  5541. */
  5542. yz: Vector3;
  5543. /**
  5544. * The zx coefficients of the spherical polynomial
  5545. */
  5546. zx: Vector3;
  5547. /**
  5548. * Adds an ambient color to the spherical polynomial
  5549. * @param color the color to add
  5550. */
  5551. addAmbient(color: Color3): void;
  5552. /**
  5553. * Scales the spherical polynomial by the given amount
  5554. * @param scale the amount to scale
  5555. */
  5556. scaleInPlace(scale: number): void;
  5557. /**
  5558. * Gets the spherical polynomial from harmonics
  5559. * @param harmonics the spherical harmonics
  5560. * @returns the spherical polynomial
  5561. */
  5562. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  5563. /**
  5564. * Constructs a spherical polynomial from an array.
  5565. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  5566. * @returns the spherical polynomial
  5567. */
  5568. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  5569. }
  5570. }
  5571. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  5572. /**
  5573. * Define options used to create a render target texture
  5574. */
  5575. export class RenderTargetCreationOptions {
  5576. /**
  5577. * Specifies is mipmaps must be generated
  5578. */
  5579. generateMipMaps?: boolean;
  5580. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  5581. generateDepthBuffer?: boolean;
  5582. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  5583. generateStencilBuffer?: boolean;
  5584. /** Defines texture type (int by default) */
  5585. type?: number;
  5586. /** Defines sampling mode (trilinear by default) */
  5587. samplingMode?: number;
  5588. /** Defines format (RGBA by default) */
  5589. format?: number;
  5590. }
  5591. }
  5592. declare module "babylonjs/States/alphaCullingState" {
  5593. /**
  5594. * @hidden
  5595. **/
  5596. export class _AlphaState {
  5597. private _isAlphaBlendDirty;
  5598. private _isBlendFunctionParametersDirty;
  5599. private _isBlendEquationParametersDirty;
  5600. private _isBlendConstantsDirty;
  5601. private _alphaBlend;
  5602. private _blendFunctionParameters;
  5603. private _blendEquationParameters;
  5604. private _blendConstants;
  5605. /**
  5606. * Initializes the state.
  5607. */
  5608. constructor();
  5609. readonly isDirty: boolean;
  5610. alphaBlend: boolean;
  5611. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  5612. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  5613. setAlphaEquationParameters(rgb: number, alpha: number): void;
  5614. reset(): void;
  5615. apply(gl: WebGLRenderingContext): void;
  5616. }
  5617. }
  5618. declare module "babylonjs/States/depthCullingState" {
  5619. import { Nullable } from "babylonjs/types";
  5620. /**
  5621. * @hidden
  5622. **/
  5623. export class _DepthCullingState {
  5624. private _isDepthTestDirty;
  5625. private _isDepthMaskDirty;
  5626. private _isDepthFuncDirty;
  5627. private _isCullFaceDirty;
  5628. private _isCullDirty;
  5629. private _isZOffsetDirty;
  5630. private _isFrontFaceDirty;
  5631. private _depthTest;
  5632. private _depthMask;
  5633. private _depthFunc;
  5634. private _cull;
  5635. private _cullFace;
  5636. private _zOffset;
  5637. private _frontFace;
  5638. /**
  5639. * Initializes the state.
  5640. */
  5641. constructor();
  5642. readonly isDirty: boolean;
  5643. zOffset: number;
  5644. cullFace: Nullable<number>;
  5645. cull: Nullable<boolean>;
  5646. depthFunc: Nullable<number>;
  5647. depthMask: boolean;
  5648. depthTest: boolean;
  5649. frontFace: Nullable<number>;
  5650. reset(): void;
  5651. apply(gl: WebGLRenderingContext): void;
  5652. }
  5653. }
  5654. declare module "babylonjs/States/stencilState" {
  5655. /**
  5656. * @hidden
  5657. **/
  5658. export class _StencilState {
  5659. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  5660. static readonly ALWAYS: number;
  5661. /** Passed to stencilOperation to specify that stencil value must be kept */
  5662. static readonly KEEP: number;
  5663. /** Passed to stencilOperation to specify that stencil value must be replaced */
  5664. static readonly REPLACE: number;
  5665. private _isStencilTestDirty;
  5666. private _isStencilMaskDirty;
  5667. private _isStencilFuncDirty;
  5668. private _isStencilOpDirty;
  5669. private _stencilTest;
  5670. private _stencilMask;
  5671. private _stencilFunc;
  5672. private _stencilFuncRef;
  5673. private _stencilFuncMask;
  5674. private _stencilOpStencilFail;
  5675. private _stencilOpDepthFail;
  5676. private _stencilOpStencilDepthPass;
  5677. readonly isDirty: boolean;
  5678. stencilFunc: number;
  5679. stencilFuncRef: number;
  5680. stencilFuncMask: number;
  5681. stencilOpStencilFail: number;
  5682. stencilOpDepthFail: number;
  5683. stencilOpStencilDepthPass: number;
  5684. stencilMask: number;
  5685. stencilTest: boolean;
  5686. constructor();
  5687. reset(): void;
  5688. apply(gl: WebGLRenderingContext): void;
  5689. }
  5690. }
  5691. declare module "babylonjs/States/index" {
  5692. export * from "babylonjs/States/alphaCullingState";
  5693. export * from "babylonjs/States/depthCullingState";
  5694. export * from "babylonjs/States/stencilState";
  5695. }
  5696. declare module "babylonjs/Instrumentation/timeToken" {
  5697. import { Nullable } from "babylonjs/types";
  5698. /**
  5699. * @hidden
  5700. **/
  5701. export class _TimeToken {
  5702. _startTimeQuery: Nullable<WebGLQuery>;
  5703. _endTimeQuery: Nullable<WebGLQuery>;
  5704. _timeElapsedQuery: Nullable<WebGLQuery>;
  5705. _timeElapsedQueryEnded: boolean;
  5706. }
  5707. }
  5708. declare module "babylonjs/Misc/andOrNotEvaluator" {
  5709. /**
  5710. * Class used to evalaute queries containing `and` and `or` operators
  5711. */
  5712. export class AndOrNotEvaluator {
  5713. /**
  5714. * Evaluate a query
  5715. * @param query defines the query to evaluate
  5716. * @param evaluateCallback defines the callback used to filter result
  5717. * @returns true if the query matches
  5718. */
  5719. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  5720. private static _HandleParenthesisContent;
  5721. private static _SimplifyNegation;
  5722. }
  5723. }
  5724. declare module "babylonjs/Misc/tags" {
  5725. /**
  5726. * Class used to store custom tags
  5727. */
  5728. export class Tags {
  5729. /**
  5730. * Adds support for tags on the given object
  5731. * @param obj defines the object to use
  5732. */
  5733. static EnableFor(obj: any): void;
  5734. /**
  5735. * Removes tags support
  5736. * @param obj defines the object to use
  5737. */
  5738. static DisableFor(obj: any): void;
  5739. /**
  5740. * Gets a boolean indicating if the given object has tags
  5741. * @param obj defines the object to use
  5742. * @returns a boolean
  5743. */
  5744. static HasTags(obj: any): boolean;
  5745. /**
  5746. * Gets the tags available on a given object
  5747. * @param obj defines the object to use
  5748. * @param asString defines if the tags must be returned as a string instead of an array of strings
  5749. * @returns the tags
  5750. */
  5751. static GetTags(obj: any, asString?: boolean): any;
  5752. /**
  5753. * Adds tags to an object
  5754. * @param obj defines the object to use
  5755. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  5756. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  5757. */
  5758. static AddTagsTo(obj: any, tagsString: string): void;
  5759. /**
  5760. * @hidden
  5761. */
  5762. static _AddTagTo(obj: any, tag: string): void;
  5763. /**
  5764. * Removes specific tags from a specific object
  5765. * @param obj defines the object to use
  5766. * @param tagsString defines the tags to remove
  5767. */
  5768. static RemoveTagsFrom(obj: any, tagsString: string): void;
  5769. /**
  5770. * @hidden
  5771. */
  5772. static _RemoveTagFrom(obj: any, tag: string): void;
  5773. /**
  5774. * Defines if tags hosted on an object match a given query
  5775. * @param obj defines the object to use
  5776. * @param tagsQuery defines the tag query
  5777. * @returns a boolean
  5778. */
  5779. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  5780. }
  5781. }
  5782. declare module "babylonjs/Maths/math.path" {
  5783. import { DeepImmutable, Nullable } from "babylonjs/types";
  5784. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  5785. /**
  5786. * Defines potential orientation for back face culling
  5787. */
  5788. export enum Orientation {
  5789. /**
  5790. * Clockwise
  5791. */
  5792. CW = 0,
  5793. /** Counter clockwise */
  5794. CCW = 1
  5795. }
  5796. /** Class used to represent a Bezier curve */
  5797. export class BezierCurve {
  5798. /**
  5799. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  5800. * @param t defines the time
  5801. * @param x1 defines the left coordinate on X axis
  5802. * @param y1 defines the left coordinate on Y axis
  5803. * @param x2 defines the right coordinate on X axis
  5804. * @param y2 defines the right coordinate on Y axis
  5805. * @returns the interpolated value
  5806. */
  5807. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  5808. }
  5809. /**
  5810. * Defines angle representation
  5811. */
  5812. export class Angle {
  5813. private _radians;
  5814. /**
  5815. * Creates an Angle object of "radians" radians (float).
  5816. * @param radians the angle in radians
  5817. */
  5818. constructor(radians: number);
  5819. /**
  5820. * Get value in degrees
  5821. * @returns the Angle value in degrees (float)
  5822. */
  5823. degrees(): number;
  5824. /**
  5825. * Get value in radians
  5826. * @returns the Angle value in radians (float)
  5827. */
  5828. radians(): number;
  5829. /**
  5830. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  5831. * @param a defines first vector
  5832. * @param b defines second vector
  5833. * @returns a new Angle
  5834. */
  5835. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  5836. /**
  5837. * Gets a new Angle object from the given float in radians
  5838. * @param radians defines the angle value in radians
  5839. * @returns a new Angle
  5840. */
  5841. static FromRadians(radians: number): Angle;
  5842. /**
  5843. * Gets a new Angle object from the given float in degrees
  5844. * @param degrees defines the angle value in degrees
  5845. * @returns a new Angle
  5846. */
  5847. static FromDegrees(degrees: number): Angle;
  5848. }
  5849. /**
  5850. * This represents an arc in a 2d space.
  5851. */
  5852. export class Arc2 {
  5853. /** Defines the start point of the arc */
  5854. startPoint: Vector2;
  5855. /** Defines the mid point of the arc */
  5856. midPoint: Vector2;
  5857. /** Defines the end point of the arc */
  5858. endPoint: Vector2;
  5859. /**
  5860. * Defines the center point of the arc.
  5861. */
  5862. centerPoint: Vector2;
  5863. /**
  5864. * Defines the radius of the arc.
  5865. */
  5866. radius: number;
  5867. /**
  5868. * Defines the angle of the arc (from mid point to end point).
  5869. */
  5870. angle: Angle;
  5871. /**
  5872. * Defines the start angle of the arc (from start point to middle point).
  5873. */
  5874. startAngle: Angle;
  5875. /**
  5876. * Defines the orientation of the arc (clock wise/counter clock wise).
  5877. */
  5878. orientation: Orientation;
  5879. /**
  5880. * Creates an Arc object from the three given points : start, middle and end.
  5881. * @param startPoint Defines the start point of the arc
  5882. * @param midPoint Defines the midlle point of the arc
  5883. * @param endPoint Defines the end point of the arc
  5884. */
  5885. constructor(
  5886. /** Defines the start point of the arc */
  5887. startPoint: Vector2,
  5888. /** Defines the mid point of the arc */
  5889. midPoint: Vector2,
  5890. /** Defines the end point of the arc */
  5891. endPoint: Vector2);
  5892. }
  5893. /**
  5894. * Represents a 2D path made up of multiple 2D points
  5895. */
  5896. export class Path2 {
  5897. private _points;
  5898. private _length;
  5899. /**
  5900. * If the path start and end point are the same
  5901. */
  5902. closed: boolean;
  5903. /**
  5904. * Creates a Path2 object from the starting 2D coordinates x and y.
  5905. * @param x the starting points x value
  5906. * @param y the starting points y value
  5907. */
  5908. constructor(x: number, y: number);
  5909. /**
  5910. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  5911. * @param x the added points x value
  5912. * @param y the added points y value
  5913. * @returns the updated Path2.
  5914. */
  5915. addLineTo(x: number, y: number): Path2;
  5916. /**
  5917. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  5918. * @param midX middle point x value
  5919. * @param midY middle point y value
  5920. * @param endX end point x value
  5921. * @param endY end point y value
  5922. * @param numberOfSegments (default: 36)
  5923. * @returns the updated Path2.
  5924. */
  5925. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  5926. /**
  5927. * Closes the Path2.
  5928. * @returns the Path2.
  5929. */
  5930. close(): Path2;
  5931. /**
  5932. * Gets the sum of the distance between each sequential point in the path
  5933. * @returns the Path2 total length (float).
  5934. */
  5935. length(): number;
  5936. /**
  5937. * Gets the points which construct the path
  5938. * @returns the Path2 internal array of points.
  5939. */
  5940. getPoints(): Vector2[];
  5941. /**
  5942. * Retreives the point at the distance aways from the starting point
  5943. * @param normalizedLengthPosition the length along the path to retreive the point from
  5944. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  5945. */
  5946. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  5947. /**
  5948. * Creates a new path starting from an x and y position
  5949. * @param x starting x value
  5950. * @param y starting y value
  5951. * @returns a new Path2 starting at the coordinates (x, y).
  5952. */
  5953. static StartingAt(x: number, y: number): Path2;
  5954. }
  5955. /**
  5956. * Represents a 3D path made up of multiple 3D points
  5957. */
  5958. export class Path3D {
  5959. /**
  5960. * an array of Vector3, the curve axis of the Path3D
  5961. */
  5962. path: Vector3[];
  5963. private _curve;
  5964. private _distances;
  5965. private _tangents;
  5966. private _normals;
  5967. private _binormals;
  5968. private _raw;
  5969. /**
  5970. * new Path3D(path, normal, raw)
  5971. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  5972. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  5973. * @param path an array of Vector3, the curve axis of the Path3D
  5974. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  5975. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  5976. */
  5977. constructor(
  5978. /**
  5979. * an array of Vector3, the curve axis of the Path3D
  5980. */
  5981. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  5982. /**
  5983. * Returns the Path3D array of successive Vector3 designing its curve.
  5984. * @returns the Path3D array of successive Vector3 designing its curve.
  5985. */
  5986. getCurve(): Vector3[];
  5987. /**
  5988. * Returns an array populated with tangent vectors on each Path3D curve point.
  5989. * @returns an array populated with tangent vectors on each Path3D curve point.
  5990. */
  5991. getTangents(): Vector3[];
  5992. /**
  5993. * Returns an array populated with normal vectors on each Path3D curve point.
  5994. * @returns an array populated with normal vectors on each Path3D curve point.
  5995. */
  5996. getNormals(): Vector3[];
  5997. /**
  5998. * Returns an array populated with binormal vectors on each Path3D curve point.
  5999. * @returns an array populated with binormal vectors on each Path3D curve point.
  6000. */
  6001. getBinormals(): Vector3[];
  6002. /**
  6003. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  6004. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  6005. */
  6006. getDistances(): number[];
  6007. /**
  6008. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  6009. * @param path path which all values are copied into the curves points
  6010. * @param firstNormal which should be projected onto the curve
  6011. * @returns the same object updated.
  6012. */
  6013. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  6014. private _compute;
  6015. private _getFirstNonNullVector;
  6016. private _getLastNonNullVector;
  6017. private _normalVector;
  6018. }
  6019. /**
  6020. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6021. * A Curve3 is designed from a series of successive Vector3.
  6022. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  6023. */
  6024. export class Curve3 {
  6025. private _points;
  6026. private _length;
  6027. /**
  6028. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  6029. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  6030. * @param v1 (Vector3) the control point
  6031. * @param v2 (Vector3) the end point of the Quadratic Bezier
  6032. * @param nbPoints (integer) the wanted number of points in the curve
  6033. * @returns the created Curve3
  6034. */
  6035. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6036. /**
  6037. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  6038. * @param v0 (Vector3) the origin point of the Cubic Bezier
  6039. * @param v1 (Vector3) the first control point
  6040. * @param v2 (Vector3) the second control point
  6041. * @param v3 (Vector3) the end point of the Cubic Bezier
  6042. * @param nbPoints (integer) the wanted number of points in the curve
  6043. * @returns the created Curve3
  6044. */
  6045. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6046. /**
  6047. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  6048. * @param p1 (Vector3) the origin point of the Hermite Spline
  6049. * @param t1 (Vector3) the tangent vector at the origin point
  6050. * @param p2 (Vector3) the end point of the Hermite Spline
  6051. * @param t2 (Vector3) the tangent vector at the end point
  6052. * @param nbPoints (integer) the wanted number of points in the curve
  6053. * @returns the created Curve3
  6054. */
  6055. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6056. /**
  6057. * Returns a Curve3 object along a CatmullRom Spline curve :
  6058. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  6059. * @param nbPoints (integer) the wanted number of points between each curve control points
  6060. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  6061. * @returns the created Curve3
  6062. */
  6063. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  6064. /**
  6065. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6066. * A Curve3 is designed from a series of successive Vector3.
  6067. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  6068. * @param points points which make up the curve
  6069. */
  6070. constructor(points: Vector3[]);
  6071. /**
  6072. * @returns the Curve3 stored array of successive Vector3
  6073. */
  6074. getPoints(): Vector3[];
  6075. /**
  6076. * @returns the computed length (float) of the curve.
  6077. */
  6078. length(): number;
  6079. /**
  6080. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  6081. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  6082. * curveA and curveB keep unchanged.
  6083. * @param curve the curve to continue from this curve
  6084. * @returns the newly constructed curve
  6085. */
  6086. continue(curve: DeepImmutable<Curve3>): Curve3;
  6087. private _computeLength;
  6088. }
  6089. }
  6090. declare module "babylonjs/Animations/easing" {
  6091. /**
  6092. * This represents the main contract an easing function should follow.
  6093. * Easing functions are used throughout the animation system.
  6094. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6095. */
  6096. export interface IEasingFunction {
  6097. /**
  6098. * Given an input gradient between 0 and 1, this returns the corrseponding value
  6099. * of the easing function.
  6100. * The link below provides some of the most common examples of easing functions.
  6101. * @see https://easings.net/
  6102. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6103. * @returns the corresponding value on the curve defined by the easing function
  6104. */
  6105. ease(gradient: number): number;
  6106. }
  6107. /**
  6108. * Base class used for every default easing function.
  6109. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6110. */
  6111. export class EasingFunction implements IEasingFunction {
  6112. /**
  6113. * Interpolation follows the mathematical formula associated with the easing function.
  6114. */
  6115. static readonly EASINGMODE_EASEIN: number;
  6116. /**
  6117. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  6118. */
  6119. static readonly EASINGMODE_EASEOUT: number;
  6120. /**
  6121. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  6122. */
  6123. static readonly EASINGMODE_EASEINOUT: number;
  6124. private _easingMode;
  6125. /**
  6126. * Sets the easing mode of the current function.
  6127. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  6128. */
  6129. setEasingMode(easingMode: number): void;
  6130. /**
  6131. * Gets the current easing mode.
  6132. * @returns the easing mode
  6133. */
  6134. getEasingMode(): number;
  6135. /**
  6136. * @hidden
  6137. */
  6138. easeInCore(gradient: number): number;
  6139. /**
  6140. * Given an input gradient between 0 and 1, this returns the corresponding value
  6141. * of the easing function.
  6142. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6143. * @returns the corresponding value on the curve defined by the easing function
  6144. */
  6145. ease(gradient: number): number;
  6146. }
  6147. /**
  6148. * Easing function with a circle shape (see link below).
  6149. * @see https://easings.net/#easeInCirc
  6150. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6151. */
  6152. export class CircleEase extends EasingFunction implements IEasingFunction {
  6153. /** @hidden */
  6154. easeInCore(gradient: number): number;
  6155. }
  6156. /**
  6157. * Easing function with a ease back shape (see link below).
  6158. * @see https://easings.net/#easeInBack
  6159. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6160. */
  6161. export class BackEase extends EasingFunction implements IEasingFunction {
  6162. /** Defines the amplitude of the function */
  6163. amplitude: number;
  6164. /**
  6165. * Instantiates a back ease easing
  6166. * @see https://easings.net/#easeInBack
  6167. * @param amplitude Defines the amplitude of the function
  6168. */
  6169. constructor(
  6170. /** Defines the amplitude of the function */
  6171. amplitude?: number);
  6172. /** @hidden */
  6173. easeInCore(gradient: number): number;
  6174. }
  6175. /**
  6176. * Easing function with a bouncing shape (see link below).
  6177. * @see https://easings.net/#easeInBounce
  6178. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6179. */
  6180. export class BounceEase extends EasingFunction implements IEasingFunction {
  6181. /** Defines the number of bounces */
  6182. bounces: number;
  6183. /** Defines the amplitude of the bounce */
  6184. bounciness: number;
  6185. /**
  6186. * Instantiates a bounce easing
  6187. * @see https://easings.net/#easeInBounce
  6188. * @param bounces Defines the number of bounces
  6189. * @param bounciness Defines the amplitude of the bounce
  6190. */
  6191. constructor(
  6192. /** Defines the number of bounces */
  6193. bounces?: number,
  6194. /** Defines the amplitude of the bounce */
  6195. bounciness?: number);
  6196. /** @hidden */
  6197. easeInCore(gradient: number): number;
  6198. }
  6199. /**
  6200. * Easing function with a power of 3 shape (see link below).
  6201. * @see https://easings.net/#easeInCubic
  6202. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6203. */
  6204. export class CubicEase extends EasingFunction implements IEasingFunction {
  6205. /** @hidden */
  6206. easeInCore(gradient: number): number;
  6207. }
  6208. /**
  6209. * Easing function with an elastic shape (see link below).
  6210. * @see https://easings.net/#easeInElastic
  6211. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6212. */
  6213. export class ElasticEase extends EasingFunction implements IEasingFunction {
  6214. /** Defines the number of oscillations*/
  6215. oscillations: number;
  6216. /** Defines the amplitude of the oscillations*/
  6217. springiness: number;
  6218. /**
  6219. * Instantiates an elastic easing function
  6220. * @see https://easings.net/#easeInElastic
  6221. * @param oscillations Defines the number of oscillations
  6222. * @param springiness Defines the amplitude of the oscillations
  6223. */
  6224. constructor(
  6225. /** Defines the number of oscillations*/
  6226. oscillations?: number,
  6227. /** Defines the amplitude of the oscillations*/
  6228. springiness?: number);
  6229. /** @hidden */
  6230. easeInCore(gradient: number): number;
  6231. }
  6232. /**
  6233. * Easing function with an exponential shape (see link below).
  6234. * @see https://easings.net/#easeInExpo
  6235. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6236. */
  6237. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  6238. /** Defines the exponent of the function */
  6239. exponent: number;
  6240. /**
  6241. * Instantiates an exponential easing function
  6242. * @see https://easings.net/#easeInExpo
  6243. * @param exponent Defines the exponent of the function
  6244. */
  6245. constructor(
  6246. /** Defines the exponent of the function */
  6247. exponent?: number);
  6248. /** @hidden */
  6249. easeInCore(gradient: number): number;
  6250. }
  6251. /**
  6252. * Easing function with a power shape (see link below).
  6253. * @see https://easings.net/#easeInQuad
  6254. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6255. */
  6256. export class PowerEase extends EasingFunction implements IEasingFunction {
  6257. /** Defines the power of the function */
  6258. power: number;
  6259. /**
  6260. * Instantiates an power base easing function
  6261. * @see https://easings.net/#easeInQuad
  6262. * @param power Defines the power of the function
  6263. */
  6264. constructor(
  6265. /** Defines the power of the function */
  6266. power?: number);
  6267. /** @hidden */
  6268. easeInCore(gradient: number): number;
  6269. }
  6270. /**
  6271. * Easing function with a power of 2 shape (see link below).
  6272. * @see https://easings.net/#easeInQuad
  6273. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6274. */
  6275. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  6276. /** @hidden */
  6277. easeInCore(gradient: number): number;
  6278. }
  6279. /**
  6280. * Easing function with a power of 4 shape (see link below).
  6281. * @see https://easings.net/#easeInQuart
  6282. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6283. */
  6284. export class QuarticEase extends EasingFunction implements IEasingFunction {
  6285. /** @hidden */
  6286. easeInCore(gradient: number): number;
  6287. }
  6288. /**
  6289. * Easing function with a power of 5 shape (see link below).
  6290. * @see https://easings.net/#easeInQuint
  6291. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6292. */
  6293. export class QuinticEase extends EasingFunction implements IEasingFunction {
  6294. /** @hidden */
  6295. easeInCore(gradient: number): number;
  6296. }
  6297. /**
  6298. * Easing function with a sin shape (see link below).
  6299. * @see https://easings.net/#easeInSine
  6300. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6301. */
  6302. export class SineEase extends EasingFunction implements IEasingFunction {
  6303. /** @hidden */
  6304. easeInCore(gradient: number): number;
  6305. }
  6306. /**
  6307. * Easing function with a bezier shape (see link below).
  6308. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6309. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6310. */
  6311. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  6312. /** Defines the x component of the start tangent in the bezier curve */
  6313. x1: number;
  6314. /** Defines the y component of the start tangent in the bezier curve */
  6315. y1: number;
  6316. /** Defines the x component of the end tangent in the bezier curve */
  6317. x2: number;
  6318. /** Defines the y component of the end tangent in the bezier curve */
  6319. y2: number;
  6320. /**
  6321. * Instantiates a bezier function
  6322. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6323. * @param x1 Defines the x component of the start tangent in the bezier curve
  6324. * @param y1 Defines the y component of the start tangent in the bezier curve
  6325. * @param x2 Defines the x component of the end tangent in the bezier curve
  6326. * @param y2 Defines the y component of the end tangent in the bezier curve
  6327. */
  6328. constructor(
  6329. /** Defines the x component of the start tangent in the bezier curve */
  6330. x1?: number,
  6331. /** Defines the y component of the start tangent in the bezier curve */
  6332. y1?: number,
  6333. /** Defines the x component of the end tangent in the bezier curve */
  6334. x2?: number,
  6335. /** Defines the y component of the end tangent in the bezier curve */
  6336. y2?: number);
  6337. /** @hidden */
  6338. easeInCore(gradient: number): number;
  6339. }
  6340. }
  6341. declare module "babylonjs/Animations/animationKey" {
  6342. /**
  6343. * Defines an interface which represents an animation key frame
  6344. */
  6345. export interface IAnimationKey {
  6346. /**
  6347. * Frame of the key frame
  6348. */
  6349. frame: number;
  6350. /**
  6351. * Value at the specifies key frame
  6352. */
  6353. value: any;
  6354. /**
  6355. * The input tangent for the cubic hermite spline
  6356. */
  6357. inTangent?: any;
  6358. /**
  6359. * The output tangent for the cubic hermite spline
  6360. */
  6361. outTangent?: any;
  6362. /**
  6363. * The animation interpolation type
  6364. */
  6365. interpolation?: AnimationKeyInterpolation;
  6366. }
  6367. /**
  6368. * Enum for the animation key frame interpolation type
  6369. */
  6370. export enum AnimationKeyInterpolation {
  6371. /**
  6372. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  6373. */
  6374. STEP = 1
  6375. }
  6376. }
  6377. declare module "babylonjs/Animations/animationRange" {
  6378. /**
  6379. * Represents the range of an animation
  6380. */
  6381. export class AnimationRange {
  6382. /**The name of the animation range**/
  6383. name: string;
  6384. /**The starting frame of the animation */
  6385. from: number;
  6386. /**The ending frame of the animation*/
  6387. to: number;
  6388. /**
  6389. * Initializes the range of an animation
  6390. * @param name The name of the animation range
  6391. * @param from The starting frame of the animation
  6392. * @param to The ending frame of the animation
  6393. */
  6394. constructor(
  6395. /**The name of the animation range**/
  6396. name: string,
  6397. /**The starting frame of the animation */
  6398. from: number,
  6399. /**The ending frame of the animation*/
  6400. to: number);
  6401. /**
  6402. * Makes a copy of the animation range
  6403. * @returns A copy of the animation range
  6404. */
  6405. clone(): AnimationRange;
  6406. }
  6407. }
  6408. declare module "babylonjs/Animations/animationEvent" {
  6409. /**
  6410. * Composed of a frame, and an action function
  6411. */
  6412. export class AnimationEvent {
  6413. /** The frame for which the event is triggered **/
  6414. frame: number;
  6415. /** The event to perform when triggered **/
  6416. action: (currentFrame: number) => void;
  6417. /** Specifies if the event should be triggered only once**/
  6418. onlyOnce?: boolean | undefined;
  6419. /**
  6420. * Specifies if the animation event is done
  6421. */
  6422. isDone: boolean;
  6423. /**
  6424. * Initializes the animation event
  6425. * @param frame The frame for which the event is triggered
  6426. * @param action The event to perform when triggered
  6427. * @param onlyOnce Specifies if the event should be triggered only once
  6428. */
  6429. constructor(
  6430. /** The frame for which the event is triggered **/
  6431. frame: number,
  6432. /** The event to perform when triggered **/
  6433. action: (currentFrame: number) => void,
  6434. /** Specifies if the event should be triggered only once**/
  6435. onlyOnce?: boolean | undefined);
  6436. /** @hidden */
  6437. _clone(): AnimationEvent;
  6438. }
  6439. }
  6440. declare module "babylonjs/Behaviors/behavior" {
  6441. import { Nullable } from "babylonjs/types";
  6442. /**
  6443. * Interface used to define a behavior
  6444. */
  6445. export interface Behavior<T> {
  6446. /** gets or sets behavior's name */
  6447. name: string;
  6448. /**
  6449. * Function called when the behavior needs to be initialized (after attaching it to a target)
  6450. */
  6451. init(): void;
  6452. /**
  6453. * Called when the behavior is attached to a target
  6454. * @param target defines the target where the behavior is attached to
  6455. */
  6456. attach(target: T): void;
  6457. /**
  6458. * Called when the behavior is detached from its target
  6459. */
  6460. detach(): void;
  6461. }
  6462. /**
  6463. * Interface implemented by classes supporting behaviors
  6464. */
  6465. export interface IBehaviorAware<T> {
  6466. /**
  6467. * Attach a behavior
  6468. * @param behavior defines the behavior to attach
  6469. * @returns the current host
  6470. */
  6471. addBehavior(behavior: Behavior<T>): T;
  6472. /**
  6473. * Remove a behavior from the current object
  6474. * @param behavior defines the behavior to detach
  6475. * @returns the current host
  6476. */
  6477. removeBehavior(behavior: Behavior<T>): T;
  6478. /**
  6479. * Gets a behavior using its name to search
  6480. * @param name defines the name to search
  6481. * @returns the behavior or null if not found
  6482. */
  6483. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  6484. }
  6485. }
  6486. declare module "babylonjs/Misc/smartArray" {
  6487. /**
  6488. * Defines an array and its length.
  6489. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  6490. */
  6491. export interface ISmartArrayLike<T> {
  6492. /**
  6493. * The data of the array.
  6494. */
  6495. data: Array<T>;
  6496. /**
  6497. * The active length of the array.
  6498. */
  6499. length: number;
  6500. }
  6501. /**
  6502. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6503. */
  6504. export class SmartArray<T> implements ISmartArrayLike<T> {
  6505. /**
  6506. * The full set of data from the array.
  6507. */
  6508. data: Array<T>;
  6509. /**
  6510. * The active length of the array.
  6511. */
  6512. length: number;
  6513. protected _id: number;
  6514. /**
  6515. * Instantiates a Smart Array.
  6516. * @param capacity defines the default capacity of the array.
  6517. */
  6518. constructor(capacity: number);
  6519. /**
  6520. * Pushes a value at the end of the active data.
  6521. * @param value defines the object to push in the array.
  6522. */
  6523. push(value: T): void;
  6524. /**
  6525. * Iterates over the active data and apply the lambda to them.
  6526. * @param func defines the action to apply on each value.
  6527. */
  6528. forEach(func: (content: T) => void): void;
  6529. /**
  6530. * Sorts the full sets of data.
  6531. * @param compareFn defines the comparison function to apply.
  6532. */
  6533. sort(compareFn: (a: T, b: T) => number): void;
  6534. /**
  6535. * Resets the active data to an empty array.
  6536. */
  6537. reset(): void;
  6538. /**
  6539. * Releases all the data from the array as well as the array.
  6540. */
  6541. dispose(): void;
  6542. /**
  6543. * Concats the active data with a given array.
  6544. * @param array defines the data to concatenate with.
  6545. */
  6546. concat(array: any): void;
  6547. /**
  6548. * Returns the position of a value in the active data.
  6549. * @param value defines the value to find the index for
  6550. * @returns the index if found in the active data otherwise -1
  6551. */
  6552. indexOf(value: T): number;
  6553. /**
  6554. * Returns whether an element is part of the active data.
  6555. * @param value defines the value to look for
  6556. * @returns true if found in the active data otherwise false
  6557. */
  6558. contains(value: T): boolean;
  6559. private static _GlobalId;
  6560. }
  6561. /**
  6562. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6563. * The data in this array can only be present once
  6564. */
  6565. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  6566. private _duplicateId;
  6567. /**
  6568. * Pushes a value at the end of the active data.
  6569. * THIS DOES NOT PREVENT DUPPLICATE DATA
  6570. * @param value defines the object to push in the array.
  6571. */
  6572. push(value: T): void;
  6573. /**
  6574. * Pushes a value at the end of the active data.
  6575. * If the data is already present, it won t be added again
  6576. * @param value defines the object to push in the array.
  6577. * @returns true if added false if it was already present
  6578. */
  6579. pushNoDuplicate(value: T): boolean;
  6580. /**
  6581. * Resets the active data to an empty array.
  6582. */
  6583. reset(): void;
  6584. /**
  6585. * Concats the active data with a given array.
  6586. * This ensures no dupplicate will be present in the result.
  6587. * @param array defines the data to concatenate with.
  6588. */
  6589. concatWithNoDuplicate(array: any): void;
  6590. }
  6591. }
  6592. declare module "babylonjs/Cameras/cameraInputsManager" {
  6593. import { Nullable } from "babylonjs/types";
  6594. import { Camera } from "babylonjs/Cameras/camera";
  6595. /**
  6596. * @ignore
  6597. * This is a list of all the different input types that are available in the application.
  6598. * Fo instance: ArcRotateCameraGamepadInput...
  6599. */
  6600. export var CameraInputTypes: {};
  6601. /**
  6602. * This is the contract to implement in order to create a new input class.
  6603. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6604. */
  6605. export interface ICameraInput<TCamera extends Camera> {
  6606. /**
  6607. * Defines the camera the input is attached to.
  6608. */
  6609. camera: Nullable<TCamera>;
  6610. /**
  6611. * Gets the class name of the current intput.
  6612. * @returns the class name
  6613. */
  6614. getClassName(): string;
  6615. /**
  6616. * Get the friendly name associated with the input class.
  6617. * @returns the input friendly name
  6618. */
  6619. getSimpleName(): string;
  6620. /**
  6621. * Attach the input controls to a specific dom element to get the input from.
  6622. * @param element Defines the element the controls should be listened from
  6623. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6624. */
  6625. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6626. /**
  6627. * Detach the current controls from the specified dom element.
  6628. * @param element Defines the element to stop listening the inputs from
  6629. */
  6630. detachControl(element: Nullable<HTMLElement>): void;
  6631. /**
  6632. * Update the current camera state depending on the inputs that have been used this frame.
  6633. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6634. */
  6635. checkInputs?: () => void;
  6636. }
  6637. /**
  6638. * Represents a map of input types to input instance or input index to input instance.
  6639. */
  6640. export interface CameraInputsMap<TCamera extends Camera> {
  6641. /**
  6642. * Accessor to the input by input type.
  6643. */
  6644. [name: string]: ICameraInput<TCamera>;
  6645. /**
  6646. * Accessor to the input by input index.
  6647. */
  6648. [idx: number]: ICameraInput<TCamera>;
  6649. }
  6650. /**
  6651. * This represents the input manager used within a camera.
  6652. * It helps dealing with all the different kind of input attached to a camera.
  6653. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6654. */
  6655. export class CameraInputsManager<TCamera extends Camera> {
  6656. /**
  6657. * Defines the list of inputs attahed to the camera.
  6658. */
  6659. attached: CameraInputsMap<TCamera>;
  6660. /**
  6661. * Defines the dom element the camera is collecting inputs from.
  6662. * This is null if the controls have not been attached.
  6663. */
  6664. attachedElement: Nullable<HTMLElement>;
  6665. /**
  6666. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6667. */
  6668. noPreventDefault: boolean;
  6669. /**
  6670. * Defined the camera the input manager belongs to.
  6671. */
  6672. camera: TCamera;
  6673. /**
  6674. * Update the current camera state depending on the inputs that have been used this frame.
  6675. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6676. */
  6677. checkInputs: () => void;
  6678. /**
  6679. * Instantiate a new Camera Input Manager.
  6680. * @param camera Defines the camera the input manager blongs to
  6681. */
  6682. constructor(camera: TCamera);
  6683. /**
  6684. * Add an input method to a camera
  6685. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6686. * @param input camera input method
  6687. */
  6688. add(input: ICameraInput<TCamera>): void;
  6689. /**
  6690. * Remove a specific input method from a camera
  6691. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6692. * @param inputToRemove camera input method
  6693. */
  6694. remove(inputToRemove: ICameraInput<TCamera>): void;
  6695. /**
  6696. * Remove a specific input type from a camera
  6697. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6698. * @param inputType the type of the input to remove
  6699. */
  6700. removeByType(inputType: string): void;
  6701. private _addCheckInputs;
  6702. /**
  6703. * Attach the input controls to the currently attached dom element to listen the events from.
  6704. * @param input Defines the input to attach
  6705. */
  6706. attachInput(input: ICameraInput<TCamera>): void;
  6707. /**
  6708. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6709. * @param element Defines the dom element to collect the events from
  6710. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6711. */
  6712. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6713. /**
  6714. * Detach the current manager inputs controls from a specific dom element.
  6715. * @param element Defines the dom element to collect the events from
  6716. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6717. */
  6718. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6719. /**
  6720. * Rebuild the dynamic inputCheck function from the current list of
  6721. * defined inputs in the manager.
  6722. */
  6723. rebuildInputCheck(): void;
  6724. /**
  6725. * Remove all attached input methods from a camera
  6726. */
  6727. clear(): void;
  6728. /**
  6729. * Serialize the current input manager attached to a camera.
  6730. * This ensures than once parsed,
  6731. * the input associated to the camera will be identical to the current ones
  6732. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6733. */
  6734. serialize(serializedCamera: any): void;
  6735. /**
  6736. * Parses an input manager serialized JSON to restore the previous list of inputs
  6737. * and states associated to a camera.
  6738. * @param parsedCamera Defines the JSON to parse
  6739. */
  6740. parse(parsedCamera: any): void;
  6741. }
  6742. }
  6743. declare module "babylonjs/Collisions/intersectionInfo" {
  6744. import { Nullable } from "babylonjs/types";
  6745. /**
  6746. * @hidden
  6747. */
  6748. export class IntersectionInfo {
  6749. bu: Nullable<number>;
  6750. bv: Nullable<number>;
  6751. distance: number;
  6752. faceId: number;
  6753. subMeshId: number;
  6754. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6755. }
  6756. }
  6757. declare module "babylonjs/Maths/math.plane" {
  6758. import { DeepImmutable } from "babylonjs/types";
  6759. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6760. /**
  6761. * Represens a plane by the equation ax + by + cz + d = 0
  6762. */
  6763. export class Plane {
  6764. private static _TmpMatrix;
  6765. /**
  6766. * Normal of the plane (a,b,c)
  6767. */
  6768. normal: Vector3;
  6769. /**
  6770. * d component of the plane
  6771. */
  6772. d: number;
  6773. /**
  6774. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6775. * @param a a component of the plane
  6776. * @param b b component of the plane
  6777. * @param c c component of the plane
  6778. * @param d d component of the plane
  6779. */
  6780. constructor(a: number, b: number, c: number, d: number);
  6781. /**
  6782. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6783. */
  6784. asArray(): number[];
  6785. /**
  6786. * @returns a new plane copied from the current Plane.
  6787. */
  6788. clone(): Plane;
  6789. /**
  6790. * @returns the string "Plane".
  6791. */
  6792. getClassName(): string;
  6793. /**
  6794. * @returns the Plane hash code.
  6795. */
  6796. getHashCode(): number;
  6797. /**
  6798. * Normalize the current Plane in place.
  6799. * @returns the updated Plane.
  6800. */
  6801. normalize(): Plane;
  6802. /**
  6803. * Applies a transformation the plane and returns the result
  6804. * @param transformation the transformation matrix to be applied to the plane
  6805. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6806. */
  6807. transform(transformation: DeepImmutable<Matrix>): Plane;
  6808. /**
  6809. * Calcualtte the dot product between the point and the plane normal
  6810. * @param point point to calculate the dot product with
  6811. * @returns the dot product (float) of the point coordinates and the plane normal.
  6812. */
  6813. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6814. /**
  6815. * Updates the current Plane from the plane defined by the three given points.
  6816. * @param point1 one of the points used to contruct the plane
  6817. * @param point2 one of the points used to contruct the plane
  6818. * @param point3 one of the points used to contruct the plane
  6819. * @returns the updated Plane.
  6820. */
  6821. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6822. /**
  6823. * Checks if the plane is facing a given direction
  6824. * @param direction the direction to check if the plane is facing
  6825. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6826. * @returns True is the vector "direction" is the same side than the plane normal.
  6827. */
  6828. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6829. /**
  6830. * Calculates the distance to a point
  6831. * @param point point to calculate distance to
  6832. * @returns the signed distance (float) from the given point to the Plane.
  6833. */
  6834. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6835. /**
  6836. * Creates a plane from an array
  6837. * @param array the array to create a plane from
  6838. * @returns a new Plane from the given array.
  6839. */
  6840. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6841. /**
  6842. * Creates a plane from three points
  6843. * @param point1 point used to create the plane
  6844. * @param point2 point used to create the plane
  6845. * @param point3 point used to create the plane
  6846. * @returns a new Plane defined by the three given points.
  6847. */
  6848. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6849. /**
  6850. * Creates a plane from an origin point and a normal
  6851. * @param origin origin of the plane to be constructed
  6852. * @param normal normal of the plane to be constructed
  6853. * @returns a new Plane the normal vector to this plane at the given origin point.
  6854. * Note : the vector "normal" is updated because normalized.
  6855. */
  6856. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6857. /**
  6858. * Calculates the distance from a plane and a point
  6859. * @param origin origin of the plane to be constructed
  6860. * @param normal normal of the plane to be constructed
  6861. * @param point point to calculate distance to
  6862. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6863. */
  6864. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6865. }
  6866. }
  6867. declare module "babylonjs/Culling/boundingSphere" {
  6868. import { DeepImmutable } from "babylonjs/types";
  6869. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6870. import { Plane } from "babylonjs/Maths/math.plane";
  6871. /**
  6872. * Class used to store bounding sphere information
  6873. */
  6874. export class BoundingSphere {
  6875. /**
  6876. * Gets the center of the bounding sphere in local space
  6877. */
  6878. readonly center: Vector3;
  6879. /**
  6880. * Radius of the bounding sphere in local space
  6881. */
  6882. radius: number;
  6883. /**
  6884. * Gets the center of the bounding sphere in world space
  6885. */
  6886. readonly centerWorld: Vector3;
  6887. /**
  6888. * Radius of the bounding sphere in world space
  6889. */
  6890. radiusWorld: number;
  6891. /**
  6892. * Gets the minimum vector in local space
  6893. */
  6894. readonly minimum: Vector3;
  6895. /**
  6896. * Gets the maximum vector in local space
  6897. */
  6898. readonly maximum: Vector3;
  6899. private _worldMatrix;
  6900. private static readonly TmpVector3;
  6901. /**
  6902. * Creates a new bounding sphere
  6903. * @param min defines the minimum vector (in local space)
  6904. * @param max defines the maximum vector (in local space)
  6905. * @param worldMatrix defines the new world matrix
  6906. */
  6907. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6908. /**
  6909. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6910. * @param min defines the new minimum vector (in local space)
  6911. * @param max defines the new maximum vector (in local space)
  6912. * @param worldMatrix defines the new world matrix
  6913. */
  6914. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6915. /**
  6916. * Scale the current bounding sphere by applying a scale factor
  6917. * @param factor defines the scale factor to apply
  6918. * @returns the current bounding box
  6919. */
  6920. scale(factor: number): BoundingSphere;
  6921. /**
  6922. * Gets the world matrix of the bounding box
  6923. * @returns a matrix
  6924. */
  6925. getWorldMatrix(): DeepImmutable<Matrix>;
  6926. /** @hidden */
  6927. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6928. /**
  6929. * Tests if the bounding sphere is intersecting the frustum planes
  6930. * @param frustumPlanes defines the frustum planes to test
  6931. * @returns true if there is an intersection
  6932. */
  6933. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6934. /**
  6935. * Tests if the bounding sphere center is in between the frustum planes.
  6936. * Used for optimistic fast inclusion.
  6937. * @param frustumPlanes defines the frustum planes to test
  6938. * @returns true if the sphere center is in between the frustum planes
  6939. */
  6940. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6941. /**
  6942. * Tests if a point is inside the bounding sphere
  6943. * @param point defines the point to test
  6944. * @returns true if the point is inside the bounding sphere
  6945. */
  6946. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6947. /**
  6948. * Checks if two sphere intersct
  6949. * @param sphere0 sphere 0
  6950. * @param sphere1 sphere 1
  6951. * @returns true if the speres intersect
  6952. */
  6953. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6954. }
  6955. }
  6956. declare module "babylonjs/Culling/boundingBox" {
  6957. import { DeepImmutable } from "babylonjs/types";
  6958. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6959. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6960. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6961. import { Plane } from "babylonjs/Maths/math.plane";
  6962. /**
  6963. * Class used to store bounding box information
  6964. */
  6965. export class BoundingBox implements ICullable {
  6966. /**
  6967. * Gets the 8 vectors representing the bounding box in local space
  6968. */
  6969. readonly vectors: Vector3[];
  6970. /**
  6971. * Gets the center of the bounding box in local space
  6972. */
  6973. readonly center: Vector3;
  6974. /**
  6975. * Gets the center of the bounding box in world space
  6976. */
  6977. readonly centerWorld: Vector3;
  6978. /**
  6979. * Gets the extend size in local space
  6980. */
  6981. readonly extendSize: Vector3;
  6982. /**
  6983. * Gets the extend size in world space
  6984. */
  6985. readonly extendSizeWorld: Vector3;
  6986. /**
  6987. * Gets the OBB (object bounding box) directions
  6988. */
  6989. readonly directions: Vector3[];
  6990. /**
  6991. * Gets the 8 vectors representing the bounding box in world space
  6992. */
  6993. readonly vectorsWorld: Vector3[];
  6994. /**
  6995. * Gets the minimum vector in world space
  6996. */
  6997. readonly minimumWorld: Vector3;
  6998. /**
  6999. * Gets the maximum vector in world space
  7000. */
  7001. readonly maximumWorld: Vector3;
  7002. /**
  7003. * Gets the minimum vector in local space
  7004. */
  7005. readonly minimum: Vector3;
  7006. /**
  7007. * Gets the maximum vector in local space
  7008. */
  7009. readonly maximum: Vector3;
  7010. private _worldMatrix;
  7011. private static readonly TmpVector3;
  7012. /**
  7013. * @hidden
  7014. */
  7015. _tag: number;
  7016. /**
  7017. * Creates a new bounding box
  7018. * @param min defines the minimum vector (in local space)
  7019. * @param max defines the maximum vector (in local space)
  7020. * @param worldMatrix defines the new world matrix
  7021. */
  7022. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7023. /**
  7024. * Recreates the entire bounding box from scratch as if we call the constructor in place
  7025. * @param min defines the new minimum vector (in local space)
  7026. * @param max defines the new maximum vector (in local space)
  7027. * @param worldMatrix defines the new world matrix
  7028. */
  7029. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7030. /**
  7031. * Scale the current bounding box by applying a scale factor
  7032. * @param factor defines the scale factor to apply
  7033. * @returns the current bounding box
  7034. */
  7035. scale(factor: number): BoundingBox;
  7036. /**
  7037. * Gets the world matrix of the bounding box
  7038. * @returns a matrix
  7039. */
  7040. getWorldMatrix(): DeepImmutable<Matrix>;
  7041. /** @hidden */
  7042. _update(world: DeepImmutable<Matrix>): void;
  7043. /**
  7044. * Tests if the bounding box is intersecting the frustum planes
  7045. * @param frustumPlanes defines the frustum planes to test
  7046. * @returns true if there is an intersection
  7047. */
  7048. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7049. /**
  7050. * Tests if the bounding box is entirely inside the frustum planes
  7051. * @param frustumPlanes defines the frustum planes to test
  7052. * @returns true if there is an inclusion
  7053. */
  7054. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7055. /**
  7056. * Tests if a point is inside the bounding box
  7057. * @param point defines the point to test
  7058. * @returns true if the point is inside the bounding box
  7059. */
  7060. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7061. /**
  7062. * Tests if the bounding box intersects with a bounding sphere
  7063. * @param sphere defines the sphere to test
  7064. * @returns true if there is an intersection
  7065. */
  7066. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  7067. /**
  7068. * Tests if the bounding box intersects with a box defined by a min and max vectors
  7069. * @param min defines the min vector to use
  7070. * @param max defines the max vector to use
  7071. * @returns true if there is an intersection
  7072. */
  7073. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  7074. /**
  7075. * Tests if two bounding boxes are intersections
  7076. * @param box0 defines the first box to test
  7077. * @param box1 defines the second box to test
  7078. * @returns true if there is an intersection
  7079. */
  7080. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  7081. /**
  7082. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  7083. * @param minPoint defines the minimum vector of the bounding box
  7084. * @param maxPoint defines the maximum vector of the bounding box
  7085. * @param sphereCenter defines the sphere center
  7086. * @param sphereRadius defines the sphere radius
  7087. * @returns true if there is an intersection
  7088. */
  7089. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  7090. /**
  7091. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  7092. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7093. * @param frustumPlanes defines the frustum planes to test
  7094. * @return true if there is an inclusion
  7095. */
  7096. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7097. /**
  7098. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  7099. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7100. * @param frustumPlanes defines the frustum planes to test
  7101. * @return true if there is an intersection
  7102. */
  7103. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7104. }
  7105. }
  7106. declare module "babylonjs/Collisions/collider" {
  7107. import { Nullable, IndicesArray } from "babylonjs/types";
  7108. import { Vector3 } from "babylonjs/Maths/math.vector";
  7109. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  7110. import { Plane } from "babylonjs/Maths/math.plane";
  7111. /** @hidden */
  7112. export class Collider {
  7113. /** Define if a collision was found */
  7114. collisionFound: boolean;
  7115. /**
  7116. * Define last intersection point in local space
  7117. */
  7118. intersectionPoint: Vector3;
  7119. /**
  7120. * Define last collided mesh
  7121. */
  7122. collidedMesh: Nullable<AbstractMesh>;
  7123. private _collisionPoint;
  7124. private _planeIntersectionPoint;
  7125. private _tempVector;
  7126. private _tempVector2;
  7127. private _tempVector3;
  7128. private _tempVector4;
  7129. private _edge;
  7130. private _baseToVertex;
  7131. private _destinationPoint;
  7132. private _slidePlaneNormal;
  7133. private _displacementVector;
  7134. /** @hidden */
  7135. _radius: Vector3;
  7136. /** @hidden */
  7137. _retry: number;
  7138. private _velocity;
  7139. private _basePoint;
  7140. private _epsilon;
  7141. /** @hidden */
  7142. _velocityWorldLength: number;
  7143. /** @hidden */
  7144. _basePointWorld: Vector3;
  7145. private _velocityWorld;
  7146. private _normalizedVelocity;
  7147. /** @hidden */
  7148. _initialVelocity: Vector3;
  7149. /** @hidden */
  7150. _initialPosition: Vector3;
  7151. private _nearestDistance;
  7152. private _collisionMask;
  7153. collisionMask: number;
  7154. /**
  7155. * Gets the plane normal used to compute the sliding response (in local space)
  7156. */
  7157. readonly slidePlaneNormal: Vector3;
  7158. /** @hidden */
  7159. _initialize(source: Vector3, dir: Vector3, e: number): void;
  7160. /** @hidden */
  7161. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  7162. /** @hidden */
  7163. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  7164. /** @hidden */
  7165. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7166. /** @hidden */
  7167. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7168. /** @hidden */
  7169. _getResponse(pos: Vector3, vel: Vector3): void;
  7170. }
  7171. }
  7172. declare module "babylonjs/Culling/boundingInfo" {
  7173. import { DeepImmutable } from "babylonjs/types";
  7174. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7175. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  7176. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  7177. import { Plane } from "babylonjs/Maths/math.plane";
  7178. import { Collider } from "babylonjs/Collisions/collider";
  7179. /**
  7180. * Interface for cullable objects
  7181. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  7182. */
  7183. export interface ICullable {
  7184. /**
  7185. * Checks if the object or part of the object is in the frustum
  7186. * @param frustumPlanes Camera near/planes
  7187. * @returns true if the object is in frustum otherwise false
  7188. */
  7189. isInFrustum(frustumPlanes: Plane[]): boolean;
  7190. /**
  7191. * Checks if a cullable object (mesh...) is in the camera frustum
  7192. * Unlike isInFrustum this cheks the full bounding box
  7193. * @param frustumPlanes Camera near/planes
  7194. * @returns true if the object is in frustum otherwise false
  7195. */
  7196. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  7197. }
  7198. /**
  7199. * Info for a bounding data of a mesh
  7200. */
  7201. export class BoundingInfo implements ICullable {
  7202. /**
  7203. * Bounding box for the mesh
  7204. */
  7205. readonly boundingBox: BoundingBox;
  7206. /**
  7207. * Bounding sphere for the mesh
  7208. */
  7209. readonly boundingSphere: BoundingSphere;
  7210. private _isLocked;
  7211. private static readonly TmpVector3;
  7212. /**
  7213. * Constructs bounding info
  7214. * @param minimum min vector of the bounding box/sphere
  7215. * @param maximum max vector of the bounding box/sphere
  7216. * @param worldMatrix defines the new world matrix
  7217. */
  7218. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7219. /**
  7220. * Recreates the entire bounding info from scratch as if we call the constructor in place
  7221. * @param min defines the new minimum vector (in local space)
  7222. * @param max defines the new maximum vector (in local space)
  7223. * @param worldMatrix defines the new world matrix
  7224. */
  7225. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7226. /**
  7227. * min vector of the bounding box/sphere
  7228. */
  7229. readonly minimum: Vector3;
  7230. /**
  7231. * max vector of the bounding box/sphere
  7232. */
  7233. readonly maximum: Vector3;
  7234. /**
  7235. * If the info is locked and won't be updated to avoid perf overhead
  7236. */
  7237. isLocked: boolean;
  7238. /**
  7239. * Updates the bounding sphere and box
  7240. * @param world world matrix to be used to update
  7241. */
  7242. update(world: DeepImmutable<Matrix>): void;
  7243. /**
  7244. * Recreate the bounding info to be centered around a specific point given a specific extend.
  7245. * @param center New center of the bounding info
  7246. * @param extend New extend of the bounding info
  7247. * @returns the current bounding info
  7248. */
  7249. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  7250. /**
  7251. * Scale the current bounding info by applying a scale factor
  7252. * @param factor defines the scale factor to apply
  7253. * @returns the current bounding info
  7254. */
  7255. scale(factor: number): BoundingInfo;
  7256. /**
  7257. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  7258. * @param frustumPlanes defines the frustum to test
  7259. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  7260. * @returns true if the bounding info is in the frustum planes
  7261. */
  7262. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  7263. /**
  7264. * Gets the world distance between the min and max points of the bounding box
  7265. */
  7266. readonly diagonalLength: number;
  7267. /**
  7268. * Checks if a cullable object (mesh...) is in the camera frustum
  7269. * Unlike isInFrustum this cheks the full bounding box
  7270. * @param frustumPlanes Camera near/planes
  7271. * @returns true if the object is in frustum otherwise false
  7272. */
  7273. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7274. /** @hidden */
  7275. _checkCollision(collider: Collider): boolean;
  7276. /**
  7277. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7278. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7279. * @param point the point to check intersection with
  7280. * @returns if the point intersects
  7281. */
  7282. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7283. /**
  7284. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7285. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7286. * @param boundingInfo the bounding info to check intersection with
  7287. * @param precise if the intersection should be done using OBB
  7288. * @returns if the bounding info intersects
  7289. */
  7290. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7291. }
  7292. }
  7293. declare module "babylonjs/Maths/math.functions" {
  7294. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7295. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7296. /**
  7297. * Extracts minimum and maximum values from a list of indexed positions
  7298. * @param positions defines the positions to use
  7299. * @param indices defines the indices to the positions
  7300. * @param indexStart defines the start index
  7301. * @param indexCount defines the end index
  7302. * @param bias defines bias value to add to the result
  7303. * @return minimum and maximum values
  7304. */
  7305. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7306. minimum: Vector3;
  7307. maximum: Vector3;
  7308. };
  7309. /**
  7310. * Extracts minimum and maximum values from a list of positions
  7311. * @param positions defines the positions to use
  7312. * @param start defines the start index in the positions array
  7313. * @param count defines the number of positions to handle
  7314. * @param bias defines bias value to add to the result
  7315. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7316. * @return minimum and maximum values
  7317. */
  7318. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7319. minimum: Vector3;
  7320. maximum: Vector3;
  7321. };
  7322. }
  7323. declare module "babylonjs/Misc/iInspectable" {
  7324. /**
  7325. * Enum that determines the text-wrapping mode to use.
  7326. */
  7327. export enum InspectableType {
  7328. /**
  7329. * Checkbox for booleans
  7330. */
  7331. Checkbox = 0,
  7332. /**
  7333. * Sliders for numbers
  7334. */
  7335. Slider = 1,
  7336. /**
  7337. * Vector3
  7338. */
  7339. Vector3 = 2,
  7340. /**
  7341. * Quaternions
  7342. */
  7343. Quaternion = 3,
  7344. /**
  7345. * Color3
  7346. */
  7347. Color3 = 4,
  7348. /**
  7349. * String
  7350. */
  7351. String = 5
  7352. }
  7353. /**
  7354. * Interface used to define custom inspectable properties.
  7355. * This interface is used by the inspector to display custom property grids
  7356. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7357. */
  7358. export interface IInspectable {
  7359. /**
  7360. * Gets the label to display
  7361. */
  7362. label: string;
  7363. /**
  7364. * Gets the name of the property to edit
  7365. */
  7366. propertyName: string;
  7367. /**
  7368. * Gets the type of the editor to use
  7369. */
  7370. type: InspectableType;
  7371. /**
  7372. * Gets the minimum value of the property when using in "slider" mode
  7373. */
  7374. min?: number;
  7375. /**
  7376. * Gets the maximum value of the property when using in "slider" mode
  7377. */
  7378. max?: number;
  7379. /**
  7380. * Gets the setp to use when using in "slider" mode
  7381. */
  7382. step?: number;
  7383. }
  7384. }
  7385. declare module "babylonjs/Misc/timingTools" {
  7386. /**
  7387. * Class used to provide helper for timing
  7388. */
  7389. export class TimingTools {
  7390. /**
  7391. * Polyfill for setImmediate
  7392. * @param action defines the action to execute after the current execution block
  7393. */
  7394. static SetImmediate(action: () => void): void;
  7395. }
  7396. }
  7397. declare module "babylonjs/Misc/instantiationTools" {
  7398. /**
  7399. * Class used to enable instatition of objects by class name
  7400. */
  7401. export class InstantiationTools {
  7402. /**
  7403. * Use this object to register external classes like custom textures or material
  7404. * to allow the laoders to instantiate them
  7405. */
  7406. static RegisteredExternalClasses: {
  7407. [key: string]: Object;
  7408. };
  7409. /**
  7410. * Tries to instantiate a new object from a given class name
  7411. * @param className defines the class name to instantiate
  7412. * @returns the new object or null if the system was not able to do the instantiation
  7413. */
  7414. static Instantiate(className: string): any;
  7415. }
  7416. }
  7417. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  7418. import { Nullable } from "babylonjs/types";
  7419. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7420. /**
  7421. * This represents the required contract to create a new type of texture loader.
  7422. */
  7423. export interface IInternalTextureLoader {
  7424. /**
  7425. * Defines wether the loader supports cascade loading the different faces.
  7426. */
  7427. supportCascades: boolean;
  7428. /**
  7429. * This returns if the loader support the current file information.
  7430. * @param extension defines the file extension of the file being loaded
  7431. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7432. * @param fallback defines the fallback internal texture if any
  7433. * @param isBase64 defines whether the texture is encoded as a base64
  7434. * @param isBuffer defines whether the texture data are stored as a buffer
  7435. * @returns true if the loader can load the specified file
  7436. */
  7437. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  7438. /**
  7439. * Transform the url before loading if required.
  7440. * @param rootUrl the url of the texture
  7441. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7442. * @returns the transformed texture
  7443. */
  7444. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  7445. /**
  7446. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  7447. * @param rootUrl the url of the texture
  7448. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7449. * @returns the fallback texture
  7450. */
  7451. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  7452. /**
  7453. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  7454. * @param data contains the texture data
  7455. * @param texture defines the BabylonJS internal texture
  7456. * @param createPolynomials will be true if polynomials have been requested
  7457. * @param onLoad defines the callback to trigger once the texture is ready
  7458. * @param onError defines the callback to trigger in case of error
  7459. */
  7460. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  7461. /**
  7462. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  7463. * @param data contains the texture data
  7464. * @param texture defines the BabylonJS internal texture
  7465. * @param callback defines the method to call once ready to upload
  7466. */
  7467. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  7468. }
  7469. }
  7470. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7471. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7472. import { Nullable } from "babylonjs/types";
  7473. import { Scene } from "babylonjs/scene";
  7474. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7475. module "babylonjs/Engines/engine" {
  7476. interface Engine {
  7477. /**
  7478. * Creates a depth stencil cube texture.
  7479. * This is only available in WebGL 2.
  7480. * @param size The size of face edge in the cube texture.
  7481. * @param options The options defining the cube texture.
  7482. * @returns The cube texture
  7483. */
  7484. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7485. /**
  7486. * Creates a cube texture
  7487. * @param rootUrl defines the url where the files to load is located
  7488. * @param scene defines the current scene
  7489. * @param files defines the list of files to load (1 per face)
  7490. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7491. * @param onLoad defines an optional callback raised when the texture is loaded
  7492. * @param onError defines an optional callback raised if there is an issue to load the texture
  7493. * @param format defines the format of the data
  7494. * @param forcedExtension defines the extension to use to pick the right loader
  7495. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7496. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7497. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7498. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7499. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7500. * @returns the cube texture as an InternalTexture
  7501. */
  7502. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  7503. /**
  7504. * Creates a cube texture
  7505. * @param rootUrl defines the url where the files to load is located
  7506. * @param scene defines the current scene
  7507. * @param files defines the list of files to load (1 per face)
  7508. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7509. * @param onLoad defines an optional callback raised when the texture is loaded
  7510. * @param onError defines an optional callback raised if there is an issue to load the texture
  7511. * @param format defines the format of the data
  7512. * @param forcedExtension defines the extension to use to pick the right loader
  7513. * @returns the cube texture as an InternalTexture
  7514. */
  7515. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  7516. /**
  7517. * Creates a cube texture
  7518. * @param rootUrl defines the url where the files to load is located
  7519. * @param scene defines the current scene
  7520. * @param files defines the list of files to load (1 per face)
  7521. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7522. * @param onLoad defines an optional callback raised when the texture is loaded
  7523. * @param onError defines an optional callback raised if there is an issue to load the texture
  7524. * @param format defines the format of the data
  7525. * @param forcedExtension defines the extension to use to pick the right loader
  7526. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7527. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7528. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7529. * @returns the cube texture as an InternalTexture
  7530. */
  7531. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  7532. /** @hidden */
  7533. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7534. /** @hidden */
  7535. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7536. /** @hidden */
  7537. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7538. /** @hidden */
  7539. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7540. }
  7541. }
  7542. }
  7543. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7544. import { Nullable } from "babylonjs/types";
  7545. import { Scene } from "babylonjs/scene";
  7546. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7547. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7548. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7549. /**
  7550. * Class for creating a cube texture
  7551. */
  7552. export class CubeTexture extends BaseTexture {
  7553. private _delayedOnLoad;
  7554. /**
  7555. * The url of the texture
  7556. */
  7557. url: string;
  7558. /**
  7559. * Gets or sets the center of the bounding box associated with the cube texture.
  7560. * It must define where the camera used to render the texture was set
  7561. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7562. */
  7563. boundingBoxPosition: Vector3;
  7564. private _boundingBoxSize;
  7565. /**
  7566. * Gets or sets the size of the bounding box associated with the cube texture
  7567. * When defined, the cubemap will switch to local mode
  7568. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7569. * @example https://www.babylonjs-playground.com/#RNASML
  7570. */
  7571. /**
  7572. * Returns the bounding box size
  7573. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7574. */
  7575. boundingBoxSize: Vector3;
  7576. protected _rotationY: number;
  7577. /**
  7578. * Sets texture matrix rotation angle around Y axis in radians.
  7579. */
  7580. /**
  7581. * Gets texture matrix rotation angle around Y axis radians.
  7582. */
  7583. rotationY: number;
  7584. /**
  7585. * Are mip maps generated for this texture or not.
  7586. */
  7587. readonly noMipmap: boolean;
  7588. private _noMipmap;
  7589. private _files;
  7590. private _extensions;
  7591. private _textureMatrix;
  7592. private _format;
  7593. private _createPolynomials;
  7594. /** @hidden */
  7595. _prefiltered: boolean;
  7596. /**
  7597. * Creates a cube texture from an array of image urls
  7598. * @param files defines an array of image urls
  7599. * @param scene defines the hosting scene
  7600. * @param noMipmap specifies if mip maps are not used
  7601. * @returns a cube texture
  7602. */
  7603. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7604. /**
  7605. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7606. * @param url defines the url of the prefiltered texture
  7607. * @param scene defines the scene the texture is attached to
  7608. * @param forcedExtension defines the extension of the file if different from the url
  7609. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7610. * @return the prefiltered texture
  7611. */
  7612. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7613. /**
  7614. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7615. * as prefiltered data.
  7616. * @param rootUrl defines the url of the texture or the root name of the six images
  7617. * @param scene defines the scene the texture is attached to
  7618. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7619. * @param noMipmap defines if mipmaps should be created or not
  7620. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7621. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7622. * @param onError defines a callback triggered in case of error during load
  7623. * @param format defines the internal format to use for the texture once loaded
  7624. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7625. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7626. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7627. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7628. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7629. * @return the cube texture
  7630. */
  7631. constructor(rootUrl: string, scene: Scene, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
  7632. /**
  7633. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7634. */
  7635. readonly isPrefiltered: boolean;
  7636. /**
  7637. * Get the current class name of the texture useful for serialization or dynamic coding.
  7638. * @returns "CubeTexture"
  7639. */
  7640. getClassName(): string;
  7641. /**
  7642. * Update the url (and optional buffer) of this texture if url was null during construction.
  7643. * @param url the url of the texture
  7644. * @param forcedExtension defines the extension to use
  7645. * @param onLoad callback called when the texture is loaded (defaults to null)
  7646. */
  7647. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7648. /**
  7649. * Delays loading of the cube texture
  7650. * @param forcedExtension defines the extension to use
  7651. */
  7652. delayLoad(forcedExtension?: string): void;
  7653. /**
  7654. * Returns the reflection texture matrix
  7655. * @returns the reflection texture matrix
  7656. */
  7657. getReflectionTextureMatrix(): Matrix;
  7658. /**
  7659. * Sets the reflection texture matrix
  7660. * @param value Reflection texture matrix
  7661. */
  7662. setReflectionTextureMatrix(value: Matrix): void;
  7663. /**
  7664. * Parses text to create a cube texture
  7665. * @param parsedTexture define the serialized text to read from
  7666. * @param scene defines the hosting scene
  7667. * @param rootUrl defines the root url of the cube texture
  7668. * @returns a cube texture
  7669. */
  7670. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7671. /**
  7672. * Makes a clone, or deep copy, of the cube texture
  7673. * @returns a new cube texture
  7674. */
  7675. clone(): CubeTexture;
  7676. }
  7677. }
  7678. declare module "babylonjs/Materials/materialDefines" {
  7679. /**
  7680. * Manages the defines for the Material
  7681. */
  7682. export class MaterialDefines {
  7683. /** @hidden */
  7684. protected _keys: string[];
  7685. private _isDirty;
  7686. /** @hidden */
  7687. _renderId: number;
  7688. /** @hidden */
  7689. _areLightsDirty: boolean;
  7690. /** @hidden */
  7691. _areAttributesDirty: boolean;
  7692. /** @hidden */
  7693. _areTexturesDirty: boolean;
  7694. /** @hidden */
  7695. _areFresnelDirty: boolean;
  7696. /** @hidden */
  7697. _areMiscDirty: boolean;
  7698. /** @hidden */
  7699. _areImageProcessingDirty: boolean;
  7700. /** @hidden */
  7701. _normals: boolean;
  7702. /** @hidden */
  7703. _uvs: boolean;
  7704. /** @hidden */
  7705. _needNormals: boolean;
  7706. /** @hidden */
  7707. _needUVs: boolean;
  7708. [id: string]: any;
  7709. /**
  7710. * Specifies if the material needs to be re-calculated
  7711. */
  7712. readonly isDirty: boolean;
  7713. /**
  7714. * Marks the material to indicate that it has been re-calculated
  7715. */
  7716. markAsProcessed(): void;
  7717. /**
  7718. * Marks the material to indicate that it needs to be re-calculated
  7719. */
  7720. markAsUnprocessed(): void;
  7721. /**
  7722. * Marks the material to indicate all of its defines need to be re-calculated
  7723. */
  7724. markAllAsDirty(): void;
  7725. /**
  7726. * Marks the material to indicate that image processing needs to be re-calculated
  7727. */
  7728. markAsImageProcessingDirty(): void;
  7729. /**
  7730. * Marks the material to indicate the lights need to be re-calculated
  7731. */
  7732. markAsLightDirty(): void;
  7733. /**
  7734. * Marks the attribute state as changed
  7735. */
  7736. markAsAttributesDirty(): void;
  7737. /**
  7738. * Marks the texture state as changed
  7739. */
  7740. markAsTexturesDirty(): void;
  7741. /**
  7742. * Marks the fresnel state as changed
  7743. */
  7744. markAsFresnelDirty(): void;
  7745. /**
  7746. * Marks the misc state as changed
  7747. */
  7748. markAsMiscDirty(): void;
  7749. /**
  7750. * Rebuilds the material defines
  7751. */
  7752. rebuild(): void;
  7753. /**
  7754. * Specifies if two material defines are equal
  7755. * @param other - A material define instance to compare to
  7756. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7757. */
  7758. isEqual(other: MaterialDefines): boolean;
  7759. /**
  7760. * Clones this instance's defines to another instance
  7761. * @param other - material defines to clone values to
  7762. */
  7763. cloneTo(other: MaterialDefines): void;
  7764. /**
  7765. * Resets the material define values
  7766. */
  7767. reset(): void;
  7768. /**
  7769. * Converts the material define values to a string
  7770. * @returns - String of material define information
  7771. */
  7772. toString(): string;
  7773. }
  7774. }
  7775. declare module "babylonjs/Materials/colorCurves" {
  7776. import { Effect } from "babylonjs/Materials/effect";
  7777. /**
  7778. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7779. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7780. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  7781. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7782. */
  7783. export class ColorCurves {
  7784. private _dirty;
  7785. private _tempColor;
  7786. private _globalCurve;
  7787. private _highlightsCurve;
  7788. private _midtonesCurve;
  7789. private _shadowsCurve;
  7790. private _positiveCurve;
  7791. private _negativeCurve;
  7792. private _globalHue;
  7793. private _globalDensity;
  7794. private _globalSaturation;
  7795. private _globalExposure;
  7796. /**
  7797. * Gets the global Hue value.
  7798. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7799. */
  7800. /**
  7801. * Sets the global Hue value.
  7802. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7803. */
  7804. globalHue: number;
  7805. /**
  7806. * Gets the global Density value.
  7807. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7808. * Values less than zero provide a filter of opposite hue.
  7809. */
  7810. /**
  7811. * Sets the global Density value.
  7812. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7813. * Values less than zero provide a filter of opposite hue.
  7814. */
  7815. globalDensity: number;
  7816. /**
  7817. * Gets the global Saturation value.
  7818. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7819. */
  7820. /**
  7821. * Sets the global Saturation value.
  7822. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7823. */
  7824. globalSaturation: number;
  7825. /**
  7826. * Gets the global Exposure value.
  7827. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7828. */
  7829. /**
  7830. * Sets the global Exposure value.
  7831. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7832. */
  7833. globalExposure: number;
  7834. private _highlightsHue;
  7835. private _highlightsDensity;
  7836. private _highlightsSaturation;
  7837. private _highlightsExposure;
  7838. /**
  7839. * Gets the highlights Hue value.
  7840. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7841. */
  7842. /**
  7843. * Sets the highlights Hue value.
  7844. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7845. */
  7846. highlightsHue: number;
  7847. /**
  7848. * Gets the highlights Density value.
  7849. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7850. * Values less than zero provide a filter of opposite hue.
  7851. */
  7852. /**
  7853. * Sets the highlights Density value.
  7854. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7855. * Values less than zero provide a filter of opposite hue.
  7856. */
  7857. highlightsDensity: number;
  7858. /**
  7859. * Gets the highlights Saturation value.
  7860. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7861. */
  7862. /**
  7863. * Sets the highlights Saturation value.
  7864. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7865. */
  7866. highlightsSaturation: number;
  7867. /**
  7868. * Gets the highlights Exposure value.
  7869. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7870. */
  7871. /**
  7872. * Sets the highlights Exposure value.
  7873. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7874. */
  7875. highlightsExposure: number;
  7876. private _midtonesHue;
  7877. private _midtonesDensity;
  7878. private _midtonesSaturation;
  7879. private _midtonesExposure;
  7880. /**
  7881. * Gets the midtones Hue value.
  7882. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7883. */
  7884. /**
  7885. * Sets the midtones Hue value.
  7886. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7887. */
  7888. midtonesHue: number;
  7889. /**
  7890. * Gets the midtones Density value.
  7891. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7892. * Values less than zero provide a filter of opposite hue.
  7893. */
  7894. /**
  7895. * Sets the midtones Density value.
  7896. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7897. * Values less than zero provide a filter of opposite hue.
  7898. */
  7899. midtonesDensity: number;
  7900. /**
  7901. * Gets the midtones Saturation value.
  7902. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7903. */
  7904. /**
  7905. * Sets the midtones Saturation value.
  7906. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7907. */
  7908. midtonesSaturation: number;
  7909. /**
  7910. * Gets the midtones Exposure value.
  7911. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7912. */
  7913. /**
  7914. * Sets the midtones Exposure value.
  7915. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7916. */
  7917. midtonesExposure: number;
  7918. private _shadowsHue;
  7919. private _shadowsDensity;
  7920. private _shadowsSaturation;
  7921. private _shadowsExposure;
  7922. /**
  7923. * Gets the shadows Hue value.
  7924. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7925. */
  7926. /**
  7927. * Sets the shadows Hue value.
  7928. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7929. */
  7930. shadowsHue: number;
  7931. /**
  7932. * Gets the shadows Density value.
  7933. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7934. * Values less than zero provide a filter of opposite hue.
  7935. */
  7936. /**
  7937. * Sets the shadows Density value.
  7938. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7939. * Values less than zero provide a filter of opposite hue.
  7940. */
  7941. shadowsDensity: number;
  7942. /**
  7943. * Gets the shadows Saturation value.
  7944. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7945. */
  7946. /**
  7947. * Sets the shadows Saturation value.
  7948. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7949. */
  7950. shadowsSaturation: number;
  7951. /**
  7952. * Gets the shadows Exposure value.
  7953. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7954. */
  7955. /**
  7956. * Sets the shadows Exposure value.
  7957. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7958. */
  7959. shadowsExposure: number;
  7960. /**
  7961. * Returns the class name
  7962. * @returns The class name
  7963. */
  7964. getClassName(): string;
  7965. /**
  7966. * Binds the color curves to the shader.
  7967. * @param colorCurves The color curve to bind
  7968. * @param effect The effect to bind to
  7969. * @param positiveUniform The positive uniform shader parameter
  7970. * @param neutralUniform The neutral uniform shader parameter
  7971. * @param negativeUniform The negative uniform shader parameter
  7972. */
  7973. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  7974. /**
  7975. * Prepare the list of uniforms associated with the ColorCurves effects.
  7976. * @param uniformsList The list of uniforms used in the effect
  7977. */
  7978. static PrepareUniforms(uniformsList: string[]): void;
  7979. /**
  7980. * Returns color grading data based on a hue, density, saturation and exposure value.
  7981. * @param filterHue The hue of the color filter.
  7982. * @param filterDensity The density of the color filter.
  7983. * @param saturation The saturation.
  7984. * @param exposure The exposure.
  7985. * @param result The result data container.
  7986. */
  7987. private getColorGradingDataToRef;
  7988. /**
  7989. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  7990. * @param value The input slider value in range [-100,100].
  7991. * @returns Adjusted value.
  7992. */
  7993. private static applyColorGradingSliderNonlinear;
  7994. /**
  7995. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  7996. * @param hue The hue (H) input.
  7997. * @param saturation The saturation (S) input.
  7998. * @param brightness The brightness (B) input.
  7999. * @result An RGBA color represented as Vector4.
  8000. */
  8001. private static fromHSBToRef;
  8002. /**
  8003. * Returns a value clamped between min and max
  8004. * @param value The value to clamp
  8005. * @param min The minimum of value
  8006. * @param max The maximum of value
  8007. * @returns The clamped value.
  8008. */
  8009. private static clamp;
  8010. /**
  8011. * Clones the current color curve instance.
  8012. * @return The cloned curves
  8013. */
  8014. clone(): ColorCurves;
  8015. /**
  8016. * Serializes the current color curve instance to a json representation.
  8017. * @return a JSON representation
  8018. */
  8019. serialize(): any;
  8020. /**
  8021. * Parses the color curve from a json representation.
  8022. * @param source the JSON source to parse
  8023. * @return The parsed curves
  8024. */
  8025. static Parse(source: any): ColorCurves;
  8026. }
  8027. }
  8028. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8029. import { Observable } from "babylonjs/Misc/observable";
  8030. import { Nullable } from "babylonjs/types";
  8031. import { Color4 } from "babylonjs/Maths/math.color";
  8032. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8033. import { Effect } from "babylonjs/Materials/effect";
  8034. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8035. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8036. /**
  8037. * Interface to follow in your material defines to integrate easily the
  8038. * Image proccessing functions.
  8039. * @hidden
  8040. */
  8041. export interface IImageProcessingConfigurationDefines {
  8042. IMAGEPROCESSING: boolean;
  8043. VIGNETTE: boolean;
  8044. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8045. VIGNETTEBLENDMODEOPAQUE: boolean;
  8046. TONEMAPPING: boolean;
  8047. TONEMAPPING_ACES: boolean;
  8048. CONTRAST: boolean;
  8049. EXPOSURE: boolean;
  8050. COLORCURVES: boolean;
  8051. COLORGRADING: boolean;
  8052. COLORGRADING3D: boolean;
  8053. SAMPLER3DGREENDEPTH: boolean;
  8054. SAMPLER3DBGRMAP: boolean;
  8055. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8056. }
  8057. /**
  8058. * @hidden
  8059. */
  8060. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8061. IMAGEPROCESSING: boolean;
  8062. VIGNETTE: boolean;
  8063. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8064. VIGNETTEBLENDMODEOPAQUE: boolean;
  8065. TONEMAPPING: boolean;
  8066. TONEMAPPING_ACES: boolean;
  8067. CONTRAST: boolean;
  8068. COLORCURVES: boolean;
  8069. COLORGRADING: boolean;
  8070. COLORGRADING3D: boolean;
  8071. SAMPLER3DGREENDEPTH: boolean;
  8072. SAMPLER3DBGRMAP: boolean;
  8073. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8074. EXPOSURE: boolean;
  8075. constructor();
  8076. }
  8077. /**
  8078. * This groups together the common properties used for image processing either in direct forward pass
  8079. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8080. * or not.
  8081. */
  8082. export class ImageProcessingConfiguration {
  8083. /**
  8084. * Default tone mapping applied in BabylonJS.
  8085. */
  8086. static readonly TONEMAPPING_STANDARD: number;
  8087. /**
  8088. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8089. * to other engines rendering to increase portability.
  8090. */
  8091. static readonly TONEMAPPING_ACES: number;
  8092. /**
  8093. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8094. */
  8095. colorCurves: Nullable<ColorCurves>;
  8096. private _colorCurvesEnabled;
  8097. /**
  8098. * Gets wether the color curves effect is enabled.
  8099. */
  8100. /**
  8101. * Sets wether the color curves effect is enabled.
  8102. */
  8103. colorCurvesEnabled: boolean;
  8104. private _colorGradingTexture;
  8105. /**
  8106. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8107. */
  8108. /**
  8109. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8110. */
  8111. colorGradingTexture: Nullable<BaseTexture>;
  8112. private _colorGradingEnabled;
  8113. /**
  8114. * Gets wether the color grading effect is enabled.
  8115. */
  8116. /**
  8117. * Sets wether the color grading effect is enabled.
  8118. */
  8119. colorGradingEnabled: boolean;
  8120. private _colorGradingWithGreenDepth;
  8121. /**
  8122. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8123. */
  8124. /**
  8125. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8126. */
  8127. colorGradingWithGreenDepth: boolean;
  8128. private _colorGradingBGR;
  8129. /**
  8130. * Gets wether the color grading texture contains BGR values.
  8131. */
  8132. /**
  8133. * Sets wether the color grading texture contains BGR values.
  8134. */
  8135. colorGradingBGR: boolean;
  8136. /** @hidden */
  8137. _exposure: number;
  8138. /**
  8139. * Gets the Exposure used in the effect.
  8140. */
  8141. /**
  8142. * Sets the Exposure used in the effect.
  8143. */
  8144. exposure: number;
  8145. private _toneMappingEnabled;
  8146. /**
  8147. * Gets wether the tone mapping effect is enabled.
  8148. */
  8149. /**
  8150. * Sets wether the tone mapping effect is enabled.
  8151. */
  8152. toneMappingEnabled: boolean;
  8153. private _toneMappingType;
  8154. /**
  8155. * Gets the type of tone mapping effect.
  8156. */
  8157. /**
  8158. * Sets the type of tone mapping effect used in BabylonJS.
  8159. */
  8160. toneMappingType: number;
  8161. protected _contrast: number;
  8162. /**
  8163. * Gets the contrast used in the effect.
  8164. */
  8165. /**
  8166. * Sets the contrast used in the effect.
  8167. */
  8168. contrast: number;
  8169. /**
  8170. * Vignette stretch size.
  8171. */
  8172. vignetteStretch: number;
  8173. /**
  8174. * Vignette centre X Offset.
  8175. */
  8176. vignetteCentreX: number;
  8177. /**
  8178. * Vignette centre Y Offset.
  8179. */
  8180. vignetteCentreY: number;
  8181. /**
  8182. * Vignette weight or intensity of the vignette effect.
  8183. */
  8184. vignetteWeight: number;
  8185. /**
  8186. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8187. * if vignetteEnabled is set to true.
  8188. */
  8189. vignetteColor: Color4;
  8190. /**
  8191. * Camera field of view used by the Vignette effect.
  8192. */
  8193. vignetteCameraFov: number;
  8194. private _vignetteBlendMode;
  8195. /**
  8196. * Gets the vignette blend mode allowing different kind of effect.
  8197. */
  8198. /**
  8199. * Sets the vignette blend mode allowing different kind of effect.
  8200. */
  8201. vignetteBlendMode: number;
  8202. private _vignetteEnabled;
  8203. /**
  8204. * Gets wether the vignette effect is enabled.
  8205. */
  8206. /**
  8207. * Sets wether the vignette effect is enabled.
  8208. */
  8209. vignetteEnabled: boolean;
  8210. private _applyByPostProcess;
  8211. /**
  8212. * Gets wether the image processing is applied through a post process or not.
  8213. */
  8214. /**
  8215. * Sets wether the image processing is applied through a post process or not.
  8216. */
  8217. applyByPostProcess: boolean;
  8218. private _isEnabled;
  8219. /**
  8220. * Gets wether the image processing is enabled or not.
  8221. */
  8222. /**
  8223. * Sets wether the image processing is enabled or not.
  8224. */
  8225. isEnabled: boolean;
  8226. /**
  8227. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8228. */
  8229. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8230. /**
  8231. * Method called each time the image processing information changes requires to recompile the effect.
  8232. */
  8233. protected _updateParameters(): void;
  8234. /**
  8235. * Gets the current class name.
  8236. * @return "ImageProcessingConfiguration"
  8237. */
  8238. getClassName(): string;
  8239. /**
  8240. * Prepare the list of uniforms associated with the Image Processing effects.
  8241. * @param uniforms The list of uniforms used in the effect
  8242. * @param defines the list of defines currently in use
  8243. */
  8244. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8245. /**
  8246. * Prepare the list of samplers associated with the Image Processing effects.
  8247. * @param samplersList The list of uniforms used in the effect
  8248. * @param defines the list of defines currently in use
  8249. */
  8250. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8251. /**
  8252. * Prepare the list of defines associated to the shader.
  8253. * @param defines the list of defines to complete
  8254. * @param forPostProcess Define if we are currently in post process mode or not
  8255. */
  8256. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8257. /**
  8258. * Returns true if all the image processing information are ready.
  8259. * @returns True if ready, otherwise, false
  8260. */
  8261. isReady(): boolean;
  8262. /**
  8263. * Binds the image processing to the shader.
  8264. * @param effect The effect to bind to
  8265. * @param aspectRatio Define the current aspect ratio of the effect
  8266. */
  8267. bind(effect: Effect, aspectRatio?: number): void;
  8268. /**
  8269. * Clones the current image processing instance.
  8270. * @return The cloned image processing
  8271. */
  8272. clone(): ImageProcessingConfiguration;
  8273. /**
  8274. * Serializes the current image processing instance to a json representation.
  8275. * @return a JSON representation
  8276. */
  8277. serialize(): any;
  8278. /**
  8279. * Parses the image processing from a json representation.
  8280. * @param source the JSON source to parse
  8281. * @return The parsed image processing
  8282. */
  8283. static Parse(source: any): ImageProcessingConfiguration;
  8284. private static _VIGNETTEMODE_MULTIPLY;
  8285. private static _VIGNETTEMODE_OPAQUE;
  8286. /**
  8287. * Used to apply the vignette as a mix with the pixel color.
  8288. */
  8289. static readonly VIGNETTEMODE_MULTIPLY: number;
  8290. /**
  8291. * Used to apply the vignette as a replacement of the pixel color.
  8292. */
  8293. static readonly VIGNETTEMODE_OPAQUE: number;
  8294. }
  8295. }
  8296. declare module "babylonjs/Shaders/postprocess.vertex" {
  8297. /** @hidden */
  8298. export var postprocessVertexShader: {
  8299. name: string;
  8300. shader: string;
  8301. };
  8302. }
  8303. declare module "babylonjs/Maths/math.axis" {
  8304. import { Vector3 } from "babylonjs/Maths/math.vector";
  8305. /** Defines supported spaces */
  8306. export enum Space {
  8307. /** Local (object) space */
  8308. LOCAL = 0,
  8309. /** World space */
  8310. WORLD = 1,
  8311. /** Bone space */
  8312. BONE = 2
  8313. }
  8314. /** Defines the 3 main axes */
  8315. export class Axis {
  8316. /** X axis */
  8317. static X: Vector3;
  8318. /** Y axis */
  8319. static Y: Vector3;
  8320. /** Z axis */
  8321. static Z: Vector3;
  8322. }
  8323. }
  8324. declare module "babylonjs/Cameras/targetCamera" {
  8325. import { Nullable } from "babylonjs/types";
  8326. import { Camera } from "babylonjs/Cameras/camera";
  8327. import { Scene } from "babylonjs/scene";
  8328. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8329. /**
  8330. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8331. * This is the base of the follow, arc rotate cameras and Free camera
  8332. * @see http://doc.babylonjs.com/features/cameras
  8333. */
  8334. export class TargetCamera extends Camera {
  8335. private static _RigCamTransformMatrix;
  8336. private static _TargetTransformMatrix;
  8337. private static _TargetFocalPoint;
  8338. /**
  8339. * Define the current direction the camera is moving to
  8340. */
  8341. cameraDirection: Vector3;
  8342. /**
  8343. * Define the current rotation the camera is rotating to
  8344. */
  8345. cameraRotation: Vector2;
  8346. /**
  8347. * When set, the up vector of the camera will be updated by the rotation of the camera
  8348. */
  8349. updateUpVectorFromRotation: boolean;
  8350. private _tmpQuaternion;
  8351. /**
  8352. * Define the current rotation of the camera
  8353. */
  8354. rotation: Vector3;
  8355. /**
  8356. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8357. */
  8358. rotationQuaternion: Quaternion;
  8359. /**
  8360. * Define the current speed of the camera
  8361. */
  8362. speed: number;
  8363. /**
  8364. * Add cconstraint to the camera to prevent it to move freely in all directions and
  8365. * around all axis.
  8366. */
  8367. noRotationConstraint: boolean;
  8368. /**
  8369. * Define the current target of the camera as an object or a position.
  8370. */
  8371. lockedTarget: any;
  8372. /** @hidden */
  8373. _currentTarget: Vector3;
  8374. /** @hidden */
  8375. _initialFocalDistance: number;
  8376. /** @hidden */
  8377. _viewMatrix: Matrix;
  8378. /** @hidden */
  8379. _camMatrix: Matrix;
  8380. /** @hidden */
  8381. _cameraTransformMatrix: Matrix;
  8382. /** @hidden */
  8383. _cameraRotationMatrix: Matrix;
  8384. /** @hidden */
  8385. _referencePoint: Vector3;
  8386. /** @hidden */
  8387. _transformedReferencePoint: Vector3;
  8388. protected _globalCurrentTarget: Vector3;
  8389. protected _globalCurrentUpVector: Vector3;
  8390. /** @hidden */
  8391. _reset: () => void;
  8392. private _defaultUp;
  8393. /**
  8394. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  8395. * This is the base of the follow, arc rotate cameras and Free camera
  8396. * @see http://doc.babylonjs.com/features/cameras
  8397. * @param name Defines the name of the camera in the scene
  8398. * @param position Defines the start position of the camera in the scene
  8399. * @param scene Defines the scene the camera belongs to
  8400. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8401. */
  8402. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8403. /**
  8404. * Gets the position in front of the camera at a given distance.
  8405. * @param distance The distance from the camera we want the position to be
  8406. * @returns the position
  8407. */
  8408. getFrontPosition(distance: number): Vector3;
  8409. /** @hidden */
  8410. _getLockedTargetPosition(): Nullable<Vector3>;
  8411. private _storedPosition;
  8412. private _storedRotation;
  8413. private _storedRotationQuaternion;
  8414. /**
  8415. * Store current camera state of the camera (fov, position, rotation, etc..)
  8416. * @returns the camera
  8417. */
  8418. storeState(): Camera;
  8419. /**
  8420. * Restored camera state. You must call storeState() first
  8421. * @returns whether it was successful or not
  8422. * @hidden
  8423. */
  8424. _restoreStateValues(): boolean;
  8425. /** @hidden */
  8426. _initCache(): void;
  8427. /** @hidden */
  8428. _updateCache(ignoreParentClass?: boolean): void;
  8429. /** @hidden */
  8430. _isSynchronizedViewMatrix(): boolean;
  8431. /** @hidden */
  8432. _computeLocalCameraSpeed(): number;
  8433. /**
  8434. * Defines the target the camera should look at.
  8435. * @param target Defines the new target as a Vector or a mesh
  8436. */
  8437. setTarget(target: Vector3): void;
  8438. /**
  8439. * Return the current target position of the camera. This value is expressed in local space.
  8440. * @returns the target position
  8441. */
  8442. getTarget(): Vector3;
  8443. /** @hidden */
  8444. _decideIfNeedsToMove(): boolean;
  8445. /** @hidden */
  8446. _updatePosition(): void;
  8447. /** @hidden */
  8448. _checkInputs(): void;
  8449. protected _updateCameraRotationMatrix(): void;
  8450. /**
  8451. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  8452. * @returns the current camera
  8453. */
  8454. private _rotateUpVectorWithCameraRotationMatrix;
  8455. private _cachedRotationZ;
  8456. private _cachedQuaternionRotationZ;
  8457. /** @hidden */
  8458. _getViewMatrix(): Matrix;
  8459. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8460. /**
  8461. * @hidden
  8462. */
  8463. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8464. /**
  8465. * @hidden
  8466. */
  8467. _updateRigCameras(): void;
  8468. private _getRigCamPositionAndTarget;
  8469. /**
  8470. * Gets the current object class name.
  8471. * @return the class name
  8472. */
  8473. getClassName(): string;
  8474. }
  8475. }
  8476. declare module "babylonjs/Events/keyboardEvents" {
  8477. /**
  8478. * Gather the list of keyboard event types as constants.
  8479. */
  8480. export class KeyboardEventTypes {
  8481. /**
  8482. * The keydown event is fired when a key becomes active (pressed).
  8483. */
  8484. static readonly KEYDOWN: number;
  8485. /**
  8486. * The keyup event is fired when a key has been released.
  8487. */
  8488. static readonly KEYUP: number;
  8489. }
  8490. /**
  8491. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8492. */
  8493. export class KeyboardInfo {
  8494. /**
  8495. * Defines the type of event (KeyboardEventTypes)
  8496. */
  8497. type: number;
  8498. /**
  8499. * Defines the related dom event
  8500. */
  8501. event: KeyboardEvent;
  8502. /**
  8503. * Instantiates a new keyboard info.
  8504. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8505. * @param type Defines the type of event (KeyboardEventTypes)
  8506. * @param event Defines the related dom event
  8507. */
  8508. constructor(
  8509. /**
  8510. * Defines the type of event (KeyboardEventTypes)
  8511. */
  8512. type: number,
  8513. /**
  8514. * Defines the related dom event
  8515. */
  8516. event: KeyboardEvent);
  8517. }
  8518. /**
  8519. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8520. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8521. */
  8522. export class KeyboardInfoPre extends KeyboardInfo {
  8523. /**
  8524. * Defines the type of event (KeyboardEventTypes)
  8525. */
  8526. type: number;
  8527. /**
  8528. * Defines the related dom event
  8529. */
  8530. event: KeyboardEvent;
  8531. /**
  8532. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8533. */
  8534. skipOnPointerObservable: boolean;
  8535. /**
  8536. * Instantiates a new keyboard pre info.
  8537. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8538. * @param type Defines the type of event (KeyboardEventTypes)
  8539. * @param event Defines the related dom event
  8540. */
  8541. constructor(
  8542. /**
  8543. * Defines the type of event (KeyboardEventTypes)
  8544. */
  8545. type: number,
  8546. /**
  8547. * Defines the related dom event
  8548. */
  8549. event: KeyboardEvent);
  8550. }
  8551. }
  8552. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8553. import { Nullable } from "babylonjs/types";
  8554. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8555. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8556. /**
  8557. * Manage the keyboard inputs to control the movement of a free camera.
  8558. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8559. */
  8560. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8561. /**
  8562. * Defines the camera the input is attached to.
  8563. */
  8564. camera: FreeCamera;
  8565. /**
  8566. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8567. */
  8568. keysUp: number[];
  8569. /**
  8570. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8571. */
  8572. keysDown: number[];
  8573. /**
  8574. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8575. */
  8576. keysLeft: number[];
  8577. /**
  8578. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8579. */
  8580. keysRight: number[];
  8581. private _keys;
  8582. private _onCanvasBlurObserver;
  8583. private _onKeyboardObserver;
  8584. private _engine;
  8585. private _scene;
  8586. /**
  8587. * Attach the input controls to a specific dom element to get the input from.
  8588. * @param element Defines the element the controls should be listened from
  8589. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8590. */
  8591. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8592. /**
  8593. * Detach the current controls from the specified dom element.
  8594. * @param element Defines the element to stop listening the inputs from
  8595. */
  8596. detachControl(element: Nullable<HTMLElement>): void;
  8597. /**
  8598. * Update the current camera state depending on the inputs that have been used this frame.
  8599. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8600. */
  8601. checkInputs(): void;
  8602. /**
  8603. * Gets the class name of the current intput.
  8604. * @returns the class name
  8605. */
  8606. getClassName(): string;
  8607. /** @hidden */
  8608. _onLostFocus(): void;
  8609. /**
  8610. * Get the friendly name associated with the input class.
  8611. * @returns the input friendly name
  8612. */
  8613. getSimpleName(): string;
  8614. }
  8615. }
  8616. declare module "babylonjs/Lights/shadowLight" {
  8617. import { Camera } from "babylonjs/Cameras/camera";
  8618. import { Scene } from "babylonjs/scene";
  8619. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8620. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8621. import { Light } from "babylonjs/Lights/light";
  8622. /**
  8623. * Interface describing all the common properties and methods a shadow light needs to implement.
  8624. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8625. * as well as binding the different shadow properties to the effects.
  8626. */
  8627. export interface IShadowLight extends Light {
  8628. /**
  8629. * The light id in the scene (used in scene.findLighById for instance)
  8630. */
  8631. id: string;
  8632. /**
  8633. * The position the shdow will be casted from.
  8634. */
  8635. position: Vector3;
  8636. /**
  8637. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8638. */
  8639. direction: Vector3;
  8640. /**
  8641. * The transformed position. Position of the light in world space taking parenting in account.
  8642. */
  8643. transformedPosition: Vector3;
  8644. /**
  8645. * The transformed direction. Direction of the light in world space taking parenting in account.
  8646. */
  8647. transformedDirection: Vector3;
  8648. /**
  8649. * The friendly name of the light in the scene.
  8650. */
  8651. name: string;
  8652. /**
  8653. * Defines the shadow projection clipping minimum z value.
  8654. */
  8655. shadowMinZ: number;
  8656. /**
  8657. * Defines the shadow projection clipping maximum z value.
  8658. */
  8659. shadowMaxZ: number;
  8660. /**
  8661. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8662. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8663. */
  8664. computeTransformedInformation(): boolean;
  8665. /**
  8666. * Gets the scene the light belongs to.
  8667. * @returns The scene
  8668. */
  8669. getScene(): Scene;
  8670. /**
  8671. * Callback defining a custom Projection Matrix Builder.
  8672. * This can be used to override the default projection matrix computation.
  8673. */
  8674. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8675. /**
  8676. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8677. * @param matrix The materix to updated with the projection information
  8678. * @param viewMatrix The transform matrix of the light
  8679. * @param renderList The list of mesh to render in the map
  8680. * @returns The current light
  8681. */
  8682. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8683. /**
  8684. * Gets the current depth scale used in ESM.
  8685. * @returns The scale
  8686. */
  8687. getDepthScale(): number;
  8688. /**
  8689. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8690. * @returns true if a cube texture needs to be use
  8691. */
  8692. needCube(): boolean;
  8693. /**
  8694. * Detects if the projection matrix requires to be recomputed this frame.
  8695. * @returns true if it requires to be recomputed otherwise, false.
  8696. */
  8697. needProjectionMatrixCompute(): boolean;
  8698. /**
  8699. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8700. */
  8701. forceProjectionMatrixCompute(): void;
  8702. /**
  8703. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8704. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8705. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8706. */
  8707. getShadowDirection(faceIndex?: number): Vector3;
  8708. /**
  8709. * Gets the minZ used for shadow according to both the scene and the light.
  8710. * @param activeCamera The camera we are returning the min for
  8711. * @returns the depth min z
  8712. */
  8713. getDepthMinZ(activeCamera: Camera): number;
  8714. /**
  8715. * Gets the maxZ used for shadow according to both the scene and the light.
  8716. * @param activeCamera The camera we are returning the max for
  8717. * @returns the depth max z
  8718. */
  8719. getDepthMaxZ(activeCamera: Camera): number;
  8720. }
  8721. /**
  8722. * Base implementation IShadowLight
  8723. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8724. */
  8725. export abstract class ShadowLight extends Light implements IShadowLight {
  8726. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8727. protected _position: Vector3;
  8728. protected _setPosition(value: Vector3): void;
  8729. /**
  8730. * Sets the position the shadow will be casted from. Also use as the light position for both
  8731. * point and spot lights.
  8732. */
  8733. /**
  8734. * Sets the position the shadow will be casted from. Also use as the light position for both
  8735. * point and spot lights.
  8736. */
  8737. position: Vector3;
  8738. protected _direction: Vector3;
  8739. protected _setDirection(value: Vector3): void;
  8740. /**
  8741. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8742. * Also use as the light direction on spot and directional lights.
  8743. */
  8744. /**
  8745. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8746. * Also use as the light direction on spot and directional lights.
  8747. */
  8748. direction: Vector3;
  8749. private _shadowMinZ;
  8750. /**
  8751. * Gets the shadow projection clipping minimum z value.
  8752. */
  8753. /**
  8754. * Sets the shadow projection clipping minimum z value.
  8755. */
  8756. shadowMinZ: number;
  8757. private _shadowMaxZ;
  8758. /**
  8759. * Sets the shadow projection clipping maximum z value.
  8760. */
  8761. /**
  8762. * Gets the shadow projection clipping maximum z value.
  8763. */
  8764. shadowMaxZ: number;
  8765. /**
  8766. * Callback defining a custom Projection Matrix Builder.
  8767. * This can be used to override the default projection matrix computation.
  8768. */
  8769. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8770. /**
  8771. * The transformed position. Position of the light in world space taking parenting in account.
  8772. */
  8773. transformedPosition: Vector3;
  8774. /**
  8775. * The transformed direction. Direction of the light in world space taking parenting in account.
  8776. */
  8777. transformedDirection: Vector3;
  8778. private _needProjectionMatrixCompute;
  8779. /**
  8780. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8781. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8782. */
  8783. computeTransformedInformation(): boolean;
  8784. /**
  8785. * Return the depth scale used for the shadow map.
  8786. * @returns the depth scale.
  8787. */
  8788. getDepthScale(): number;
  8789. /**
  8790. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8791. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8792. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8793. */
  8794. getShadowDirection(faceIndex?: number): Vector3;
  8795. /**
  8796. * Returns the ShadowLight absolute position in the World.
  8797. * @returns the position vector in world space
  8798. */
  8799. getAbsolutePosition(): Vector3;
  8800. /**
  8801. * Sets the ShadowLight direction toward the passed target.
  8802. * @param target The point to target in local space
  8803. * @returns the updated ShadowLight direction
  8804. */
  8805. setDirectionToTarget(target: Vector3): Vector3;
  8806. /**
  8807. * Returns the light rotation in euler definition.
  8808. * @returns the x y z rotation in local space.
  8809. */
  8810. getRotation(): Vector3;
  8811. /**
  8812. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8813. * @returns true if a cube texture needs to be use
  8814. */
  8815. needCube(): boolean;
  8816. /**
  8817. * Detects if the projection matrix requires to be recomputed this frame.
  8818. * @returns true if it requires to be recomputed otherwise, false.
  8819. */
  8820. needProjectionMatrixCompute(): boolean;
  8821. /**
  8822. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8823. */
  8824. forceProjectionMatrixCompute(): void;
  8825. /** @hidden */
  8826. _initCache(): void;
  8827. /** @hidden */
  8828. _isSynchronized(): boolean;
  8829. /**
  8830. * Computes the world matrix of the node
  8831. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  8832. * @returns the world matrix
  8833. */
  8834. computeWorldMatrix(force?: boolean): Matrix;
  8835. /**
  8836. * Gets the minZ used for shadow according to both the scene and the light.
  8837. * @param activeCamera The camera we are returning the min for
  8838. * @returns the depth min z
  8839. */
  8840. getDepthMinZ(activeCamera: Camera): number;
  8841. /**
  8842. * Gets the maxZ used for shadow according to both the scene and the light.
  8843. * @param activeCamera The camera we are returning the max for
  8844. * @returns the depth max z
  8845. */
  8846. getDepthMaxZ(activeCamera: Camera): number;
  8847. /**
  8848. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8849. * @param matrix The materix to updated with the projection information
  8850. * @param viewMatrix The transform matrix of the light
  8851. * @param renderList The list of mesh to render in the map
  8852. * @returns The current light
  8853. */
  8854. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8855. }
  8856. }
  8857. declare module "babylonjs/Materials/materialHelper" {
  8858. import { Nullable } from "babylonjs/types";
  8859. import { Scene } from "babylonjs/scene";
  8860. import { Engine } from "babylonjs/Engines/engine";
  8861. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8862. import { Light } from "babylonjs/Lights/light";
  8863. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  8864. import { Effect, EffectFallbacks, EffectCreationOptions } from "babylonjs/Materials/effect";
  8865. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8866. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8867. /**
  8868. * "Static Class" containing the most commonly used helper while dealing with material for
  8869. * rendering purpose.
  8870. *
  8871. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  8872. *
  8873. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  8874. */
  8875. export class MaterialHelper {
  8876. /**
  8877. * Bind the current view position to an effect.
  8878. * @param effect The effect to be bound
  8879. * @param scene The scene the eyes position is used from
  8880. */
  8881. static BindEyePosition(effect: Effect, scene: Scene): void;
  8882. /**
  8883. * Helps preparing the defines values about the UVs in used in the effect.
  8884. * UVs are shared as much as we can accross channels in the shaders.
  8885. * @param texture The texture we are preparing the UVs for
  8886. * @param defines The defines to update
  8887. * @param key The channel key "diffuse", "specular"... used in the shader
  8888. */
  8889. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  8890. /**
  8891. * Binds a texture matrix value to its corrsponding uniform
  8892. * @param texture The texture to bind the matrix for
  8893. * @param uniformBuffer The uniform buffer receivin the data
  8894. * @param key The channel key "diffuse", "specular"... used in the shader
  8895. */
  8896. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  8897. /**
  8898. * Gets the current status of the fog (should it be enabled?)
  8899. * @param mesh defines the mesh to evaluate for fog support
  8900. * @param scene defines the hosting scene
  8901. * @returns true if fog must be enabled
  8902. */
  8903. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  8904. /**
  8905. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  8906. * @param mesh defines the current mesh
  8907. * @param scene defines the current scene
  8908. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  8909. * @param pointsCloud defines if point cloud rendering has to be turned on
  8910. * @param fogEnabled defines if fog has to be turned on
  8911. * @param alphaTest defines if alpha testing has to be turned on
  8912. * @param defines defines the current list of defines
  8913. */
  8914. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  8915. /**
  8916. * Helper used to prepare the list of defines associated with frame values for shader compilation
  8917. * @param scene defines the current scene
  8918. * @param engine defines the current engine
  8919. * @param defines specifies the list of active defines
  8920. * @param useInstances defines if instances have to be turned on
  8921. * @param useClipPlane defines if clip plane have to be turned on
  8922. */
  8923. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  8924. /**
  8925. * Prepares the defines for bones
  8926. * @param mesh The mesh containing the geometry data we will draw
  8927. * @param defines The defines to update
  8928. */
  8929. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  8930. /**
  8931. * Prepares the defines for morph targets
  8932. * @param mesh The mesh containing the geometry data we will draw
  8933. * @param defines The defines to update
  8934. */
  8935. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  8936. /**
  8937. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  8938. * @param mesh The mesh containing the geometry data we will draw
  8939. * @param defines The defines to update
  8940. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  8941. * @param useBones Precise whether bones should be used or not (override mesh info)
  8942. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  8943. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  8944. * @returns false if defines are considered not dirty and have not been checked
  8945. */
  8946. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  8947. /**
  8948. * Prepares the defines related to multiview
  8949. * @param scene The scene we are intending to draw
  8950. * @param defines The defines to update
  8951. */
  8952. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  8953. /**
  8954. * Prepares the defines related to the light information passed in parameter
  8955. * @param scene The scene we are intending to draw
  8956. * @param mesh The mesh the effect is compiling for
  8957. * @param light The light the effect is compiling for
  8958. * @param lightIndex The index of the light
  8959. * @param defines The defines to update
  8960. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8961. * @param state Defines the current state regarding what is needed (normals, etc...)
  8962. */
  8963. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  8964. needNormals: boolean;
  8965. needRebuild: boolean;
  8966. shadowEnabled: boolean;
  8967. specularEnabled: boolean;
  8968. lightmapMode: boolean;
  8969. }): void;
  8970. /**
  8971. * Prepares the defines related to the light information passed in parameter
  8972. * @param scene The scene we are intending to draw
  8973. * @param mesh The mesh the effect is compiling for
  8974. * @param defines The defines to update
  8975. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8976. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  8977. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  8978. * @returns true if normals will be required for the rest of the effect
  8979. */
  8980. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  8981. /**
  8982. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  8983. * @param lightIndex defines the light index
  8984. * @param uniformsList The uniform list
  8985. * @param samplersList The sampler list
  8986. * @param projectedLightTexture defines if projected texture must be used
  8987. * @param uniformBuffersList defines an optional list of uniform buffers
  8988. */
  8989. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  8990. /**
  8991. * Prepares the uniforms and samplers list to be used in the effect
  8992. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  8993. * @param samplersList The sampler list
  8994. * @param defines The defines helping in the list generation
  8995. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  8996. */
  8997. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  8998. /**
  8999. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9000. * @param defines The defines to update while falling back
  9001. * @param fallbacks The authorized effect fallbacks
  9002. * @param maxSimultaneousLights The maximum number of lights allowed
  9003. * @param rank the current rank of the Effect
  9004. * @returns The newly affected rank
  9005. */
  9006. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9007. private static _TmpMorphInfluencers;
  9008. /**
  9009. * Prepares the list of attributes required for morph targets according to the effect defines.
  9010. * @param attribs The current list of supported attribs
  9011. * @param mesh The mesh to prepare the morph targets attributes for
  9012. * @param influencers The number of influencers
  9013. */
  9014. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9015. /**
  9016. * Prepares the list of attributes required for morph targets according to the effect defines.
  9017. * @param attribs The current list of supported attribs
  9018. * @param mesh The mesh to prepare the morph targets attributes for
  9019. * @param defines The current Defines of the effect
  9020. */
  9021. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9022. /**
  9023. * Prepares the list of attributes required for bones according to the effect defines.
  9024. * @param attribs The current list of supported attribs
  9025. * @param mesh The mesh to prepare the bones attributes for
  9026. * @param defines The current Defines of the effect
  9027. * @param fallbacks The current efffect fallback strategy
  9028. */
  9029. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9030. /**
  9031. * Check and prepare the list of attributes required for instances according to the effect defines.
  9032. * @param attribs The current list of supported attribs
  9033. * @param defines The current MaterialDefines of the effect
  9034. */
  9035. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9036. /**
  9037. * Add the list of attributes required for instances to the attribs array.
  9038. * @param attribs The current list of supported attribs
  9039. */
  9040. static PushAttributesForInstances(attribs: string[]): void;
  9041. /**
  9042. * Binds the light shadow information to the effect for the given mesh.
  9043. * @param light The light containing the generator
  9044. * @param scene The scene the lights belongs to
  9045. * @param mesh The mesh we are binding the information to render
  9046. * @param lightIndex The light index in the effect used to render the mesh
  9047. * @param effect The effect we are binding the data to
  9048. */
  9049. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  9050. /**
  9051. * Binds the light information to the effect.
  9052. * @param light The light containing the generator
  9053. * @param effect The effect we are binding the data to
  9054. * @param lightIndex The light index in the effect used to render
  9055. */
  9056. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9057. /**
  9058. * Binds the lights information from the scene to the effect for the given mesh.
  9059. * @param light Light to bind
  9060. * @param lightIndex Light index
  9061. * @param scene The scene where the light belongs to
  9062. * @param mesh The mesh we are binding the information to render
  9063. * @param effect The effect we are binding the data to
  9064. * @param useSpecular Defines if specular is supported
  9065. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9066. */
  9067. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean): void;
  9068. /**
  9069. * Binds the lights information from the scene to the effect for the given mesh.
  9070. * @param scene The scene the lights belongs to
  9071. * @param mesh The mesh we are binding the information to render
  9072. * @param effect The effect we are binding the data to
  9073. * @param defines The generated defines for the effect
  9074. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9075. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9076. */
  9077. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
  9078. private static _tempFogColor;
  9079. /**
  9080. * Binds the fog information from the scene to the effect for the given mesh.
  9081. * @param scene The scene the lights belongs to
  9082. * @param mesh The mesh we are binding the information to render
  9083. * @param effect The effect we are binding the data to
  9084. * @param linearSpace Defines if the fog effect is applied in linear space
  9085. */
  9086. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9087. /**
  9088. * Binds the bones information from the mesh to the effect.
  9089. * @param mesh The mesh we are binding the information to render
  9090. * @param effect The effect we are binding the data to
  9091. */
  9092. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9093. /**
  9094. * Binds the morph targets information from the mesh to the effect.
  9095. * @param abstractMesh The mesh we are binding the information to render
  9096. * @param effect The effect we are binding the data to
  9097. */
  9098. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9099. /**
  9100. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9101. * @param defines The generated defines used in the effect
  9102. * @param effect The effect we are binding the data to
  9103. * @param scene The scene we are willing to render with logarithmic scale for
  9104. */
  9105. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9106. /**
  9107. * Binds the clip plane information from the scene to the effect.
  9108. * @param scene The scene the clip plane information are extracted from
  9109. * @param effect The effect we are binding the data to
  9110. */
  9111. static BindClipPlane(effect: Effect, scene: Scene): void;
  9112. }
  9113. }
  9114. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9115. /** @hidden */
  9116. export var packingFunctions: {
  9117. name: string;
  9118. shader: string;
  9119. };
  9120. }
  9121. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9122. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9123. /** @hidden */
  9124. export var shadowMapPixelShader: {
  9125. name: string;
  9126. shader: string;
  9127. };
  9128. }
  9129. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9130. /** @hidden */
  9131. export var bonesDeclaration: {
  9132. name: string;
  9133. shader: string;
  9134. };
  9135. }
  9136. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9137. /** @hidden */
  9138. export var morphTargetsVertexGlobalDeclaration: {
  9139. name: string;
  9140. shader: string;
  9141. };
  9142. }
  9143. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9144. /** @hidden */
  9145. export var morphTargetsVertexDeclaration: {
  9146. name: string;
  9147. shader: string;
  9148. };
  9149. }
  9150. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9151. /** @hidden */
  9152. export var instancesDeclaration: {
  9153. name: string;
  9154. shader: string;
  9155. };
  9156. }
  9157. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9158. /** @hidden */
  9159. export var helperFunctions: {
  9160. name: string;
  9161. shader: string;
  9162. };
  9163. }
  9164. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9165. /** @hidden */
  9166. export var morphTargetsVertex: {
  9167. name: string;
  9168. shader: string;
  9169. };
  9170. }
  9171. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9172. /** @hidden */
  9173. export var instancesVertex: {
  9174. name: string;
  9175. shader: string;
  9176. };
  9177. }
  9178. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9179. /** @hidden */
  9180. export var bonesVertex: {
  9181. name: string;
  9182. shader: string;
  9183. };
  9184. }
  9185. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9186. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9187. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9188. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9189. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9190. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9191. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9192. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9193. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9194. /** @hidden */
  9195. export var shadowMapVertexShader: {
  9196. name: string;
  9197. shader: string;
  9198. };
  9199. }
  9200. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9201. /** @hidden */
  9202. export var depthBoxBlurPixelShader: {
  9203. name: string;
  9204. shader: string;
  9205. };
  9206. }
  9207. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9208. import { Nullable } from "babylonjs/types";
  9209. import { Scene } from "babylonjs/scene";
  9210. import { Matrix } from "babylonjs/Maths/math.vector";
  9211. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9212. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9213. import { Mesh } from "babylonjs/Meshes/mesh";
  9214. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9215. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9216. import { Effect } from "babylonjs/Materials/effect";
  9217. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9218. import "babylonjs/Shaders/shadowMap.fragment";
  9219. import "babylonjs/Shaders/shadowMap.vertex";
  9220. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9221. import { Observable } from "babylonjs/Misc/observable";
  9222. /**
  9223. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9224. */
  9225. export interface ICustomShaderOptions {
  9226. /**
  9227. * Gets or sets the custom shader name to use
  9228. */
  9229. shaderName: string;
  9230. /**
  9231. * The list of attribute names used in the shader
  9232. */
  9233. attributes?: string[];
  9234. /**
  9235. * The list of unifrom names used in the shader
  9236. */
  9237. uniforms?: string[];
  9238. /**
  9239. * The list of sampler names used in the shader
  9240. */
  9241. samplers?: string[];
  9242. /**
  9243. * The list of defines used in the shader
  9244. */
  9245. defines?: string[];
  9246. }
  9247. /**
  9248. * Interface to implement to create a shadow generator compatible with BJS.
  9249. */
  9250. export interface IShadowGenerator {
  9251. /**
  9252. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9253. * @returns The render target texture if present otherwise, null
  9254. */
  9255. getShadowMap(): Nullable<RenderTargetTexture>;
  9256. /**
  9257. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9258. * @returns The render target texture if the shadow map is present otherwise, null
  9259. */
  9260. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9261. /**
  9262. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9263. * @param subMesh The submesh we want to render in the shadow map
  9264. * @param useInstances Defines wether will draw in the map using instances
  9265. * @returns true if ready otherwise, false
  9266. */
  9267. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9268. /**
  9269. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9270. * @param defines Defines of the material we want to update
  9271. * @param lightIndex Index of the light in the enabled light list of the material
  9272. */
  9273. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9274. /**
  9275. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9276. * defined in the generator but impacting the effect).
  9277. * It implies the unifroms available on the materials are the standard BJS ones.
  9278. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9279. * @param effect The effect we are binfing the information for
  9280. */
  9281. bindShadowLight(lightIndex: string, effect: Effect): void;
  9282. /**
  9283. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9284. * (eq to shadow prjection matrix * light transform matrix)
  9285. * @returns The transform matrix used to create the shadow map
  9286. */
  9287. getTransformMatrix(): Matrix;
  9288. /**
  9289. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9290. * Cube and 2D textures for instance.
  9291. */
  9292. recreateShadowMap(): void;
  9293. /**
  9294. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9295. * @param onCompiled Callback triggered at the and of the effects compilation
  9296. * @param options Sets of optional options forcing the compilation with different modes
  9297. */
  9298. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9299. useInstances: boolean;
  9300. }>): void;
  9301. /**
  9302. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9303. * @param options Sets of optional options forcing the compilation with different modes
  9304. * @returns A promise that resolves when the compilation completes
  9305. */
  9306. forceCompilationAsync(options?: Partial<{
  9307. useInstances: boolean;
  9308. }>): Promise<void>;
  9309. /**
  9310. * Serializes the shadow generator setup to a json object.
  9311. * @returns The serialized JSON object
  9312. */
  9313. serialize(): any;
  9314. /**
  9315. * Disposes the Shadow map and related Textures and effects.
  9316. */
  9317. dispose(): void;
  9318. }
  9319. /**
  9320. * Default implementation IShadowGenerator.
  9321. * This is the main object responsible of generating shadows in the framework.
  9322. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9323. */
  9324. export class ShadowGenerator implements IShadowGenerator {
  9325. /**
  9326. * Shadow generator mode None: no filtering applied.
  9327. */
  9328. static readonly FILTER_NONE: number;
  9329. /**
  9330. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9331. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9332. */
  9333. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9334. /**
  9335. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9336. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9337. */
  9338. static readonly FILTER_POISSONSAMPLING: number;
  9339. /**
  9340. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9341. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9342. */
  9343. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9344. /**
  9345. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9346. * edge artifacts on steep falloff.
  9347. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9348. */
  9349. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9350. /**
  9351. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9352. * edge artifacts on steep falloff.
  9353. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9354. */
  9355. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9356. /**
  9357. * Shadow generator mode PCF: Percentage Closer Filtering
  9358. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9359. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9360. */
  9361. static readonly FILTER_PCF: number;
  9362. /**
  9363. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9364. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9365. * Contact Hardening
  9366. */
  9367. static readonly FILTER_PCSS: number;
  9368. /**
  9369. * Reserved for PCF and PCSS
  9370. * Highest Quality.
  9371. *
  9372. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9373. *
  9374. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9375. */
  9376. static readonly QUALITY_HIGH: number;
  9377. /**
  9378. * Reserved for PCF and PCSS
  9379. * Good tradeoff for quality/perf cross devices
  9380. *
  9381. * Execute PCF on a 3*3 kernel.
  9382. *
  9383. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9384. */
  9385. static readonly QUALITY_MEDIUM: number;
  9386. /**
  9387. * Reserved for PCF and PCSS
  9388. * The lowest quality but the fastest.
  9389. *
  9390. * Execute PCF on a 1*1 kernel.
  9391. *
  9392. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9393. */
  9394. static readonly QUALITY_LOW: number;
  9395. /** Gets or sets the custom shader name to use */
  9396. customShaderOptions: ICustomShaderOptions;
  9397. /**
  9398. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9399. */
  9400. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9401. /**
  9402. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9403. */
  9404. onAfterShadowMapRenderObservable: Observable<Effect>;
  9405. /**
  9406. * Observable triggered before a mesh is rendered in the shadow map.
  9407. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9408. */
  9409. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9410. /**
  9411. * Observable triggered after a mesh is rendered in the shadow map.
  9412. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9413. */
  9414. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9415. private _bias;
  9416. /**
  9417. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9418. */
  9419. /**
  9420. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9421. */
  9422. bias: number;
  9423. private _normalBias;
  9424. /**
  9425. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9426. */
  9427. /**
  9428. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9429. */
  9430. normalBias: number;
  9431. private _blurBoxOffset;
  9432. /**
  9433. * Gets the blur box offset: offset applied during the blur pass.
  9434. * Only useful if useKernelBlur = false
  9435. */
  9436. /**
  9437. * Sets the blur box offset: offset applied during the blur pass.
  9438. * Only useful if useKernelBlur = false
  9439. */
  9440. blurBoxOffset: number;
  9441. private _blurScale;
  9442. /**
  9443. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9444. * 2 means half of the size.
  9445. */
  9446. /**
  9447. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9448. * 2 means half of the size.
  9449. */
  9450. blurScale: number;
  9451. private _blurKernel;
  9452. /**
  9453. * Gets the blur kernel: kernel size of the blur pass.
  9454. * Only useful if useKernelBlur = true
  9455. */
  9456. /**
  9457. * Sets the blur kernel: kernel size of the blur pass.
  9458. * Only useful if useKernelBlur = true
  9459. */
  9460. blurKernel: number;
  9461. private _useKernelBlur;
  9462. /**
  9463. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9464. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9465. */
  9466. /**
  9467. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9468. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9469. */
  9470. useKernelBlur: boolean;
  9471. private _depthScale;
  9472. /**
  9473. * Gets the depth scale used in ESM mode.
  9474. */
  9475. /**
  9476. * Sets the depth scale used in ESM mode.
  9477. * This can override the scale stored on the light.
  9478. */
  9479. depthScale: number;
  9480. private _filter;
  9481. /**
  9482. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9483. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9484. */
  9485. /**
  9486. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9487. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9488. */
  9489. filter: number;
  9490. /**
  9491. * Gets if the current filter is set to Poisson Sampling.
  9492. */
  9493. /**
  9494. * Sets the current filter to Poisson Sampling.
  9495. */
  9496. usePoissonSampling: boolean;
  9497. /**
  9498. * Gets if the current filter is set to ESM.
  9499. */
  9500. /**
  9501. * Sets the current filter is to ESM.
  9502. */
  9503. useExponentialShadowMap: boolean;
  9504. /**
  9505. * Gets if the current filter is set to filtered ESM.
  9506. */
  9507. /**
  9508. * Gets if the current filter is set to filtered ESM.
  9509. */
  9510. useBlurExponentialShadowMap: boolean;
  9511. /**
  9512. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9513. * exponential to prevent steep falloff artifacts).
  9514. */
  9515. /**
  9516. * Sets the current filter to "close ESM" (using the inverse of the
  9517. * exponential to prevent steep falloff artifacts).
  9518. */
  9519. useCloseExponentialShadowMap: boolean;
  9520. /**
  9521. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9522. * exponential to prevent steep falloff artifacts).
  9523. */
  9524. /**
  9525. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9526. * exponential to prevent steep falloff artifacts).
  9527. */
  9528. useBlurCloseExponentialShadowMap: boolean;
  9529. /**
  9530. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9531. */
  9532. /**
  9533. * Sets the current filter to "PCF" (percentage closer filtering).
  9534. */
  9535. usePercentageCloserFiltering: boolean;
  9536. private _filteringQuality;
  9537. /**
  9538. * Gets the PCF or PCSS Quality.
  9539. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9540. */
  9541. /**
  9542. * Sets the PCF or PCSS Quality.
  9543. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9544. */
  9545. filteringQuality: number;
  9546. /**
  9547. * Gets if the current filter is set to "PCSS" (contact hardening).
  9548. */
  9549. /**
  9550. * Sets the current filter to "PCSS" (contact hardening).
  9551. */
  9552. useContactHardeningShadow: boolean;
  9553. private _contactHardeningLightSizeUVRatio;
  9554. /**
  9555. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9556. * Using a ratio helps keeping shape stability independently of the map size.
  9557. *
  9558. * It does not account for the light projection as it was having too much
  9559. * instability during the light setup or during light position changes.
  9560. *
  9561. * Only valid if useContactHardeningShadow is true.
  9562. */
  9563. /**
  9564. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9565. * Using a ratio helps keeping shape stability independently of the map size.
  9566. *
  9567. * It does not account for the light projection as it was having too much
  9568. * instability during the light setup or during light position changes.
  9569. *
  9570. * Only valid if useContactHardeningShadow is true.
  9571. */
  9572. contactHardeningLightSizeUVRatio: number;
  9573. private _darkness;
  9574. /** Gets or sets the actual darkness of a shadow */
  9575. darkness: number;
  9576. /**
  9577. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9578. * 0 means strongest and 1 would means no shadow.
  9579. * @returns the darkness.
  9580. */
  9581. getDarkness(): number;
  9582. /**
  9583. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9584. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9585. * @returns the shadow generator allowing fluent coding.
  9586. */
  9587. setDarkness(darkness: number): ShadowGenerator;
  9588. private _transparencyShadow;
  9589. /** Gets or sets the ability to have transparent shadow */
  9590. transparencyShadow: boolean;
  9591. /**
  9592. * Sets the ability to have transparent shadow (boolean).
  9593. * @param transparent True if transparent else False
  9594. * @returns the shadow generator allowing fluent coding
  9595. */
  9596. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9597. private _shadowMap;
  9598. private _shadowMap2;
  9599. /**
  9600. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9601. * @returns The render target texture if present otherwise, null
  9602. */
  9603. getShadowMap(): Nullable<RenderTargetTexture>;
  9604. /**
  9605. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9606. * @returns The render target texture if the shadow map is present otherwise, null
  9607. */
  9608. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9609. /**
  9610. * Gets the class name of that object
  9611. * @returns "ShadowGenerator"
  9612. */
  9613. getClassName(): string;
  9614. /**
  9615. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9616. * @param mesh Mesh to add
  9617. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9618. * @returns the Shadow Generator itself
  9619. */
  9620. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9621. /**
  9622. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9623. * @param mesh Mesh to remove
  9624. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9625. * @returns the Shadow Generator itself
  9626. */
  9627. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9628. /**
  9629. * Controls the extent to which the shadows fade out at the edge of the frustum
  9630. * Used only by directionals and spots
  9631. */
  9632. frustumEdgeFalloff: number;
  9633. private _light;
  9634. /**
  9635. * Returns the associated light object.
  9636. * @returns the light generating the shadow
  9637. */
  9638. getLight(): IShadowLight;
  9639. /**
  9640. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9641. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9642. * It might on the other hand introduce peter panning.
  9643. */
  9644. forceBackFacesOnly: boolean;
  9645. private _scene;
  9646. private _lightDirection;
  9647. private _effect;
  9648. private _viewMatrix;
  9649. private _projectionMatrix;
  9650. private _transformMatrix;
  9651. private _cachedPosition;
  9652. private _cachedDirection;
  9653. private _cachedDefines;
  9654. private _currentRenderID;
  9655. private _boxBlurPostprocess;
  9656. private _kernelBlurXPostprocess;
  9657. private _kernelBlurYPostprocess;
  9658. private _blurPostProcesses;
  9659. private _mapSize;
  9660. private _currentFaceIndex;
  9661. private _currentFaceIndexCache;
  9662. private _textureType;
  9663. private _defaultTextureMatrix;
  9664. /** @hidden */
  9665. static _SceneComponentInitialization: (scene: Scene) => void;
  9666. /**
  9667. * Creates a ShadowGenerator object.
  9668. * A ShadowGenerator is the required tool to use the shadows.
  9669. * Each light casting shadows needs to use its own ShadowGenerator.
  9670. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9671. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9672. * @param light The light object generating the shadows.
  9673. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  9674. */
  9675. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9676. private _initializeGenerator;
  9677. private _initializeShadowMap;
  9678. private _initializeBlurRTTAndPostProcesses;
  9679. private _renderForShadowMap;
  9680. private _renderSubMeshForShadowMap;
  9681. private _applyFilterValues;
  9682. /**
  9683. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9684. * @param onCompiled Callback triggered at the and of the effects compilation
  9685. * @param options Sets of optional options forcing the compilation with different modes
  9686. */
  9687. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9688. useInstances: boolean;
  9689. }>): void;
  9690. /**
  9691. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9692. * @param options Sets of optional options forcing the compilation with different modes
  9693. * @returns A promise that resolves when the compilation completes
  9694. */
  9695. forceCompilationAsync(options?: Partial<{
  9696. useInstances: boolean;
  9697. }>): Promise<void>;
  9698. /**
  9699. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9700. * @param subMesh The submesh we want to render in the shadow map
  9701. * @param useInstances Defines wether will draw in the map using instances
  9702. * @returns true if ready otherwise, false
  9703. */
  9704. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9705. /**
  9706. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9707. * @param defines Defines of the material we want to update
  9708. * @param lightIndex Index of the light in the enabled light list of the material
  9709. */
  9710. prepareDefines(defines: any, lightIndex: number): void;
  9711. /**
  9712. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9713. * defined in the generator but impacting the effect).
  9714. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9715. * @param effect The effect we are binfing the information for
  9716. */
  9717. bindShadowLight(lightIndex: string, effect: Effect): void;
  9718. /**
  9719. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9720. * (eq to shadow prjection matrix * light transform matrix)
  9721. * @returns The transform matrix used to create the shadow map
  9722. */
  9723. getTransformMatrix(): Matrix;
  9724. /**
  9725. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9726. * Cube and 2D textures for instance.
  9727. */
  9728. recreateShadowMap(): void;
  9729. private _disposeBlurPostProcesses;
  9730. private _disposeRTTandPostProcesses;
  9731. /**
  9732. * Disposes the ShadowGenerator.
  9733. * Returns nothing.
  9734. */
  9735. dispose(): void;
  9736. /**
  9737. * Serializes the shadow generator setup to a json object.
  9738. * @returns The serialized JSON object
  9739. */
  9740. serialize(): any;
  9741. /**
  9742. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9743. * @param parsedShadowGenerator The JSON object to parse
  9744. * @param scene The scene to create the shadow map for
  9745. * @returns The parsed shadow generator
  9746. */
  9747. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9748. }
  9749. }
  9750. declare module "babylonjs/Lights/light" {
  9751. import { Nullable } from "babylonjs/types";
  9752. import { Scene } from "babylonjs/scene";
  9753. import { Vector3 } from "babylonjs/Maths/math.vector";
  9754. import { Color3 } from "babylonjs/Maths/math.color";
  9755. import { Node } from "babylonjs/node";
  9756. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9757. import { Effect } from "babylonjs/Materials/effect";
  9758. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9759. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9760. /**
  9761. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9762. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9763. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  9764. */
  9765. export abstract class Light extends Node {
  9766. /**
  9767. * Falloff Default: light is falling off following the material specification:
  9768. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9769. */
  9770. static readonly FALLOFF_DEFAULT: number;
  9771. /**
  9772. * Falloff Physical: light is falling off following the inverse squared distance law.
  9773. */
  9774. static readonly FALLOFF_PHYSICAL: number;
  9775. /**
  9776. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9777. * to enhance interoperability with other engines.
  9778. */
  9779. static readonly FALLOFF_GLTF: number;
  9780. /**
  9781. * Falloff Standard: light is falling off like in the standard material
  9782. * to enhance interoperability with other materials.
  9783. */
  9784. static readonly FALLOFF_STANDARD: number;
  9785. /**
  9786. * If every light affecting the material is in this lightmapMode,
  9787. * material.lightmapTexture adds or multiplies
  9788. * (depends on material.useLightmapAsShadowmap)
  9789. * after every other light calculations.
  9790. */
  9791. static readonly LIGHTMAP_DEFAULT: number;
  9792. /**
  9793. * material.lightmapTexture as only diffuse lighting from this light
  9794. * adds only specular lighting from this light
  9795. * adds dynamic shadows
  9796. */
  9797. static readonly LIGHTMAP_SPECULAR: number;
  9798. /**
  9799. * material.lightmapTexture as only lighting
  9800. * no light calculation from this light
  9801. * only adds dynamic shadows from this light
  9802. */
  9803. static readonly LIGHTMAP_SHADOWSONLY: number;
  9804. /**
  9805. * Each light type uses the default quantity according to its type:
  9806. * point/spot lights use luminous intensity
  9807. * directional lights use illuminance
  9808. */
  9809. static readonly INTENSITYMODE_AUTOMATIC: number;
  9810. /**
  9811. * lumen (lm)
  9812. */
  9813. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  9814. /**
  9815. * candela (lm/sr)
  9816. */
  9817. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  9818. /**
  9819. * lux (lm/m^2)
  9820. */
  9821. static readonly INTENSITYMODE_ILLUMINANCE: number;
  9822. /**
  9823. * nit (cd/m^2)
  9824. */
  9825. static readonly INTENSITYMODE_LUMINANCE: number;
  9826. /**
  9827. * Light type const id of the point light.
  9828. */
  9829. static readonly LIGHTTYPEID_POINTLIGHT: number;
  9830. /**
  9831. * Light type const id of the directional light.
  9832. */
  9833. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  9834. /**
  9835. * Light type const id of the spot light.
  9836. */
  9837. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  9838. /**
  9839. * Light type const id of the hemispheric light.
  9840. */
  9841. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  9842. /**
  9843. * Diffuse gives the basic color to an object.
  9844. */
  9845. diffuse: Color3;
  9846. /**
  9847. * Specular produces a highlight color on an object.
  9848. * Note: This is note affecting PBR materials.
  9849. */
  9850. specular: Color3;
  9851. /**
  9852. * Defines the falloff type for this light. This lets overrriding how punctual light are
  9853. * falling off base on range or angle.
  9854. * This can be set to any values in Light.FALLOFF_x.
  9855. *
  9856. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  9857. * other types of materials.
  9858. */
  9859. falloffType: number;
  9860. /**
  9861. * Strength of the light.
  9862. * Note: By default it is define in the framework own unit.
  9863. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  9864. */
  9865. intensity: number;
  9866. private _range;
  9867. protected _inverseSquaredRange: number;
  9868. /**
  9869. * Defines how far from the source the light is impacting in scene units.
  9870. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9871. */
  9872. /**
  9873. * Defines how far from the source the light is impacting in scene units.
  9874. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9875. */
  9876. range: number;
  9877. /**
  9878. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  9879. * of light.
  9880. */
  9881. private _photometricScale;
  9882. private _intensityMode;
  9883. /**
  9884. * Gets the photometric scale used to interpret the intensity.
  9885. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9886. */
  9887. /**
  9888. * Sets the photometric scale used to interpret the intensity.
  9889. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9890. */
  9891. intensityMode: number;
  9892. private _radius;
  9893. /**
  9894. * Gets the light radius used by PBR Materials to simulate soft area lights.
  9895. */
  9896. /**
  9897. * sets the light radius used by PBR Materials to simulate soft area lights.
  9898. */
  9899. radius: number;
  9900. private _renderPriority;
  9901. /**
  9902. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  9903. * exceeding the number allowed of the materials.
  9904. */
  9905. renderPriority: number;
  9906. private _shadowEnabled;
  9907. /**
  9908. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9909. * the current shadow generator.
  9910. */
  9911. /**
  9912. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9913. * the current shadow generator.
  9914. */
  9915. shadowEnabled: boolean;
  9916. private _includedOnlyMeshes;
  9917. /**
  9918. * Gets the only meshes impacted by this light.
  9919. */
  9920. /**
  9921. * Sets the only meshes impacted by this light.
  9922. */
  9923. includedOnlyMeshes: AbstractMesh[];
  9924. private _excludedMeshes;
  9925. /**
  9926. * Gets the meshes not impacted by this light.
  9927. */
  9928. /**
  9929. * Sets the meshes not impacted by this light.
  9930. */
  9931. excludedMeshes: AbstractMesh[];
  9932. private _excludeWithLayerMask;
  9933. /**
  9934. * Gets the layer id use to find what meshes are not impacted by the light.
  9935. * Inactive if 0
  9936. */
  9937. /**
  9938. * Sets the layer id use to find what meshes are not impacted by the light.
  9939. * Inactive if 0
  9940. */
  9941. excludeWithLayerMask: number;
  9942. private _includeOnlyWithLayerMask;
  9943. /**
  9944. * Gets the layer id use to find what meshes are impacted by the light.
  9945. * Inactive if 0
  9946. */
  9947. /**
  9948. * Sets the layer id use to find what meshes are impacted by the light.
  9949. * Inactive if 0
  9950. */
  9951. includeOnlyWithLayerMask: number;
  9952. private _lightmapMode;
  9953. /**
  9954. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9955. */
  9956. /**
  9957. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9958. */
  9959. lightmapMode: number;
  9960. /**
  9961. * Shadow generator associted to the light.
  9962. * @hidden Internal use only.
  9963. */
  9964. _shadowGenerator: Nullable<IShadowGenerator>;
  9965. /**
  9966. * @hidden Internal use only.
  9967. */
  9968. _excludedMeshesIds: string[];
  9969. /**
  9970. * @hidden Internal use only.
  9971. */
  9972. _includedOnlyMeshesIds: string[];
  9973. /**
  9974. * The current light unifom buffer.
  9975. * @hidden Internal use only.
  9976. */
  9977. _uniformBuffer: UniformBuffer;
  9978. /**
  9979. * Creates a Light object in the scene.
  9980. * Documentation : https://doc.babylonjs.com/babylon101/lights
  9981. * @param name The firendly name of the light
  9982. * @param scene The scene the light belongs too
  9983. */
  9984. constructor(name: string, scene: Scene);
  9985. protected abstract _buildUniformLayout(): void;
  9986. /**
  9987. * Sets the passed Effect "effect" with the Light information.
  9988. * @param effect The effect to update
  9989. * @param lightIndex The index of the light in the effect to update
  9990. * @returns The light
  9991. */
  9992. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  9993. /**
  9994. * Returns the string "Light".
  9995. * @returns the class name
  9996. */
  9997. getClassName(): string;
  9998. /** @hidden */
  9999. readonly _isLight: boolean;
  10000. /**
  10001. * Converts the light information to a readable string for debug purpose.
  10002. * @param fullDetails Supports for multiple levels of logging within scene loading
  10003. * @returns the human readable light info
  10004. */
  10005. toString(fullDetails?: boolean): string;
  10006. /** @hidden */
  10007. protected _syncParentEnabledState(): void;
  10008. /**
  10009. * Set the enabled state of this node.
  10010. * @param value - the new enabled state
  10011. */
  10012. setEnabled(value: boolean): void;
  10013. /**
  10014. * Returns the Light associated shadow generator if any.
  10015. * @return the associated shadow generator.
  10016. */
  10017. getShadowGenerator(): Nullable<IShadowGenerator>;
  10018. /**
  10019. * Returns a Vector3, the absolute light position in the World.
  10020. * @returns the world space position of the light
  10021. */
  10022. getAbsolutePosition(): Vector3;
  10023. /**
  10024. * Specifies if the light will affect the passed mesh.
  10025. * @param mesh The mesh to test against the light
  10026. * @return true the mesh is affected otherwise, false.
  10027. */
  10028. canAffectMesh(mesh: AbstractMesh): boolean;
  10029. /**
  10030. * Sort function to order lights for rendering.
  10031. * @param a First Light object to compare to second.
  10032. * @param b Second Light object to compare first.
  10033. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10034. */
  10035. static CompareLightsPriority(a: Light, b: Light): number;
  10036. /**
  10037. * Releases resources associated with this node.
  10038. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10039. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10040. */
  10041. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10042. /**
  10043. * Returns the light type ID (integer).
  10044. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10045. */
  10046. getTypeID(): number;
  10047. /**
  10048. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10049. * @returns the scaled intensity in intensity mode unit
  10050. */
  10051. getScaledIntensity(): number;
  10052. /**
  10053. * Returns a new Light object, named "name", from the current one.
  10054. * @param name The name of the cloned light
  10055. * @returns the new created light
  10056. */
  10057. clone(name: string): Nullable<Light>;
  10058. /**
  10059. * Serializes the current light into a Serialization object.
  10060. * @returns the serialized object.
  10061. */
  10062. serialize(): any;
  10063. /**
  10064. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10065. * This new light is named "name" and added to the passed scene.
  10066. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10067. * @param name The friendly name of the light
  10068. * @param scene The scene the new light will belong to
  10069. * @returns the constructor function
  10070. */
  10071. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10072. /**
  10073. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10074. * @param parsedLight The JSON representation of the light
  10075. * @param scene The scene to create the parsed light in
  10076. * @returns the created light after parsing
  10077. */
  10078. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10079. private _hookArrayForExcluded;
  10080. private _hookArrayForIncludedOnly;
  10081. private _resyncMeshes;
  10082. /**
  10083. * Forces the meshes to update their light related information in their rendering used effects
  10084. * @hidden Internal Use Only
  10085. */
  10086. _markMeshesAsLightDirty(): void;
  10087. /**
  10088. * Recomputes the cached photometric scale if needed.
  10089. */
  10090. private _computePhotometricScale;
  10091. /**
  10092. * Returns the Photometric Scale according to the light type and intensity mode.
  10093. */
  10094. private _getPhotometricScale;
  10095. /**
  10096. * Reorder the light in the scene according to their defined priority.
  10097. * @hidden Internal Use Only
  10098. */
  10099. _reorderLightsInScene(): void;
  10100. /**
  10101. * Prepares the list of defines specific to the light type.
  10102. * @param defines the list of defines
  10103. * @param lightIndex defines the index of the light for the effect
  10104. */
  10105. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10106. }
  10107. }
  10108. declare module "babylonjs/Actions/action" {
  10109. import { Observable } from "babylonjs/Misc/observable";
  10110. import { Condition } from "babylonjs/Actions/condition";
  10111. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10112. import { ActionManager } from "babylonjs/Actions/actionManager";
  10113. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10114. /**
  10115. * Interface used to define Action
  10116. */
  10117. export interface IAction {
  10118. /**
  10119. * Trigger for the action
  10120. */
  10121. trigger: number;
  10122. /** Options of the trigger */
  10123. triggerOptions: any;
  10124. /**
  10125. * Gets the trigger parameters
  10126. * @returns the trigger parameters
  10127. */
  10128. getTriggerParameter(): any;
  10129. /**
  10130. * Internal only - executes current action event
  10131. * @hidden
  10132. */
  10133. _executeCurrent(evt?: ActionEvent): void;
  10134. /**
  10135. * Serialize placeholder for child classes
  10136. * @param parent of child
  10137. * @returns the serialized object
  10138. */
  10139. serialize(parent: any): any;
  10140. /**
  10141. * Internal only
  10142. * @hidden
  10143. */
  10144. _prepare(): void;
  10145. /**
  10146. * Internal only - manager for action
  10147. * @hidden
  10148. */
  10149. _actionManager: AbstractActionManager;
  10150. /**
  10151. * Adds action to chain of actions, may be a DoNothingAction
  10152. * @param action defines the next action to execute
  10153. * @returns The action passed in
  10154. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10155. */
  10156. then(action: IAction): IAction;
  10157. }
  10158. /**
  10159. * The action to be carried out following a trigger
  10160. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10161. */
  10162. export class Action implements IAction {
  10163. /** the trigger, with or without parameters, for the action */
  10164. triggerOptions: any;
  10165. /**
  10166. * Trigger for the action
  10167. */
  10168. trigger: number;
  10169. /**
  10170. * Internal only - manager for action
  10171. * @hidden
  10172. */
  10173. _actionManager: ActionManager;
  10174. private _nextActiveAction;
  10175. private _child;
  10176. private _condition?;
  10177. private _triggerParameter;
  10178. /**
  10179. * An event triggered prior to action being executed.
  10180. */
  10181. onBeforeExecuteObservable: Observable<Action>;
  10182. /**
  10183. * Creates a new Action
  10184. * @param triggerOptions the trigger, with or without parameters, for the action
  10185. * @param condition an optional determinant of action
  10186. */
  10187. constructor(
  10188. /** the trigger, with or without parameters, for the action */
  10189. triggerOptions: any, condition?: Condition);
  10190. /**
  10191. * Internal only
  10192. * @hidden
  10193. */
  10194. _prepare(): void;
  10195. /**
  10196. * Gets the trigger parameters
  10197. * @returns the trigger parameters
  10198. */
  10199. getTriggerParameter(): any;
  10200. /**
  10201. * Internal only - executes current action event
  10202. * @hidden
  10203. */
  10204. _executeCurrent(evt?: ActionEvent): void;
  10205. /**
  10206. * Execute placeholder for child classes
  10207. * @param evt optional action event
  10208. */
  10209. execute(evt?: ActionEvent): void;
  10210. /**
  10211. * Skips to next active action
  10212. */
  10213. skipToNextActiveAction(): void;
  10214. /**
  10215. * Adds action to chain of actions, may be a DoNothingAction
  10216. * @param action defines the next action to execute
  10217. * @returns The action passed in
  10218. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10219. */
  10220. then(action: Action): Action;
  10221. /**
  10222. * Internal only
  10223. * @hidden
  10224. */
  10225. _getProperty(propertyPath: string): string;
  10226. /**
  10227. * Internal only
  10228. * @hidden
  10229. */
  10230. _getEffectiveTarget(target: any, propertyPath: string): any;
  10231. /**
  10232. * Serialize placeholder for child classes
  10233. * @param parent of child
  10234. * @returns the serialized object
  10235. */
  10236. serialize(parent: any): any;
  10237. /**
  10238. * Internal only called by serialize
  10239. * @hidden
  10240. */
  10241. protected _serialize(serializedAction: any, parent?: any): any;
  10242. /**
  10243. * Internal only
  10244. * @hidden
  10245. */
  10246. static _SerializeValueAsString: (value: any) => string;
  10247. /**
  10248. * Internal only
  10249. * @hidden
  10250. */
  10251. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10252. name: string;
  10253. targetType: string;
  10254. value: string;
  10255. };
  10256. }
  10257. }
  10258. declare module "babylonjs/Actions/condition" {
  10259. import { ActionManager } from "babylonjs/Actions/actionManager";
  10260. /**
  10261. * A Condition applied to an Action
  10262. */
  10263. export class Condition {
  10264. /**
  10265. * Internal only - manager for action
  10266. * @hidden
  10267. */
  10268. _actionManager: ActionManager;
  10269. /**
  10270. * Internal only
  10271. * @hidden
  10272. */
  10273. _evaluationId: number;
  10274. /**
  10275. * Internal only
  10276. * @hidden
  10277. */
  10278. _currentResult: boolean;
  10279. /**
  10280. * Creates a new Condition
  10281. * @param actionManager the manager of the action the condition is applied to
  10282. */
  10283. constructor(actionManager: ActionManager);
  10284. /**
  10285. * Check if the current condition is valid
  10286. * @returns a boolean
  10287. */
  10288. isValid(): boolean;
  10289. /**
  10290. * Internal only
  10291. * @hidden
  10292. */
  10293. _getProperty(propertyPath: string): string;
  10294. /**
  10295. * Internal only
  10296. * @hidden
  10297. */
  10298. _getEffectiveTarget(target: any, propertyPath: string): any;
  10299. /**
  10300. * Serialize placeholder for child classes
  10301. * @returns the serialized object
  10302. */
  10303. serialize(): any;
  10304. /**
  10305. * Internal only
  10306. * @hidden
  10307. */
  10308. protected _serialize(serializedCondition: any): any;
  10309. }
  10310. /**
  10311. * Defines specific conditional operators as extensions of Condition
  10312. */
  10313. export class ValueCondition extends Condition {
  10314. /** path to specify the property of the target the conditional operator uses */
  10315. propertyPath: string;
  10316. /** the value compared by the conditional operator against the current value of the property */
  10317. value: any;
  10318. /** the conditional operator, default ValueCondition.IsEqual */
  10319. operator: number;
  10320. /**
  10321. * Internal only
  10322. * @hidden
  10323. */
  10324. private static _IsEqual;
  10325. /**
  10326. * Internal only
  10327. * @hidden
  10328. */
  10329. private static _IsDifferent;
  10330. /**
  10331. * Internal only
  10332. * @hidden
  10333. */
  10334. private static _IsGreater;
  10335. /**
  10336. * Internal only
  10337. * @hidden
  10338. */
  10339. private static _IsLesser;
  10340. /**
  10341. * returns the number for IsEqual
  10342. */
  10343. static readonly IsEqual: number;
  10344. /**
  10345. * Returns the number for IsDifferent
  10346. */
  10347. static readonly IsDifferent: number;
  10348. /**
  10349. * Returns the number for IsGreater
  10350. */
  10351. static readonly IsGreater: number;
  10352. /**
  10353. * Returns the number for IsLesser
  10354. */
  10355. static readonly IsLesser: number;
  10356. /**
  10357. * Internal only The action manager for the condition
  10358. * @hidden
  10359. */
  10360. _actionManager: ActionManager;
  10361. /**
  10362. * Internal only
  10363. * @hidden
  10364. */
  10365. private _target;
  10366. /**
  10367. * Internal only
  10368. * @hidden
  10369. */
  10370. private _effectiveTarget;
  10371. /**
  10372. * Internal only
  10373. * @hidden
  10374. */
  10375. private _property;
  10376. /**
  10377. * Creates a new ValueCondition
  10378. * @param actionManager manager for the action the condition applies to
  10379. * @param target for the action
  10380. * @param propertyPath path to specify the property of the target the conditional operator uses
  10381. * @param value the value compared by the conditional operator against the current value of the property
  10382. * @param operator the conditional operator, default ValueCondition.IsEqual
  10383. */
  10384. constructor(actionManager: ActionManager, target: any,
  10385. /** path to specify the property of the target the conditional operator uses */
  10386. propertyPath: string,
  10387. /** the value compared by the conditional operator against the current value of the property */
  10388. value: any,
  10389. /** the conditional operator, default ValueCondition.IsEqual */
  10390. operator?: number);
  10391. /**
  10392. * Compares the given value with the property value for the specified conditional operator
  10393. * @returns the result of the comparison
  10394. */
  10395. isValid(): boolean;
  10396. /**
  10397. * Serialize the ValueCondition into a JSON compatible object
  10398. * @returns serialization object
  10399. */
  10400. serialize(): any;
  10401. /**
  10402. * Gets the name of the conditional operator for the ValueCondition
  10403. * @param operator the conditional operator
  10404. * @returns the name
  10405. */
  10406. static GetOperatorName(operator: number): string;
  10407. }
  10408. /**
  10409. * Defines a predicate condition as an extension of Condition
  10410. */
  10411. export class PredicateCondition extends Condition {
  10412. /** defines the predicate function used to validate the condition */
  10413. predicate: () => boolean;
  10414. /**
  10415. * Internal only - manager for action
  10416. * @hidden
  10417. */
  10418. _actionManager: ActionManager;
  10419. /**
  10420. * Creates a new PredicateCondition
  10421. * @param actionManager manager for the action the condition applies to
  10422. * @param predicate defines the predicate function used to validate the condition
  10423. */
  10424. constructor(actionManager: ActionManager,
  10425. /** defines the predicate function used to validate the condition */
  10426. predicate: () => boolean);
  10427. /**
  10428. * @returns the validity of the predicate condition
  10429. */
  10430. isValid(): boolean;
  10431. }
  10432. /**
  10433. * Defines a state condition as an extension of Condition
  10434. */
  10435. export class StateCondition extends Condition {
  10436. /** Value to compare with target state */
  10437. value: string;
  10438. /**
  10439. * Internal only - manager for action
  10440. * @hidden
  10441. */
  10442. _actionManager: ActionManager;
  10443. /**
  10444. * Internal only
  10445. * @hidden
  10446. */
  10447. private _target;
  10448. /**
  10449. * Creates a new StateCondition
  10450. * @param actionManager manager for the action the condition applies to
  10451. * @param target of the condition
  10452. * @param value to compare with target state
  10453. */
  10454. constructor(actionManager: ActionManager, target: any,
  10455. /** Value to compare with target state */
  10456. value: string);
  10457. /**
  10458. * Gets a boolean indicating if the current condition is met
  10459. * @returns the validity of the state
  10460. */
  10461. isValid(): boolean;
  10462. /**
  10463. * Serialize the StateCondition into a JSON compatible object
  10464. * @returns serialization object
  10465. */
  10466. serialize(): any;
  10467. }
  10468. }
  10469. declare module "babylonjs/Actions/directActions" {
  10470. import { Action } from "babylonjs/Actions/action";
  10471. import { Condition } from "babylonjs/Actions/condition";
  10472. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10473. /**
  10474. * This defines an action responsible to toggle a boolean once triggered.
  10475. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10476. */
  10477. export class SwitchBooleanAction extends Action {
  10478. /**
  10479. * The path to the boolean property in the target object
  10480. */
  10481. propertyPath: string;
  10482. private _target;
  10483. private _effectiveTarget;
  10484. private _property;
  10485. /**
  10486. * Instantiate the action
  10487. * @param triggerOptions defines the trigger options
  10488. * @param target defines the object containing the boolean
  10489. * @param propertyPath defines the path to the boolean property in the target object
  10490. * @param condition defines the trigger related conditions
  10491. */
  10492. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10493. /** @hidden */
  10494. _prepare(): void;
  10495. /**
  10496. * Execute the action toggle the boolean value.
  10497. */
  10498. execute(): void;
  10499. /**
  10500. * Serializes the actions and its related information.
  10501. * @param parent defines the object to serialize in
  10502. * @returns the serialized object
  10503. */
  10504. serialize(parent: any): any;
  10505. }
  10506. /**
  10507. * This defines an action responsible to set a the state field of the target
  10508. * to a desired value once triggered.
  10509. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10510. */
  10511. export class SetStateAction extends Action {
  10512. /**
  10513. * The value to store in the state field.
  10514. */
  10515. value: string;
  10516. private _target;
  10517. /**
  10518. * Instantiate the action
  10519. * @param triggerOptions defines the trigger options
  10520. * @param target defines the object containing the state property
  10521. * @param value defines the value to store in the state field
  10522. * @param condition defines the trigger related conditions
  10523. */
  10524. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10525. /**
  10526. * Execute the action and store the value on the target state property.
  10527. */
  10528. execute(): void;
  10529. /**
  10530. * Serializes the actions and its related information.
  10531. * @param parent defines the object to serialize in
  10532. * @returns the serialized object
  10533. */
  10534. serialize(parent: any): any;
  10535. }
  10536. /**
  10537. * This defines an action responsible to set a property of the target
  10538. * to a desired value once triggered.
  10539. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10540. */
  10541. export class SetValueAction extends Action {
  10542. /**
  10543. * The path of the property to set in the target.
  10544. */
  10545. propertyPath: string;
  10546. /**
  10547. * The value to set in the property
  10548. */
  10549. value: any;
  10550. private _target;
  10551. private _effectiveTarget;
  10552. private _property;
  10553. /**
  10554. * Instantiate the action
  10555. * @param triggerOptions defines the trigger options
  10556. * @param target defines the object containing the property
  10557. * @param propertyPath defines the path of the property to set in the target
  10558. * @param value defines the value to set in the property
  10559. * @param condition defines the trigger related conditions
  10560. */
  10561. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10562. /** @hidden */
  10563. _prepare(): void;
  10564. /**
  10565. * Execute the action and set the targetted property to the desired value.
  10566. */
  10567. execute(): void;
  10568. /**
  10569. * Serializes the actions and its related information.
  10570. * @param parent defines the object to serialize in
  10571. * @returns the serialized object
  10572. */
  10573. serialize(parent: any): any;
  10574. }
  10575. /**
  10576. * This defines an action responsible to increment the target value
  10577. * to a desired value once triggered.
  10578. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10579. */
  10580. export class IncrementValueAction extends Action {
  10581. /**
  10582. * The path of the property to increment in the target.
  10583. */
  10584. propertyPath: string;
  10585. /**
  10586. * The value we should increment the property by.
  10587. */
  10588. value: any;
  10589. private _target;
  10590. private _effectiveTarget;
  10591. private _property;
  10592. /**
  10593. * Instantiate the action
  10594. * @param triggerOptions defines the trigger options
  10595. * @param target defines the object containing the property
  10596. * @param propertyPath defines the path of the property to increment in the target
  10597. * @param value defines the value value we should increment the property by
  10598. * @param condition defines the trigger related conditions
  10599. */
  10600. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10601. /** @hidden */
  10602. _prepare(): void;
  10603. /**
  10604. * Execute the action and increment the target of the value amount.
  10605. */
  10606. execute(): void;
  10607. /**
  10608. * Serializes the actions and its related information.
  10609. * @param parent defines the object to serialize in
  10610. * @returns the serialized object
  10611. */
  10612. serialize(parent: any): any;
  10613. }
  10614. /**
  10615. * This defines an action responsible to start an animation once triggered.
  10616. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10617. */
  10618. export class PlayAnimationAction extends Action {
  10619. /**
  10620. * Where the animation should start (animation frame)
  10621. */
  10622. from: number;
  10623. /**
  10624. * Where the animation should stop (animation frame)
  10625. */
  10626. to: number;
  10627. /**
  10628. * Define if the animation should loop or stop after the first play.
  10629. */
  10630. loop?: boolean;
  10631. private _target;
  10632. /**
  10633. * Instantiate the action
  10634. * @param triggerOptions defines the trigger options
  10635. * @param target defines the target animation or animation name
  10636. * @param from defines from where the animation should start (animation frame)
  10637. * @param end defines where the animation should stop (animation frame)
  10638. * @param loop defines if the animation should loop or stop after the first play
  10639. * @param condition defines the trigger related conditions
  10640. */
  10641. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10642. /** @hidden */
  10643. _prepare(): void;
  10644. /**
  10645. * Execute the action and play the animation.
  10646. */
  10647. execute(): void;
  10648. /**
  10649. * Serializes the actions and its related information.
  10650. * @param parent defines the object to serialize in
  10651. * @returns the serialized object
  10652. */
  10653. serialize(parent: any): any;
  10654. }
  10655. /**
  10656. * This defines an action responsible to stop an animation once triggered.
  10657. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10658. */
  10659. export class StopAnimationAction extends Action {
  10660. private _target;
  10661. /**
  10662. * Instantiate the action
  10663. * @param triggerOptions defines the trigger options
  10664. * @param target defines the target animation or animation name
  10665. * @param condition defines the trigger related conditions
  10666. */
  10667. constructor(triggerOptions: any, target: any, condition?: Condition);
  10668. /** @hidden */
  10669. _prepare(): void;
  10670. /**
  10671. * Execute the action and stop the animation.
  10672. */
  10673. execute(): void;
  10674. /**
  10675. * Serializes the actions and its related information.
  10676. * @param parent defines the object to serialize in
  10677. * @returns the serialized object
  10678. */
  10679. serialize(parent: any): any;
  10680. }
  10681. /**
  10682. * This defines an action responsible that does nothing once triggered.
  10683. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10684. */
  10685. export class DoNothingAction extends Action {
  10686. /**
  10687. * Instantiate the action
  10688. * @param triggerOptions defines the trigger options
  10689. * @param condition defines the trigger related conditions
  10690. */
  10691. constructor(triggerOptions?: any, condition?: Condition);
  10692. /**
  10693. * Execute the action and do nothing.
  10694. */
  10695. execute(): void;
  10696. /**
  10697. * Serializes the actions and its related information.
  10698. * @param parent defines the object to serialize in
  10699. * @returns the serialized object
  10700. */
  10701. serialize(parent: any): any;
  10702. }
  10703. /**
  10704. * This defines an action responsible to trigger several actions once triggered.
  10705. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10706. */
  10707. export class CombineAction extends Action {
  10708. /**
  10709. * The list of aggregated animations to run.
  10710. */
  10711. children: Action[];
  10712. /**
  10713. * Instantiate the action
  10714. * @param triggerOptions defines the trigger options
  10715. * @param children defines the list of aggregated animations to run
  10716. * @param condition defines the trigger related conditions
  10717. */
  10718. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10719. /** @hidden */
  10720. _prepare(): void;
  10721. /**
  10722. * Execute the action and executes all the aggregated actions.
  10723. */
  10724. execute(evt: ActionEvent): void;
  10725. /**
  10726. * Serializes the actions and its related information.
  10727. * @param parent defines the object to serialize in
  10728. * @returns the serialized object
  10729. */
  10730. serialize(parent: any): any;
  10731. }
  10732. /**
  10733. * This defines an action responsible to run code (external event) once triggered.
  10734. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10735. */
  10736. export class ExecuteCodeAction extends Action {
  10737. /**
  10738. * The callback function to run.
  10739. */
  10740. func: (evt: ActionEvent) => void;
  10741. /**
  10742. * Instantiate the action
  10743. * @param triggerOptions defines the trigger options
  10744. * @param func defines the callback function to run
  10745. * @param condition defines the trigger related conditions
  10746. */
  10747. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10748. /**
  10749. * Execute the action and run the attached code.
  10750. */
  10751. execute(evt: ActionEvent): void;
  10752. }
  10753. /**
  10754. * This defines an action responsible to set the parent property of the target once triggered.
  10755. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10756. */
  10757. export class SetParentAction extends Action {
  10758. private _parent;
  10759. private _target;
  10760. /**
  10761. * Instantiate the action
  10762. * @param triggerOptions defines the trigger options
  10763. * @param target defines the target containing the parent property
  10764. * @param parent defines from where the animation should start (animation frame)
  10765. * @param condition defines the trigger related conditions
  10766. */
  10767. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10768. /** @hidden */
  10769. _prepare(): void;
  10770. /**
  10771. * Execute the action and set the parent property.
  10772. */
  10773. execute(): void;
  10774. /**
  10775. * Serializes the actions and its related information.
  10776. * @param parent defines the object to serialize in
  10777. * @returns the serialized object
  10778. */
  10779. serialize(parent: any): any;
  10780. }
  10781. }
  10782. declare module "babylonjs/Actions/actionManager" {
  10783. import { Nullable } from "babylonjs/types";
  10784. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10785. import { Scene } from "babylonjs/scene";
  10786. import { IAction } from "babylonjs/Actions/action";
  10787. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  10788. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10789. /**
  10790. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  10791. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  10792. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10793. */
  10794. export class ActionManager extends AbstractActionManager {
  10795. /**
  10796. * Nothing
  10797. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10798. */
  10799. static readonly NothingTrigger: number;
  10800. /**
  10801. * On pick
  10802. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10803. */
  10804. static readonly OnPickTrigger: number;
  10805. /**
  10806. * On left pick
  10807. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10808. */
  10809. static readonly OnLeftPickTrigger: number;
  10810. /**
  10811. * On right pick
  10812. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10813. */
  10814. static readonly OnRightPickTrigger: number;
  10815. /**
  10816. * On center pick
  10817. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10818. */
  10819. static readonly OnCenterPickTrigger: number;
  10820. /**
  10821. * On pick down
  10822. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10823. */
  10824. static readonly OnPickDownTrigger: number;
  10825. /**
  10826. * On double pick
  10827. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10828. */
  10829. static readonly OnDoublePickTrigger: number;
  10830. /**
  10831. * On pick up
  10832. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10833. */
  10834. static readonly OnPickUpTrigger: number;
  10835. /**
  10836. * On pick out.
  10837. * This trigger will only be raised if you also declared a OnPickDown
  10838. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10839. */
  10840. static readonly OnPickOutTrigger: number;
  10841. /**
  10842. * On long press
  10843. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10844. */
  10845. static readonly OnLongPressTrigger: number;
  10846. /**
  10847. * On pointer over
  10848. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10849. */
  10850. static readonly OnPointerOverTrigger: number;
  10851. /**
  10852. * On pointer out
  10853. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10854. */
  10855. static readonly OnPointerOutTrigger: number;
  10856. /**
  10857. * On every frame
  10858. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10859. */
  10860. static readonly OnEveryFrameTrigger: number;
  10861. /**
  10862. * On intersection enter
  10863. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10864. */
  10865. static readonly OnIntersectionEnterTrigger: number;
  10866. /**
  10867. * On intersection exit
  10868. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10869. */
  10870. static readonly OnIntersectionExitTrigger: number;
  10871. /**
  10872. * On key down
  10873. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10874. */
  10875. static readonly OnKeyDownTrigger: number;
  10876. /**
  10877. * On key up
  10878. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10879. */
  10880. static readonly OnKeyUpTrigger: number;
  10881. private _scene;
  10882. /**
  10883. * Creates a new action manager
  10884. * @param scene defines the hosting scene
  10885. */
  10886. constructor(scene: Scene);
  10887. /**
  10888. * Releases all associated resources
  10889. */
  10890. dispose(): void;
  10891. /**
  10892. * Gets hosting scene
  10893. * @returns the hosting scene
  10894. */
  10895. getScene(): Scene;
  10896. /**
  10897. * Does this action manager handles actions of any of the given triggers
  10898. * @param triggers defines the triggers to be tested
  10899. * @return a boolean indicating whether one (or more) of the triggers is handled
  10900. */
  10901. hasSpecificTriggers(triggers: number[]): boolean;
  10902. /**
  10903. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  10904. * speed.
  10905. * @param triggerA defines the trigger to be tested
  10906. * @param triggerB defines the trigger to be tested
  10907. * @return a boolean indicating whether one (or more) of the triggers is handled
  10908. */
  10909. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  10910. /**
  10911. * Does this action manager handles actions of a given trigger
  10912. * @param trigger defines the trigger to be tested
  10913. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  10914. * @return whether the trigger is handled
  10915. */
  10916. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  10917. /**
  10918. * Does this action manager has pointer triggers
  10919. */
  10920. readonly hasPointerTriggers: boolean;
  10921. /**
  10922. * Does this action manager has pick triggers
  10923. */
  10924. readonly hasPickTriggers: boolean;
  10925. /**
  10926. * Registers an action to this action manager
  10927. * @param action defines the action to be registered
  10928. * @return the action amended (prepared) after registration
  10929. */
  10930. registerAction(action: IAction): Nullable<IAction>;
  10931. /**
  10932. * Unregisters an action to this action manager
  10933. * @param action defines the action to be unregistered
  10934. * @return a boolean indicating whether the action has been unregistered
  10935. */
  10936. unregisterAction(action: IAction): Boolean;
  10937. /**
  10938. * Process a specific trigger
  10939. * @param trigger defines the trigger to process
  10940. * @param evt defines the event details to be processed
  10941. */
  10942. processTrigger(trigger: number, evt?: IActionEvent): void;
  10943. /** @hidden */
  10944. _getEffectiveTarget(target: any, propertyPath: string): any;
  10945. /** @hidden */
  10946. _getProperty(propertyPath: string): string;
  10947. /**
  10948. * Serialize this manager to a JSON object
  10949. * @param name defines the property name to store this manager
  10950. * @returns a JSON representation of this manager
  10951. */
  10952. serialize(name: string): any;
  10953. /**
  10954. * Creates a new ActionManager from a JSON data
  10955. * @param parsedActions defines the JSON data to read from
  10956. * @param object defines the hosting mesh
  10957. * @param scene defines the hosting scene
  10958. */
  10959. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  10960. /**
  10961. * Get a trigger name by index
  10962. * @param trigger defines the trigger index
  10963. * @returns a trigger name
  10964. */
  10965. static GetTriggerName(trigger: number): string;
  10966. }
  10967. }
  10968. declare module "babylonjs/Culling/ray" {
  10969. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  10970. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  10971. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10972. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  10973. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  10974. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  10975. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  10976. import { Plane } from "babylonjs/Maths/math.plane";
  10977. /**
  10978. * Class representing a ray with position and direction
  10979. */
  10980. export class Ray {
  10981. /** origin point */
  10982. origin: Vector3;
  10983. /** direction */
  10984. direction: Vector3;
  10985. /** length of the ray */
  10986. length: number;
  10987. private static readonly TmpVector3;
  10988. private _tmpRay;
  10989. /**
  10990. * Creates a new ray
  10991. * @param origin origin point
  10992. * @param direction direction
  10993. * @param length length of the ray
  10994. */
  10995. constructor(
  10996. /** origin point */
  10997. origin: Vector3,
  10998. /** direction */
  10999. direction: Vector3,
  11000. /** length of the ray */
  11001. length?: number);
  11002. /**
  11003. * Checks if the ray intersects a box
  11004. * @param minimum bound of the box
  11005. * @param maximum bound of the box
  11006. * @param intersectionTreshold extra extend to be added to the box in all direction
  11007. * @returns if the box was hit
  11008. */
  11009. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11010. /**
  11011. * Checks if the ray intersects a box
  11012. * @param box the bounding box to check
  11013. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11014. * @returns if the box was hit
  11015. */
  11016. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11017. /**
  11018. * If the ray hits a sphere
  11019. * @param sphere the bounding sphere to check
  11020. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11021. * @returns true if it hits the sphere
  11022. */
  11023. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11024. /**
  11025. * If the ray hits a triange
  11026. * @param vertex0 triangle vertex
  11027. * @param vertex1 triangle vertex
  11028. * @param vertex2 triangle vertex
  11029. * @returns intersection information if hit
  11030. */
  11031. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11032. /**
  11033. * Checks if ray intersects a plane
  11034. * @param plane the plane to check
  11035. * @returns the distance away it was hit
  11036. */
  11037. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11038. /**
  11039. * Calculate the intercept of a ray on a given axis
  11040. * @param axis to check 'x' | 'y' | 'z'
  11041. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11042. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11043. */
  11044. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11045. /**
  11046. * Checks if ray intersects a mesh
  11047. * @param mesh the mesh to check
  11048. * @param fastCheck if only the bounding box should checked
  11049. * @returns picking info of the intersecton
  11050. */
  11051. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11052. /**
  11053. * Checks if ray intersects a mesh
  11054. * @param meshes the meshes to check
  11055. * @param fastCheck if only the bounding box should checked
  11056. * @param results array to store result in
  11057. * @returns Array of picking infos
  11058. */
  11059. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11060. private _comparePickingInfo;
  11061. private static smallnum;
  11062. private static rayl;
  11063. /**
  11064. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11065. * @param sega the first point of the segment to test the intersection against
  11066. * @param segb the second point of the segment to test the intersection against
  11067. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11068. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11069. */
  11070. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11071. /**
  11072. * Update the ray from viewport position
  11073. * @param x position
  11074. * @param y y position
  11075. * @param viewportWidth viewport width
  11076. * @param viewportHeight viewport height
  11077. * @param world world matrix
  11078. * @param view view matrix
  11079. * @param projection projection matrix
  11080. * @returns this ray updated
  11081. */
  11082. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11083. /**
  11084. * Creates a ray with origin and direction of 0,0,0
  11085. * @returns the new ray
  11086. */
  11087. static Zero(): Ray;
  11088. /**
  11089. * Creates a new ray from screen space and viewport
  11090. * @param x position
  11091. * @param y y position
  11092. * @param viewportWidth viewport width
  11093. * @param viewportHeight viewport height
  11094. * @param world world matrix
  11095. * @param view view matrix
  11096. * @param projection projection matrix
  11097. * @returns new ray
  11098. */
  11099. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11100. /**
  11101. * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
  11102. * transformed to the given world matrix.
  11103. * @param origin The origin point
  11104. * @param end The end point
  11105. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11106. * @returns the new ray
  11107. */
  11108. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11109. /**
  11110. * Transforms a ray by a matrix
  11111. * @param ray ray to transform
  11112. * @param matrix matrix to apply
  11113. * @returns the resulting new ray
  11114. */
  11115. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11116. /**
  11117. * Transforms a ray by a matrix
  11118. * @param ray ray to transform
  11119. * @param matrix matrix to apply
  11120. * @param result ray to store result in
  11121. */
  11122. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11123. /**
  11124. * Unproject a ray from screen space to object space
  11125. * @param sourceX defines the screen space x coordinate to use
  11126. * @param sourceY defines the screen space y coordinate to use
  11127. * @param viewportWidth defines the current width of the viewport
  11128. * @param viewportHeight defines the current height of the viewport
  11129. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11130. * @param view defines the view matrix to use
  11131. * @param projection defines the projection matrix to use
  11132. */
  11133. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11134. }
  11135. /**
  11136. * Type used to define predicate used to select faces when a mesh intersection is detected
  11137. */
  11138. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11139. module "babylonjs/scene" {
  11140. interface Scene {
  11141. /** @hidden */
  11142. _tempPickingRay: Nullable<Ray>;
  11143. /** @hidden */
  11144. _cachedRayForTransform: Ray;
  11145. /** @hidden */
  11146. _pickWithRayInverseMatrix: Matrix;
  11147. /** @hidden */
  11148. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11149. /** @hidden */
  11150. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11151. }
  11152. }
  11153. }
  11154. declare module "babylonjs/sceneComponent" {
  11155. import { Scene } from "babylonjs/scene";
  11156. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11157. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11158. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11159. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11160. import { Nullable } from "babylonjs/types";
  11161. import { Camera } from "babylonjs/Cameras/camera";
  11162. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11163. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11164. import { AbstractScene } from "babylonjs/abstractScene";
  11165. /**
  11166. * Groups all the scene component constants in one place to ease maintenance.
  11167. * @hidden
  11168. */
  11169. export class SceneComponentConstants {
  11170. static readonly NAME_EFFECTLAYER: string;
  11171. static readonly NAME_LAYER: string;
  11172. static readonly NAME_LENSFLARESYSTEM: string;
  11173. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11174. static readonly NAME_PARTICLESYSTEM: string;
  11175. static readonly NAME_GAMEPAD: string;
  11176. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11177. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11178. static readonly NAME_DEPTHRENDERER: string;
  11179. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11180. static readonly NAME_SPRITE: string;
  11181. static readonly NAME_OUTLINERENDERER: string;
  11182. static readonly NAME_PROCEDURALTEXTURE: string;
  11183. static readonly NAME_SHADOWGENERATOR: string;
  11184. static readonly NAME_OCTREE: string;
  11185. static readonly NAME_PHYSICSENGINE: string;
  11186. static readonly NAME_AUDIO: string;
  11187. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11188. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11189. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11190. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11191. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11192. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11193. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11194. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11195. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11196. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11197. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11198. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11199. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11200. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11201. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11202. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11203. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11204. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11205. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11206. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11207. static readonly STEP_AFTERRENDER_AUDIO: number;
  11208. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11209. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11210. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11211. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11212. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11213. static readonly STEP_POINTERMOVE_SPRITE: number;
  11214. static readonly STEP_POINTERDOWN_SPRITE: number;
  11215. static readonly STEP_POINTERUP_SPRITE: number;
  11216. }
  11217. /**
  11218. * This represents a scene component.
  11219. *
  11220. * This is used to decouple the dependency the scene is having on the different workloads like
  11221. * layers, post processes...
  11222. */
  11223. export interface ISceneComponent {
  11224. /**
  11225. * The name of the component. Each component must have a unique name.
  11226. */
  11227. name: string;
  11228. /**
  11229. * The scene the component belongs to.
  11230. */
  11231. scene: Scene;
  11232. /**
  11233. * Register the component to one instance of a scene.
  11234. */
  11235. register(): void;
  11236. /**
  11237. * Rebuilds the elements related to this component in case of
  11238. * context lost for instance.
  11239. */
  11240. rebuild(): void;
  11241. /**
  11242. * Disposes the component and the associated ressources.
  11243. */
  11244. dispose(): void;
  11245. }
  11246. /**
  11247. * This represents a SERIALIZABLE scene component.
  11248. *
  11249. * This extends Scene Component to add Serialization methods on top.
  11250. */
  11251. export interface ISceneSerializableComponent extends ISceneComponent {
  11252. /**
  11253. * Adds all the elements from the container to the scene
  11254. * @param container the container holding the elements
  11255. */
  11256. addFromContainer(container: AbstractScene): void;
  11257. /**
  11258. * Removes all the elements in the container from the scene
  11259. * @param container contains the elements to remove
  11260. * @param dispose if the removed element should be disposed (default: false)
  11261. */
  11262. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11263. /**
  11264. * Serializes the component data to the specified json object
  11265. * @param serializationObject The object to serialize to
  11266. */
  11267. serialize(serializationObject: any): void;
  11268. }
  11269. /**
  11270. * Strong typing of a Mesh related stage step action
  11271. */
  11272. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11273. /**
  11274. * Strong typing of a Evaluate Sub Mesh related stage step action
  11275. */
  11276. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11277. /**
  11278. * Strong typing of a Active Mesh related stage step action
  11279. */
  11280. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11281. /**
  11282. * Strong typing of a Camera related stage step action
  11283. */
  11284. export type CameraStageAction = (camera: Camera) => void;
  11285. /**
  11286. * Strong typing of a Camera Frame buffer related stage step action
  11287. */
  11288. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11289. /**
  11290. * Strong typing of a Render Target related stage step action
  11291. */
  11292. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11293. /**
  11294. * Strong typing of a RenderingGroup related stage step action
  11295. */
  11296. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11297. /**
  11298. * Strong typing of a Mesh Render related stage step action
  11299. */
  11300. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11301. /**
  11302. * Strong typing of a simple stage step action
  11303. */
  11304. export type SimpleStageAction = () => void;
  11305. /**
  11306. * Strong typing of a render target action.
  11307. */
  11308. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11309. /**
  11310. * Strong typing of a pointer move action.
  11311. */
  11312. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  11313. /**
  11314. * Strong typing of a pointer up/down action.
  11315. */
  11316. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11317. /**
  11318. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  11319. * @hidden
  11320. */
  11321. export class Stage<T extends Function> extends Array<{
  11322. index: number;
  11323. component: ISceneComponent;
  11324. action: T;
  11325. }> {
  11326. /**
  11327. * Hide ctor from the rest of the world.
  11328. * @param items The items to add.
  11329. */
  11330. private constructor();
  11331. /**
  11332. * Creates a new Stage.
  11333. * @returns A new instance of a Stage
  11334. */
  11335. static Create<T extends Function>(): Stage<T>;
  11336. /**
  11337. * Registers a step in an ordered way in the targeted stage.
  11338. * @param index Defines the position to register the step in
  11339. * @param component Defines the component attached to the step
  11340. * @param action Defines the action to launch during the step
  11341. */
  11342. registerStep(index: number, component: ISceneComponent, action: T): void;
  11343. /**
  11344. * Clears all the steps from the stage.
  11345. */
  11346. clear(): void;
  11347. }
  11348. }
  11349. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11350. import { Nullable } from "babylonjs/types";
  11351. import { Observable } from "babylonjs/Misc/observable";
  11352. import { Scene } from "babylonjs/scene";
  11353. import { Sprite } from "babylonjs/Sprites/sprite";
  11354. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11355. import { Ray } from "babylonjs/Culling/ray";
  11356. import { Camera } from "babylonjs/Cameras/camera";
  11357. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11358. import { ISceneComponent } from "babylonjs/sceneComponent";
  11359. module "babylonjs/scene" {
  11360. interface Scene {
  11361. /** @hidden */
  11362. _pointerOverSprite: Nullable<Sprite>;
  11363. /** @hidden */
  11364. _pickedDownSprite: Nullable<Sprite>;
  11365. /** @hidden */
  11366. _tempSpritePickingRay: Nullable<Ray>;
  11367. /**
  11368. * All of the sprite managers added to this scene
  11369. * @see http://doc.babylonjs.com/babylon101/sprites
  11370. */
  11371. spriteManagers: Array<ISpriteManager>;
  11372. /**
  11373. * An event triggered when sprites rendering is about to start
  11374. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11375. */
  11376. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11377. /**
  11378. * An event triggered when sprites rendering is done
  11379. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11380. */
  11381. onAfterSpritesRenderingObservable: Observable<Scene>;
  11382. /** @hidden */
  11383. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11384. /** Launch a ray to try to pick a sprite in the scene
  11385. * @param x position on screen
  11386. * @param y position on screen
  11387. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11388. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11389. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11390. * @returns a PickingInfo
  11391. */
  11392. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11393. /** Use the given ray to pick a sprite in the scene
  11394. * @param ray The ray (in world space) to use to pick meshes
  11395. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11396. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11397. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11398. * @returns a PickingInfo
  11399. */
  11400. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11401. /**
  11402. * Force the sprite under the pointer
  11403. * @param sprite defines the sprite to use
  11404. */
  11405. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11406. /**
  11407. * Gets the sprite under the pointer
  11408. * @returns a Sprite or null if no sprite is under the pointer
  11409. */
  11410. getPointerOverSprite(): Nullable<Sprite>;
  11411. }
  11412. }
  11413. /**
  11414. * Defines the sprite scene component responsible to manage sprites
  11415. * in a given scene.
  11416. */
  11417. export class SpriteSceneComponent implements ISceneComponent {
  11418. /**
  11419. * The component name helpfull to identify the component in the list of scene components.
  11420. */
  11421. readonly name: string;
  11422. /**
  11423. * The scene the component belongs to.
  11424. */
  11425. scene: Scene;
  11426. /** @hidden */
  11427. private _spritePredicate;
  11428. /**
  11429. * Creates a new instance of the component for the given scene
  11430. * @param scene Defines the scene to register the component in
  11431. */
  11432. constructor(scene: Scene);
  11433. /**
  11434. * Registers the component in a given scene
  11435. */
  11436. register(): void;
  11437. /**
  11438. * Rebuilds the elements related to this component in case of
  11439. * context lost for instance.
  11440. */
  11441. rebuild(): void;
  11442. /**
  11443. * Disposes the component and the associated ressources.
  11444. */
  11445. dispose(): void;
  11446. private _pickSpriteButKeepRay;
  11447. private _pointerMove;
  11448. private _pointerDown;
  11449. private _pointerUp;
  11450. }
  11451. }
  11452. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11453. /** @hidden */
  11454. export var fogFragmentDeclaration: {
  11455. name: string;
  11456. shader: string;
  11457. };
  11458. }
  11459. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11460. /** @hidden */
  11461. export var fogFragment: {
  11462. name: string;
  11463. shader: string;
  11464. };
  11465. }
  11466. declare module "babylonjs/Shaders/sprites.fragment" {
  11467. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11468. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11469. /** @hidden */
  11470. export var spritesPixelShader: {
  11471. name: string;
  11472. shader: string;
  11473. };
  11474. }
  11475. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11476. /** @hidden */
  11477. export var fogVertexDeclaration: {
  11478. name: string;
  11479. shader: string;
  11480. };
  11481. }
  11482. declare module "babylonjs/Shaders/sprites.vertex" {
  11483. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11484. /** @hidden */
  11485. export var spritesVertexShader: {
  11486. name: string;
  11487. shader: string;
  11488. };
  11489. }
  11490. declare module "babylonjs/Sprites/spriteManager" {
  11491. import { IDisposable, Scene } from "babylonjs/scene";
  11492. import { Nullable } from "babylonjs/types";
  11493. import { Observable } from "babylonjs/Misc/observable";
  11494. import { Sprite } from "babylonjs/Sprites/sprite";
  11495. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11496. import { Camera } from "babylonjs/Cameras/camera";
  11497. import { Texture } from "babylonjs/Materials/Textures/texture";
  11498. import "babylonjs/Shaders/sprites.fragment";
  11499. import "babylonjs/Shaders/sprites.vertex";
  11500. import { Ray } from "babylonjs/Culling/ray";
  11501. /**
  11502. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11503. */
  11504. export interface ISpriteManager extends IDisposable {
  11505. /**
  11506. * Restricts the camera to viewing objects with the same layerMask.
  11507. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11508. */
  11509. layerMask: number;
  11510. /**
  11511. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11512. */
  11513. isPickable: boolean;
  11514. /**
  11515. * Specifies the rendering group id for this mesh (0 by default)
  11516. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11517. */
  11518. renderingGroupId: number;
  11519. /**
  11520. * Defines the list of sprites managed by the manager.
  11521. */
  11522. sprites: Array<Sprite>;
  11523. /**
  11524. * Tests the intersection of a sprite with a specific ray.
  11525. * @param ray The ray we are sending to test the collision
  11526. * @param camera The camera space we are sending rays in
  11527. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11528. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11529. * @returns picking info or null.
  11530. */
  11531. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11532. /**
  11533. * Renders the list of sprites on screen.
  11534. */
  11535. render(): void;
  11536. }
  11537. /**
  11538. * Class used to manage multiple sprites on the same spritesheet
  11539. * @see http://doc.babylonjs.com/babylon101/sprites
  11540. */
  11541. export class SpriteManager implements ISpriteManager {
  11542. /** defines the manager's name */
  11543. name: string;
  11544. /** Gets the list of sprites */
  11545. sprites: Sprite[];
  11546. /** Gets or sets the rendering group id (0 by default) */
  11547. renderingGroupId: number;
  11548. /** Gets or sets camera layer mask */
  11549. layerMask: number;
  11550. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11551. fogEnabled: boolean;
  11552. /** Gets or sets a boolean indicating if the sprites are pickable */
  11553. isPickable: boolean;
  11554. /** Defines the default width of a cell in the spritesheet */
  11555. cellWidth: number;
  11556. /** Defines the default height of a cell in the spritesheet */
  11557. cellHeight: number;
  11558. /** Associative array from JSON sprite data file */
  11559. private _cellData;
  11560. /** Array of sprite names from JSON sprite data file */
  11561. private _spriteMap;
  11562. /** True when packed cell data from JSON file is ready*/
  11563. private _packedAndReady;
  11564. /**
  11565. * An event triggered when the manager is disposed.
  11566. */
  11567. onDisposeObservable: Observable<SpriteManager>;
  11568. private _onDisposeObserver;
  11569. /**
  11570. * Callback called when the manager is disposed
  11571. */
  11572. onDispose: () => void;
  11573. private _capacity;
  11574. private _fromPacked;
  11575. private _spriteTexture;
  11576. private _epsilon;
  11577. private _scene;
  11578. private _vertexData;
  11579. private _buffer;
  11580. private _vertexBuffers;
  11581. private _indexBuffer;
  11582. private _effectBase;
  11583. private _effectFog;
  11584. /**
  11585. * Gets or sets the spritesheet texture
  11586. */
  11587. texture: Texture;
  11588. /**
  11589. * Creates a new sprite manager
  11590. * @param name defines the manager's name
  11591. * @param imgUrl defines the sprite sheet url
  11592. * @param capacity defines the maximum allowed number of sprites
  11593. * @param cellSize defines the size of a sprite cell
  11594. * @param scene defines the hosting scene
  11595. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11596. * @param samplingMode defines the smapling mode to use with spritesheet
  11597. * @param fromPacked set to false; do not alter
  11598. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  11599. */
  11600. constructor(
  11601. /** defines the manager's name */
  11602. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  11603. private _makePacked;
  11604. private _appendSpriteVertex;
  11605. /**
  11606. * Intersects the sprites with a ray
  11607. * @param ray defines the ray to intersect with
  11608. * @param camera defines the current active camera
  11609. * @param predicate defines a predicate used to select candidate sprites
  11610. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11611. * @returns null if no hit or a PickingInfo
  11612. */
  11613. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11614. /**
  11615. * Render all child sprites
  11616. */
  11617. render(): void;
  11618. /**
  11619. * Release associated resources
  11620. */
  11621. dispose(): void;
  11622. }
  11623. }
  11624. declare module "babylonjs/Sprites/sprite" {
  11625. import { Vector3 } from "babylonjs/Maths/math.vector";
  11626. import { Nullable } from "babylonjs/types";
  11627. import { ActionManager } from "babylonjs/Actions/actionManager";
  11628. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11629. import { Color4 } from "babylonjs/Maths/math.color";
  11630. /**
  11631. * Class used to represent a sprite
  11632. * @see http://doc.babylonjs.com/babylon101/sprites
  11633. */
  11634. export class Sprite {
  11635. /** defines the name */
  11636. name: string;
  11637. /** Gets or sets the current world position */
  11638. position: Vector3;
  11639. /** Gets or sets the main color */
  11640. color: Color4;
  11641. /** Gets or sets the width */
  11642. width: number;
  11643. /** Gets or sets the height */
  11644. height: number;
  11645. /** Gets or sets rotation angle */
  11646. angle: number;
  11647. /** Gets or sets the cell index in the sprite sheet */
  11648. cellIndex: number;
  11649. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  11650. cellRef: string;
  11651. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11652. invertU: number;
  11653. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11654. invertV: number;
  11655. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11656. disposeWhenFinishedAnimating: boolean;
  11657. /** Gets the list of attached animations */
  11658. animations: Animation[];
  11659. /** Gets or sets a boolean indicating if the sprite can be picked */
  11660. isPickable: boolean;
  11661. /**
  11662. * Gets or sets the associated action manager
  11663. */
  11664. actionManager: Nullable<ActionManager>;
  11665. private _animationStarted;
  11666. private _loopAnimation;
  11667. private _fromIndex;
  11668. private _toIndex;
  11669. private _delay;
  11670. private _direction;
  11671. private _manager;
  11672. private _time;
  11673. private _onAnimationEnd;
  11674. /**
  11675. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11676. */
  11677. isVisible: boolean;
  11678. /**
  11679. * Gets or sets the sprite size
  11680. */
  11681. size: number;
  11682. /**
  11683. * Creates a new Sprite
  11684. * @param name defines the name
  11685. * @param manager defines the manager
  11686. */
  11687. constructor(
  11688. /** defines the name */
  11689. name: string, manager: ISpriteManager);
  11690. /**
  11691. * Starts an animation
  11692. * @param from defines the initial key
  11693. * @param to defines the end key
  11694. * @param loop defines if the animation must loop
  11695. * @param delay defines the start delay (in ms)
  11696. * @param onAnimationEnd defines a callback to call when animation ends
  11697. */
  11698. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11699. /** Stops current animation (if any) */
  11700. stopAnimation(): void;
  11701. /** @hidden */
  11702. _animate(deltaTime: number): void;
  11703. /** Release associated resources */
  11704. dispose(): void;
  11705. }
  11706. }
  11707. declare module "babylonjs/Collisions/pickingInfo" {
  11708. import { Nullable } from "babylonjs/types";
  11709. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11710. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11711. import { Sprite } from "babylonjs/Sprites/sprite";
  11712. import { Ray } from "babylonjs/Culling/ray";
  11713. /**
  11714. * Information about the result of picking within a scene
  11715. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11716. */
  11717. export class PickingInfo {
  11718. /** @hidden */
  11719. _pickingUnavailable: boolean;
  11720. /**
  11721. * If the pick collided with an object
  11722. */
  11723. hit: boolean;
  11724. /**
  11725. * Distance away where the pick collided
  11726. */
  11727. distance: number;
  11728. /**
  11729. * The location of pick collision
  11730. */
  11731. pickedPoint: Nullable<Vector3>;
  11732. /**
  11733. * The mesh corresponding the the pick collision
  11734. */
  11735. pickedMesh: Nullable<AbstractMesh>;
  11736. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11737. bu: number;
  11738. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11739. bv: number;
  11740. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11741. faceId: number;
  11742. /** Id of the the submesh that was picked */
  11743. subMeshId: number;
  11744. /** If a sprite was picked, this will be the sprite the pick collided with */
  11745. pickedSprite: Nullable<Sprite>;
  11746. /**
  11747. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  11748. */
  11749. originMesh: Nullable<AbstractMesh>;
  11750. /**
  11751. * The ray that was used to perform the picking.
  11752. */
  11753. ray: Nullable<Ray>;
  11754. /**
  11755. * Gets the normal correspodning to the face the pick collided with
  11756. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  11757. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  11758. * @returns The normal correspodning to the face the pick collided with
  11759. */
  11760. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  11761. /**
  11762. * Gets the texture coordinates of where the pick occured
  11763. * @returns the vector containing the coordnates of the texture
  11764. */
  11765. getTextureCoordinates(): Nullable<Vector2>;
  11766. }
  11767. }
  11768. declare module "babylonjs/Events/pointerEvents" {
  11769. import { Nullable } from "babylonjs/types";
  11770. import { Vector2 } from "babylonjs/Maths/math.vector";
  11771. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11772. import { Ray } from "babylonjs/Culling/ray";
  11773. /**
  11774. * Gather the list of pointer event types as constants.
  11775. */
  11776. export class PointerEventTypes {
  11777. /**
  11778. * 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.
  11779. */
  11780. static readonly POINTERDOWN: number;
  11781. /**
  11782. * The pointerup event is fired when a pointer is no longer active.
  11783. */
  11784. static readonly POINTERUP: number;
  11785. /**
  11786. * The pointermove event is fired when a pointer changes coordinates.
  11787. */
  11788. static readonly POINTERMOVE: number;
  11789. /**
  11790. * The pointerwheel event is fired when a mouse wheel has been rotated.
  11791. */
  11792. static readonly POINTERWHEEL: number;
  11793. /**
  11794. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  11795. */
  11796. static readonly POINTERPICK: number;
  11797. /**
  11798. * The pointertap event is fired when a the object has been touched and released without drag.
  11799. */
  11800. static readonly POINTERTAP: number;
  11801. /**
  11802. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  11803. */
  11804. static readonly POINTERDOUBLETAP: number;
  11805. }
  11806. /**
  11807. * Base class of pointer info types.
  11808. */
  11809. export class PointerInfoBase {
  11810. /**
  11811. * Defines the type of event (PointerEventTypes)
  11812. */
  11813. type: number;
  11814. /**
  11815. * Defines the related dom event
  11816. */
  11817. event: PointerEvent | MouseWheelEvent;
  11818. /**
  11819. * Instantiates the base class of pointers info.
  11820. * @param type Defines the type of event (PointerEventTypes)
  11821. * @param event Defines the related dom event
  11822. */
  11823. constructor(
  11824. /**
  11825. * Defines the type of event (PointerEventTypes)
  11826. */
  11827. type: number,
  11828. /**
  11829. * Defines the related dom event
  11830. */
  11831. event: PointerEvent | MouseWheelEvent);
  11832. }
  11833. /**
  11834. * This class is used to store pointer related info for the onPrePointerObservable event.
  11835. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  11836. */
  11837. export class PointerInfoPre extends PointerInfoBase {
  11838. /**
  11839. * Ray from a pointer if availible (eg. 6dof controller)
  11840. */
  11841. ray: Nullable<Ray>;
  11842. /**
  11843. * Defines the local position of the pointer on the canvas.
  11844. */
  11845. localPosition: Vector2;
  11846. /**
  11847. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  11848. */
  11849. skipOnPointerObservable: boolean;
  11850. /**
  11851. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  11852. * @param type Defines the type of event (PointerEventTypes)
  11853. * @param event Defines the related dom event
  11854. * @param localX Defines the local x coordinates of the pointer when the event occured
  11855. * @param localY Defines the local y coordinates of the pointer when the event occured
  11856. */
  11857. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  11858. }
  11859. /**
  11860. * This type contains all the data related to a pointer event in Babylon.js.
  11861. * 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.
  11862. */
  11863. export class PointerInfo extends PointerInfoBase {
  11864. /**
  11865. * Defines the picking info associated to the info (if any)\
  11866. */
  11867. pickInfo: Nullable<PickingInfo>;
  11868. /**
  11869. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  11870. * @param type Defines the type of event (PointerEventTypes)
  11871. * @param event Defines the related dom event
  11872. * @param pickInfo Defines the picking info associated to the info (if any)\
  11873. */
  11874. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  11875. /**
  11876. * Defines the picking info associated to the info (if any)\
  11877. */
  11878. pickInfo: Nullable<PickingInfo>);
  11879. }
  11880. /**
  11881. * Data relating to a touch event on the screen.
  11882. */
  11883. export interface PointerTouch {
  11884. /**
  11885. * X coordinate of touch.
  11886. */
  11887. x: number;
  11888. /**
  11889. * Y coordinate of touch.
  11890. */
  11891. y: number;
  11892. /**
  11893. * Id of touch. Unique for each finger.
  11894. */
  11895. pointerId: number;
  11896. /**
  11897. * Event type passed from DOM.
  11898. */
  11899. type: any;
  11900. }
  11901. }
  11902. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  11903. import { Observable } from "babylonjs/Misc/observable";
  11904. import { Nullable } from "babylonjs/types";
  11905. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11906. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11907. /**
  11908. * Manage the mouse inputs to control the movement of a free camera.
  11909. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11910. */
  11911. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  11912. /**
  11913. * Define if touch is enabled in the mouse input
  11914. */
  11915. touchEnabled: boolean;
  11916. /**
  11917. * Defines the camera the input is attached to.
  11918. */
  11919. camera: FreeCamera;
  11920. /**
  11921. * Defines the buttons associated with the input to handle camera move.
  11922. */
  11923. buttons: number[];
  11924. /**
  11925. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  11926. */
  11927. angularSensibility: number;
  11928. private _pointerInput;
  11929. private _onMouseMove;
  11930. private _observer;
  11931. private previousPosition;
  11932. /**
  11933. * Observable for when a pointer move event occurs containing the move offset
  11934. */
  11935. onPointerMovedObservable: Observable<{
  11936. offsetX: number;
  11937. offsetY: number;
  11938. }>;
  11939. /**
  11940. * @hidden
  11941. * If the camera should be rotated automatically based on pointer movement
  11942. */
  11943. _allowCameraRotation: boolean;
  11944. /**
  11945. * Manage the mouse inputs to control the movement of a free camera.
  11946. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11947. * @param touchEnabled Defines if touch is enabled or not
  11948. */
  11949. constructor(
  11950. /**
  11951. * Define if touch is enabled in the mouse input
  11952. */
  11953. touchEnabled?: boolean);
  11954. /**
  11955. * Attach the input controls to a specific dom element to get the input from.
  11956. * @param element Defines the element the controls should be listened from
  11957. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  11958. */
  11959. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  11960. /**
  11961. * Called on JS contextmenu event.
  11962. * Override this method to provide functionality.
  11963. */
  11964. protected onContextMenu(evt: PointerEvent): void;
  11965. /**
  11966. * Detach the current controls from the specified dom element.
  11967. * @param element Defines the element to stop listening the inputs from
  11968. */
  11969. detachControl(element: Nullable<HTMLElement>): void;
  11970. /**
  11971. * Gets the class name of the current intput.
  11972. * @returns the class name
  11973. */
  11974. getClassName(): string;
  11975. /**
  11976. * Get the friendly name associated with the input class.
  11977. * @returns the input friendly name
  11978. */
  11979. getSimpleName(): string;
  11980. }
  11981. }
  11982. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  11983. import { Nullable } from "babylonjs/types";
  11984. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11985. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11986. /**
  11987. * Manage the touch inputs to control the movement of a free camera.
  11988. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11989. */
  11990. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  11991. /**
  11992. * Defines the camera the input is attached to.
  11993. */
  11994. camera: FreeCamera;
  11995. /**
  11996. * Defines the touch sensibility for rotation.
  11997. * The higher the faster.
  11998. */
  11999. touchAngularSensibility: number;
  12000. /**
  12001. * Defines the touch sensibility for move.
  12002. * The higher the faster.
  12003. */
  12004. touchMoveSensibility: number;
  12005. private _offsetX;
  12006. private _offsetY;
  12007. private _pointerPressed;
  12008. private _pointerInput;
  12009. private _observer;
  12010. private _onLostFocus;
  12011. /**
  12012. * Attach the input controls to a specific dom element to get the input from.
  12013. * @param element Defines the element the controls should be listened from
  12014. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12015. */
  12016. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12017. /**
  12018. * Detach the current controls from the specified dom element.
  12019. * @param element Defines the element to stop listening the inputs from
  12020. */
  12021. detachControl(element: Nullable<HTMLElement>): void;
  12022. /**
  12023. * Update the current camera state depending on the inputs that have been used this frame.
  12024. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12025. */
  12026. checkInputs(): void;
  12027. /**
  12028. * Gets the class name of the current intput.
  12029. * @returns the class name
  12030. */
  12031. getClassName(): string;
  12032. /**
  12033. * Get the friendly name associated with the input class.
  12034. * @returns the input friendly name
  12035. */
  12036. getSimpleName(): string;
  12037. }
  12038. }
  12039. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12040. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12041. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12042. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12043. import { Nullable } from "babylonjs/types";
  12044. /**
  12045. * Default Inputs manager for the FreeCamera.
  12046. * It groups all the default supported inputs for ease of use.
  12047. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12048. */
  12049. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12050. /**
  12051. * @hidden
  12052. */
  12053. _mouseInput: Nullable<FreeCameraMouseInput>;
  12054. /**
  12055. * Instantiates a new FreeCameraInputsManager.
  12056. * @param camera Defines the camera the inputs belong to
  12057. */
  12058. constructor(camera: FreeCamera);
  12059. /**
  12060. * Add keyboard input support to the input manager.
  12061. * @returns the current input manager
  12062. */
  12063. addKeyboard(): FreeCameraInputsManager;
  12064. /**
  12065. * Add mouse input support to the input manager.
  12066. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12067. * @returns the current input manager
  12068. */
  12069. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12070. /**
  12071. * Removes the mouse input support from the manager
  12072. * @returns the current input manager
  12073. */
  12074. removeMouse(): FreeCameraInputsManager;
  12075. /**
  12076. * Add touch input support to the input manager.
  12077. * @returns the current input manager
  12078. */
  12079. addTouch(): FreeCameraInputsManager;
  12080. /**
  12081. * Remove all attached input methods from a camera
  12082. */
  12083. clear(): void;
  12084. }
  12085. }
  12086. declare module "babylonjs/Cameras/freeCamera" {
  12087. import { Vector3 } from "babylonjs/Maths/math.vector";
  12088. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12089. import { Scene } from "babylonjs/scene";
  12090. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12091. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12092. /**
  12093. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12094. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12095. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12096. */
  12097. export class FreeCamera extends TargetCamera {
  12098. /**
  12099. * Define the collision ellipsoid of the camera.
  12100. * This is helpful to simulate a camera body like the player body around the camera
  12101. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12102. */
  12103. ellipsoid: Vector3;
  12104. /**
  12105. * Define an offset for the position of the ellipsoid around the camera.
  12106. * This can be helpful to determine the center of the body near the gravity center of the body
  12107. * instead of its head.
  12108. */
  12109. ellipsoidOffset: Vector3;
  12110. /**
  12111. * Enable or disable collisions of the camera with the rest of the scene objects.
  12112. */
  12113. checkCollisions: boolean;
  12114. /**
  12115. * Enable or disable gravity on the camera.
  12116. */
  12117. applyGravity: boolean;
  12118. /**
  12119. * Define the input manager associated to the camera.
  12120. */
  12121. inputs: FreeCameraInputsManager;
  12122. /**
  12123. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12124. * Higher values reduce sensitivity.
  12125. */
  12126. /**
  12127. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12128. * Higher values reduce sensitivity.
  12129. */
  12130. angularSensibility: number;
  12131. /**
  12132. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12133. */
  12134. keysUp: number[];
  12135. /**
  12136. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12137. */
  12138. keysDown: number[];
  12139. /**
  12140. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12141. */
  12142. keysLeft: number[];
  12143. /**
  12144. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12145. */
  12146. keysRight: number[];
  12147. /**
  12148. * Event raised when the camera collide with a mesh in the scene.
  12149. */
  12150. onCollide: (collidedMesh: AbstractMesh) => void;
  12151. private _collider;
  12152. private _needMoveForGravity;
  12153. private _oldPosition;
  12154. private _diffPosition;
  12155. private _newPosition;
  12156. /** @hidden */
  12157. _localDirection: Vector3;
  12158. /** @hidden */
  12159. _transformedDirection: Vector3;
  12160. /**
  12161. * Instantiates a Free Camera.
  12162. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12163. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12164. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12165. * @param name Define the name of the camera in the scene
  12166. * @param position Define the start position of the camera in the scene
  12167. * @param scene Define the scene the camera belongs to
  12168. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12169. */
  12170. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12171. /**
  12172. * Attached controls to the current camera.
  12173. * @param element Defines the element the controls should be listened from
  12174. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12175. */
  12176. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12177. /**
  12178. * Detach the current controls from the camera.
  12179. * The camera will stop reacting to inputs.
  12180. * @param element Defines the element to stop listening the inputs from
  12181. */
  12182. detachControl(element: HTMLElement): void;
  12183. private _collisionMask;
  12184. /**
  12185. * Define a collision mask to limit the list of object the camera can collide with
  12186. */
  12187. collisionMask: number;
  12188. /** @hidden */
  12189. _collideWithWorld(displacement: Vector3): void;
  12190. private _onCollisionPositionChange;
  12191. /** @hidden */
  12192. _checkInputs(): void;
  12193. /** @hidden */
  12194. _decideIfNeedsToMove(): boolean;
  12195. /** @hidden */
  12196. _updatePosition(): void;
  12197. /**
  12198. * Destroy the camera and release the current resources hold by it.
  12199. */
  12200. dispose(): void;
  12201. /**
  12202. * Gets the current object class name.
  12203. * @return the class name
  12204. */
  12205. getClassName(): string;
  12206. }
  12207. }
  12208. declare module "babylonjs/Gamepads/gamepad" {
  12209. import { Observable } from "babylonjs/Misc/observable";
  12210. /**
  12211. * Represents a gamepad control stick position
  12212. */
  12213. export class StickValues {
  12214. /**
  12215. * The x component of the control stick
  12216. */
  12217. x: number;
  12218. /**
  12219. * The y component of the control stick
  12220. */
  12221. y: number;
  12222. /**
  12223. * Initializes the gamepad x and y control stick values
  12224. * @param x The x component of the gamepad control stick value
  12225. * @param y The y component of the gamepad control stick value
  12226. */
  12227. constructor(
  12228. /**
  12229. * The x component of the control stick
  12230. */
  12231. x: number,
  12232. /**
  12233. * The y component of the control stick
  12234. */
  12235. y: number);
  12236. }
  12237. /**
  12238. * An interface which manages callbacks for gamepad button changes
  12239. */
  12240. export interface GamepadButtonChanges {
  12241. /**
  12242. * Called when a gamepad has been changed
  12243. */
  12244. changed: boolean;
  12245. /**
  12246. * Called when a gamepad press event has been triggered
  12247. */
  12248. pressChanged: boolean;
  12249. /**
  12250. * Called when a touch event has been triggered
  12251. */
  12252. touchChanged: boolean;
  12253. /**
  12254. * Called when a value has changed
  12255. */
  12256. valueChanged: boolean;
  12257. }
  12258. /**
  12259. * Represents a gamepad
  12260. */
  12261. export class Gamepad {
  12262. /**
  12263. * The id of the gamepad
  12264. */
  12265. id: string;
  12266. /**
  12267. * The index of the gamepad
  12268. */
  12269. index: number;
  12270. /**
  12271. * The browser gamepad
  12272. */
  12273. browserGamepad: any;
  12274. /**
  12275. * Specifies what type of gamepad this represents
  12276. */
  12277. type: number;
  12278. private _leftStick;
  12279. private _rightStick;
  12280. /** @hidden */
  12281. _isConnected: boolean;
  12282. private _leftStickAxisX;
  12283. private _leftStickAxisY;
  12284. private _rightStickAxisX;
  12285. private _rightStickAxisY;
  12286. /**
  12287. * Triggered when the left control stick has been changed
  12288. */
  12289. private _onleftstickchanged;
  12290. /**
  12291. * Triggered when the right control stick has been changed
  12292. */
  12293. private _onrightstickchanged;
  12294. /**
  12295. * Represents a gamepad controller
  12296. */
  12297. static GAMEPAD: number;
  12298. /**
  12299. * Represents a generic controller
  12300. */
  12301. static GENERIC: number;
  12302. /**
  12303. * Represents an XBox controller
  12304. */
  12305. static XBOX: number;
  12306. /**
  12307. * Represents a pose-enabled controller
  12308. */
  12309. static POSE_ENABLED: number;
  12310. /**
  12311. * Represents an Dual Shock controller
  12312. */
  12313. static DUALSHOCK: number;
  12314. /**
  12315. * Specifies whether the left control stick should be Y-inverted
  12316. */
  12317. protected _invertLeftStickY: boolean;
  12318. /**
  12319. * Specifies if the gamepad has been connected
  12320. */
  12321. readonly isConnected: boolean;
  12322. /**
  12323. * Initializes the gamepad
  12324. * @param id The id of the gamepad
  12325. * @param index The index of the gamepad
  12326. * @param browserGamepad The browser gamepad
  12327. * @param leftStickX The x component of the left joystick
  12328. * @param leftStickY The y component of the left joystick
  12329. * @param rightStickX The x component of the right joystick
  12330. * @param rightStickY The y component of the right joystick
  12331. */
  12332. constructor(
  12333. /**
  12334. * The id of the gamepad
  12335. */
  12336. id: string,
  12337. /**
  12338. * The index of the gamepad
  12339. */
  12340. index: number,
  12341. /**
  12342. * The browser gamepad
  12343. */
  12344. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12345. /**
  12346. * Callback triggered when the left joystick has changed
  12347. * @param callback
  12348. */
  12349. onleftstickchanged(callback: (values: StickValues) => void): void;
  12350. /**
  12351. * Callback triggered when the right joystick has changed
  12352. * @param callback
  12353. */
  12354. onrightstickchanged(callback: (values: StickValues) => void): void;
  12355. /**
  12356. * Gets the left joystick
  12357. */
  12358. /**
  12359. * Sets the left joystick values
  12360. */
  12361. leftStick: StickValues;
  12362. /**
  12363. * Gets the right joystick
  12364. */
  12365. /**
  12366. * Sets the right joystick value
  12367. */
  12368. rightStick: StickValues;
  12369. /**
  12370. * Updates the gamepad joystick positions
  12371. */
  12372. update(): void;
  12373. /**
  12374. * Disposes the gamepad
  12375. */
  12376. dispose(): void;
  12377. }
  12378. /**
  12379. * Represents a generic gamepad
  12380. */
  12381. export class GenericPad extends Gamepad {
  12382. private _buttons;
  12383. private _onbuttondown;
  12384. private _onbuttonup;
  12385. /**
  12386. * Observable triggered when a button has been pressed
  12387. */
  12388. onButtonDownObservable: Observable<number>;
  12389. /**
  12390. * Observable triggered when a button has been released
  12391. */
  12392. onButtonUpObservable: Observable<number>;
  12393. /**
  12394. * Callback triggered when a button has been pressed
  12395. * @param callback Called when a button has been pressed
  12396. */
  12397. onbuttondown(callback: (buttonPressed: number) => void): void;
  12398. /**
  12399. * Callback triggered when a button has been released
  12400. * @param callback Called when a button has been released
  12401. */
  12402. onbuttonup(callback: (buttonReleased: number) => void): void;
  12403. /**
  12404. * Initializes the generic gamepad
  12405. * @param id The id of the generic gamepad
  12406. * @param index The index of the generic gamepad
  12407. * @param browserGamepad The browser gamepad
  12408. */
  12409. constructor(id: string, index: number, browserGamepad: any);
  12410. private _setButtonValue;
  12411. /**
  12412. * Updates the generic gamepad
  12413. */
  12414. update(): void;
  12415. /**
  12416. * Disposes the generic gamepad
  12417. */
  12418. dispose(): void;
  12419. }
  12420. }
  12421. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12422. import { Nullable } from "babylonjs/types";
  12423. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12424. import { Scene } from "babylonjs/scene";
  12425. module "babylonjs/Engines/engine" {
  12426. interface Engine {
  12427. /**
  12428. * Creates a raw texture
  12429. * @param data defines the data to store in the texture
  12430. * @param width defines the width of the texture
  12431. * @param height defines the height of the texture
  12432. * @param format defines the format of the data
  12433. * @param generateMipMaps defines if the engine should generate the mip levels
  12434. * @param invertY defines if data must be stored with Y axis inverted
  12435. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12436. * @param compression defines the compression used (null by default)
  12437. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12438. * @returns the raw texture inside an InternalTexture
  12439. */
  12440. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12441. /**
  12442. * Update a raw texture
  12443. * @param texture defines the texture to update
  12444. * @param data defines the data to store in the texture
  12445. * @param format defines the format of the data
  12446. * @param invertY defines if data must be stored with Y axis inverted
  12447. */
  12448. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12449. /**
  12450. * Update a raw texture
  12451. * @param texture defines the texture to update
  12452. * @param data defines the data to store in the texture
  12453. * @param format defines the format of the data
  12454. * @param invertY defines if data must be stored with Y axis inverted
  12455. * @param compression defines the compression used (null by default)
  12456. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12457. */
  12458. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12459. /**
  12460. * Creates a new raw cube texture
  12461. * @param data defines the array of data to use to create each face
  12462. * @param size defines the size of the textures
  12463. * @param format defines the format of the data
  12464. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12465. * @param generateMipMaps defines if the engine should generate the mip levels
  12466. * @param invertY defines if data must be stored with Y axis inverted
  12467. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12468. * @param compression defines the compression used (null by default)
  12469. * @returns the cube texture as an InternalTexture
  12470. */
  12471. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12472. /**
  12473. * Update a raw cube texture
  12474. * @param texture defines the texture to udpdate
  12475. * @param data defines the data to store
  12476. * @param format defines the data format
  12477. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12478. * @param invertY defines if data must be stored with Y axis inverted
  12479. */
  12480. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12481. /**
  12482. * Update a raw cube texture
  12483. * @param texture defines the texture to udpdate
  12484. * @param data defines the data to store
  12485. * @param format defines the data format
  12486. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12487. * @param invertY defines if data must be stored with Y axis inverted
  12488. * @param compression defines the compression used (null by default)
  12489. */
  12490. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12491. /**
  12492. * Update a raw cube texture
  12493. * @param texture defines the texture to udpdate
  12494. * @param data defines the data to store
  12495. * @param format defines the data format
  12496. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12497. * @param invertY defines if data must be stored with Y axis inverted
  12498. * @param compression defines the compression used (null by default)
  12499. * @param level defines which level of the texture to update
  12500. */
  12501. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12502. /**
  12503. * Creates a new raw cube texture from a specified url
  12504. * @param url defines the url where the data is located
  12505. * @param scene defines the current scene
  12506. * @param size defines the size of the textures
  12507. * @param format defines the format of the data
  12508. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12509. * @param noMipmap defines if the engine should avoid generating the mip levels
  12510. * @param callback defines a callback used to extract texture data from loaded data
  12511. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12512. * @param onLoad defines a callback called when texture is loaded
  12513. * @param onError defines a callback called if there is an error
  12514. * @returns the cube texture as an InternalTexture
  12515. */
  12516. 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;
  12517. /**
  12518. * Creates a new raw cube texture from a specified url
  12519. * @param url defines the url where the data is located
  12520. * @param scene defines the current scene
  12521. * @param size defines the size of the textures
  12522. * @param format defines the format of the data
  12523. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12524. * @param noMipmap defines if the engine should avoid generating the mip levels
  12525. * @param callback defines a callback used to extract texture data from loaded data
  12526. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12527. * @param onLoad defines a callback called when texture is loaded
  12528. * @param onError defines a callback called if there is an error
  12529. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12530. * @param invertY defines if data must be stored with Y axis inverted
  12531. * @returns the cube texture as an InternalTexture
  12532. */
  12533. 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;
  12534. /**
  12535. * Creates a new raw 3D texture
  12536. * @param data defines the data used to create the texture
  12537. * @param width defines the width of the texture
  12538. * @param height defines the height of the texture
  12539. * @param depth defines the depth of the texture
  12540. * @param format defines the format of the texture
  12541. * @param generateMipMaps defines if the engine must generate mip levels
  12542. * @param invertY defines if data must be stored with Y axis inverted
  12543. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12544. * @param compression defines the compressed used (can be null)
  12545. * @param textureType defines the compressed used (can be null)
  12546. * @returns a new raw 3D texture (stored in an InternalTexture)
  12547. */
  12548. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12549. /**
  12550. * Update a raw 3D texture
  12551. * @param texture defines the texture to update
  12552. * @param data defines the data to store
  12553. * @param format defines the data format
  12554. * @param invertY defines if data must be stored with Y axis inverted
  12555. */
  12556. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12557. /**
  12558. * Update a raw 3D texture
  12559. * @param texture defines the texture to update
  12560. * @param data defines the data to store
  12561. * @param format defines the data format
  12562. * @param invertY defines if data must be stored with Y axis inverted
  12563. * @param compression defines the used compression (can be null)
  12564. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12565. */
  12566. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12567. }
  12568. }
  12569. }
  12570. declare module "babylonjs/Materials/Textures/rawTexture" {
  12571. import { Scene } from "babylonjs/scene";
  12572. import { Texture } from "babylonjs/Materials/Textures/texture";
  12573. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12574. /**
  12575. * Raw texture can help creating a texture directly from an array of data.
  12576. * This can be super useful if you either get the data from an uncompressed source or
  12577. * if you wish to create your texture pixel by pixel.
  12578. */
  12579. export class RawTexture extends Texture {
  12580. /**
  12581. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12582. */
  12583. format: number;
  12584. private _engine;
  12585. /**
  12586. * Instantiates a new RawTexture.
  12587. * Raw texture can help creating a texture directly from an array of data.
  12588. * This can be super useful if you either get the data from an uncompressed source or
  12589. * if you wish to create your texture pixel by pixel.
  12590. * @param data define the array of data to use to create the texture
  12591. * @param width define the width of the texture
  12592. * @param height define the height of the texture
  12593. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12594. * @param scene define the scene the texture belongs to
  12595. * @param generateMipMaps define whether mip maps should be generated or not
  12596. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12597. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12598. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12599. */
  12600. constructor(data: ArrayBufferView, width: number, height: number,
  12601. /**
  12602. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12603. */
  12604. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12605. /**
  12606. * Updates the texture underlying data.
  12607. * @param data Define the new data of the texture
  12608. */
  12609. update(data: ArrayBufferView): void;
  12610. /**
  12611. * Creates a luminance texture from some data.
  12612. * @param data Define the texture data
  12613. * @param width Define the width of the texture
  12614. * @param height Define the height of the texture
  12615. * @param scene Define the scene the texture belongs to
  12616. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12617. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12618. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12619. * @returns the luminance texture
  12620. */
  12621. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12622. /**
  12623. * Creates a luminance alpha texture from some data.
  12624. * @param data Define the texture data
  12625. * @param width Define the width of the texture
  12626. * @param height Define the height of the texture
  12627. * @param scene Define the scene the texture belongs to
  12628. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12629. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12630. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12631. * @returns the luminance alpha texture
  12632. */
  12633. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12634. /**
  12635. * Creates an alpha texture from some data.
  12636. * @param data Define the texture data
  12637. * @param width Define the width of the texture
  12638. * @param height Define the height of the texture
  12639. * @param scene Define the scene the texture belongs to
  12640. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12641. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12642. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12643. * @returns the alpha texture
  12644. */
  12645. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12646. /**
  12647. * Creates a RGB texture from some data.
  12648. * @param data Define the texture data
  12649. * @param width Define the width of the texture
  12650. * @param height Define the height of the texture
  12651. * @param scene Define the scene the texture belongs to
  12652. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12653. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12654. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12655. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12656. * @returns the RGB alpha texture
  12657. */
  12658. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12659. /**
  12660. * Creates a RGBA texture from some data.
  12661. * @param data Define the texture data
  12662. * @param width Define the width of the texture
  12663. * @param height Define the height of the texture
  12664. * @param scene Define the scene the texture belongs to
  12665. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12666. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12667. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12668. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12669. * @returns the RGBA texture
  12670. */
  12671. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12672. /**
  12673. * Creates a R 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. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12682. * @returns the R texture
  12683. */
  12684. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12685. }
  12686. }
  12687. declare module "babylonjs/Maths/math.size" {
  12688. /**
  12689. * Interface for the size containing width and height
  12690. */
  12691. export interface ISize {
  12692. /**
  12693. * Width
  12694. */
  12695. width: number;
  12696. /**
  12697. * Heighht
  12698. */
  12699. height: number;
  12700. }
  12701. /**
  12702. * Size containing widht and height
  12703. */
  12704. export class Size implements ISize {
  12705. /**
  12706. * Width
  12707. */
  12708. width: number;
  12709. /**
  12710. * Height
  12711. */
  12712. height: number;
  12713. /**
  12714. * Creates a Size object from the given width and height (floats).
  12715. * @param width width of the new size
  12716. * @param height height of the new size
  12717. */
  12718. constructor(width: number, height: number);
  12719. /**
  12720. * Returns a string with the Size width and height
  12721. * @returns a string with the Size width and height
  12722. */
  12723. toString(): string;
  12724. /**
  12725. * "Size"
  12726. * @returns the string "Size"
  12727. */
  12728. getClassName(): string;
  12729. /**
  12730. * Returns the Size hash code.
  12731. * @returns a hash code for a unique width and height
  12732. */
  12733. getHashCode(): number;
  12734. /**
  12735. * Updates the current size from the given one.
  12736. * @param src the given size
  12737. */
  12738. copyFrom(src: Size): void;
  12739. /**
  12740. * Updates in place the current Size from the given floats.
  12741. * @param width width of the new size
  12742. * @param height height of the new size
  12743. * @returns the updated Size.
  12744. */
  12745. copyFromFloats(width: number, height: number): Size;
  12746. /**
  12747. * Updates in place the current Size from the given floats.
  12748. * @param width width to set
  12749. * @param height height to set
  12750. * @returns the updated Size.
  12751. */
  12752. set(width: number, height: number): Size;
  12753. /**
  12754. * Multiplies the width and height by numbers
  12755. * @param w factor to multiple the width by
  12756. * @param h factor to multiple the height by
  12757. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  12758. */
  12759. multiplyByFloats(w: number, h: number): Size;
  12760. /**
  12761. * Clones the size
  12762. * @returns a new Size copied from the given one.
  12763. */
  12764. clone(): Size;
  12765. /**
  12766. * True if the current Size and the given one width and height are strictly equal.
  12767. * @param other the other size to compare against
  12768. * @returns True if the current Size and the given one width and height are strictly equal.
  12769. */
  12770. equals(other: Size): boolean;
  12771. /**
  12772. * The surface of the Size : width * height (float).
  12773. */
  12774. readonly surface: number;
  12775. /**
  12776. * Create a new size of zero
  12777. * @returns a new Size set to (0.0, 0.0)
  12778. */
  12779. static Zero(): Size;
  12780. /**
  12781. * Sums the width and height of two sizes
  12782. * @param otherSize size to add to this size
  12783. * @returns a new Size set as the addition result of the current Size and the given one.
  12784. */
  12785. add(otherSize: Size): Size;
  12786. /**
  12787. * Subtracts the width and height of two
  12788. * @param otherSize size to subtract to this size
  12789. * @returns a new Size set as the subtraction result of the given one from the current Size.
  12790. */
  12791. subtract(otherSize: Size): Size;
  12792. /**
  12793. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  12794. * @param start starting size to lerp between
  12795. * @param end end size to lerp between
  12796. * @param amount amount to lerp between the start and end values
  12797. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  12798. */
  12799. static Lerp(start: Size, end: Size, amount: number): Size;
  12800. }
  12801. }
  12802. declare module "babylonjs/Animations/runtimeAnimation" {
  12803. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  12804. import { Animatable } from "babylonjs/Animations/animatable";
  12805. import { Scene } from "babylonjs/scene";
  12806. /**
  12807. * Defines a runtime animation
  12808. */
  12809. export class RuntimeAnimation {
  12810. private _events;
  12811. /**
  12812. * The current frame of the runtime animation
  12813. */
  12814. private _currentFrame;
  12815. /**
  12816. * The animation used by the runtime animation
  12817. */
  12818. private _animation;
  12819. /**
  12820. * The target of the runtime animation
  12821. */
  12822. private _target;
  12823. /**
  12824. * The initiating animatable
  12825. */
  12826. private _host;
  12827. /**
  12828. * The original value of the runtime animation
  12829. */
  12830. private _originalValue;
  12831. /**
  12832. * The original blend value of the runtime animation
  12833. */
  12834. private _originalBlendValue;
  12835. /**
  12836. * The offsets cache of the runtime animation
  12837. */
  12838. private _offsetsCache;
  12839. /**
  12840. * The high limits cache of the runtime animation
  12841. */
  12842. private _highLimitsCache;
  12843. /**
  12844. * Specifies if the runtime animation has been stopped
  12845. */
  12846. private _stopped;
  12847. /**
  12848. * The blending factor of the runtime animation
  12849. */
  12850. private _blendingFactor;
  12851. /**
  12852. * The BabylonJS scene
  12853. */
  12854. private _scene;
  12855. /**
  12856. * The current value of the runtime animation
  12857. */
  12858. private _currentValue;
  12859. /** @hidden */
  12860. _animationState: _IAnimationState;
  12861. /**
  12862. * The active target of the runtime animation
  12863. */
  12864. private _activeTargets;
  12865. private _currentActiveTarget;
  12866. private _directTarget;
  12867. /**
  12868. * The target path of the runtime animation
  12869. */
  12870. private _targetPath;
  12871. /**
  12872. * The weight of the runtime animation
  12873. */
  12874. private _weight;
  12875. /**
  12876. * The ratio offset of the runtime animation
  12877. */
  12878. private _ratioOffset;
  12879. /**
  12880. * The previous delay of the runtime animation
  12881. */
  12882. private _previousDelay;
  12883. /**
  12884. * The previous ratio of the runtime animation
  12885. */
  12886. private _previousRatio;
  12887. private _enableBlending;
  12888. private _keys;
  12889. private _minFrame;
  12890. private _maxFrame;
  12891. private _minValue;
  12892. private _maxValue;
  12893. private _targetIsArray;
  12894. /**
  12895. * Gets the current frame of the runtime animation
  12896. */
  12897. readonly currentFrame: number;
  12898. /**
  12899. * Gets the weight of the runtime animation
  12900. */
  12901. readonly weight: number;
  12902. /**
  12903. * Gets the current value of the runtime animation
  12904. */
  12905. readonly currentValue: any;
  12906. /**
  12907. * Gets the target path of the runtime animation
  12908. */
  12909. readonly targetPath: string;
  12910. /**
  12911. * Gets the actual target of the runtime animation
  12912. */
  12913. readonly target: any;
  12914. /** @hidden */
  12915. _onLoop: () => void;
  12916. /**
  12917. * Create a new RuntimeAnimation object
  12918. * @param target defines the target of the animation
  12919. * @param animation defines the source animation object
  12920. * @param scene defines the hosting scene
  12921. * @param host defines the initiating Animatable
  12922. */
  12923. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  12924. private _preparePath;
  12925. /**
  12926. * Gets the animation from the runtime animation
  12927. */
  12928. readonly animation: Animation;
  12929. /**
  12930. * Resets the runtime animation to the beginning
  12931. * @param restoreOriginal defines whether to restore the target property to the original value
  12932. */
  12933. reset(restoreOriginal?: boolean): void;
  12934. /**
  12935. * Specifies if the runtime animation is stopped
  12936. * @returns Boolean specifying if the runtime animation is stopped
  12937. */
  12938. isStopped(): boolean;
  12939. /**
  12940. * Disposes of the runtime animation
  12941. */
  12942. dispose(): void;
  12943. /**
  12944. * Apply the interpolated value to the target
  12945. * @param currentValue defines the value computed by the animation
  12946. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  12947. */
  12948. setValue(currentValue: any, weight: number): void;
  12949. private _getOriginalValues;
  12950. private _setValue;
  12951. /**
  12952. * Gets the loop pmode of the runtime animation
  12953. * @returns Loop Mode
  12954. */
  12955. private _getCorrectLoopMode;
  12956. /**
  12957. * Move the current animation to a given frame
  12958. * @param frame defines the frame to move to
  12959. */
  12960. goToFrame(frame: number): void;
  12961. /**
  12962. * @hidden Internal use only
  12963. */
  12964. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  12965. /**
  12966. * Execute the current animation
  12967. * @param delay defines the delay to add to the current frame
  12968. * @param from defines the lower bound of the animation range
  12969. * @param to defines the upper bound of the animation range
  12970. * @param loop defines if the current animation must loop
  12971. * @param speedRatio defines the current speed ratio
  12972. * @param weight defines the weight of the animation (default is -1 so no weight)
  12973. * @param onLoop optional callback called when animation loops
  12974. * @returns a boolean indicating if the animation is running
  12975. */
  12976. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  12977. }
  12978. }
  12979. declare module "babylonjs/Animations/animatable" {
  12980. import { Animation } from "babylonjs/Animations/animation";
  12981. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  12982. import { Nullable } from "babylonjs/types";
  12983. import { Observable } from "babylonjs/Misc/observable";
  12984. import { Scene } from "babylonjs/scene";
  12985. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  12986. import { Node } from "babylonjs/node";
  12987. /**
  12988. * Class used to store an actual running animation
  12989. */
  12990. export class Animatable {
  12991. /** defines the target object */
  12992. target: any;
  12993. /** defines the starting frame number (default is 0) */
  12994. fromFrame: number;
  12995. /** defines the ending frame number (default is 100) */
  12996. toFrame: number;
  12997. /** defines if the animation must loop (default is false) */
  12998. loopAnimation: boolean;
  12999. /** defines a callback to call when animation ends if it is not looping */
  13000. onAnimationEnd?: (() => void) | null | undefined;
  13001. /** defines a callback to call when animation loops */
  13002. onAnimationLoop?: (() => void) | null | undefined;
  13003. private _localDelayOffset;
  13004. private _pausedDelay;
  13005. private _runtimeAnimations;
  13006. private _paused;
  13007. private _scene;
  13008. private _speedRatio;
  13009. private _weight;
  13010. private _syncRoot;
  13011. /**
  13012. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13013. * This will only apply for non looping animation (default is true)
  13014. */
  13015. disposeOnEnd: boolean;
  13016. /**
  13017. * Gets a boolean indicating if the animation has started
  13018. */
  13019. animationStarted: boolean;
  13020. /**
  13021. * Observer raised when the animation ends
  13022. */
  13023. onAnimationEndObservable: Observable<Animatable>;
  13024. /**
  13025. * Observer raised when the animation loops
  13026. */
  13027. onAnimationLoopObservable: Observable<Animatable>;
  13028. /**
  13029. * Gets the root Animatable used to synchronize and normalize animations
  13030. */
  13031. readonly syncRoot: Nullable<Animatable>;
  13032. /**
  13033. * Gets the current frame of the first RuntimeAnimation
  13034. * Used to synchronize Animatables
  13035. */
  13036. readonly masterFrame: number;
  13037. /**
  13038. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13039. */
  13040. weight: number;
  13041. /**
  13042. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13043. */
  13044. speedRatio: number;
  13045. /**
  13046. * Creates a new Animatable
  13047. * @param scene defines the hosting scene
  13048. * @param target defines the target object
  13049. * @param fromFrame defines the starting frame number (default is 0)
  13050. * @param toFrame defines the ending frame number (default is 100)
  13051. * @param loopAnimation defines if the animation must loop (default is false)
  13052. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13053. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13054. * @param animations defines a group of animation to add to the new Animatable
  13055. * @param onAnimationLoop defines a callback to call when animation loops
  13056. */
  13057. constructor(scene: Scene,
  13058. /** defines the target object */
  13059. target: any,
  13060. /** defines the starting frame number (default is 0) */
  13061. fromFrame?: number,
  13062. /** defines the ending frame number (default is 100) */
  13063. toFrame?: number,
  13064. /** defines if the animation must loop (default is false) */
  13065. loopAnimation?: boolean, speedRatio?: number,
  13066. /** defines a callback to call when animation ends if it is not looping */
  13067. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13068. /** defines a callback to call when animation loops */
  13069. onAnimationLoop?: (() => void) | null | undefined);
  13070. /**
  13071. * Synchronize and normalize current Animatable with a source Animatable
  13072. * This is useful when using animation weights and when animations are not of the same length
  13073. * @param root defines the root Animatable to synchronize with
  13074. * @returns the current Animatable
  13075. */
  13076. syncWith(root: Animatable): Animatable;
  13077. /**
  13078. * Gets the list of runtime animations
  13079. * @returns an array of RuntimeAnimation
  13080. */
  13081. getAnimations(): RuntimeAnimation[];
  13082. /**
  13083. * Adds more animations to the current animatable
  13084. * @param target defines the target of the animations
  13085. * @param animations defines the new animations to add
  13086. */
  13087. appendAnimations(target: any, animations: Animation[]): void;
  13088. /**
  13089. * Gets the source animation for a specific property
  13090. * @param property defines the propertyu to look for
  13091. * @returns null or the source animation for the given property
  13092. */
  13093. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13094. /**
  13095. * Gets the runtime animation for a specific property
  13096. * @param property defines the propertyu to look for
  13097. * @returns null or the runtime animation for the given property
  13098. */
  13099. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13100. /**
  13101. * Resets the animatable to its original state
  13102. */
  13103. reset(): void;
  13104. /**
  13105. * Allows the animatable to blend with current running animations
  13106. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13107. * @param blendingSpeed defines the blending speed to use
  13108. */
  13109. enableBlending(blendingSpeed: number): void;
  13110. /**
  13111. * Disable animation blending
  13112. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13113. */
  13114. disableBlending(): void;
  13115. /**
  13116. * Jump directly to a given frame
  13117. * @param frame defines the frame to jump to
  13118. */
  13119. goToFrame(frame: number): void;
  13120. /**
  13121. * Pause the animation
  13122. */
  13123. pause(): void;
  13124. /**
  13125. * Restart the animation
  13126. */
  13127. restart(): void;
  13128. private _raiseOnAnimationEnd;
  13129. /**
  13130. * Stop and delete the current animation
  13131. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13132. * @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)
  13133. */
  13134. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13135. /**
  13136. * Wait asynchronously for the animation to end
  13137. * @returns a promise which will be fullfilled when the animation ends
  13138. */
  13139. waitAsync(): Promise<Animatable>;
  13140. /** @hidden */
  13141. _animate(delay: number): boolean;
  13142. }
  13143. module "babylonjs/scene" {
  13144. interface Scene {
  13145. /** @hidden */
  13146. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13147. /** @hidden */
  13148. _processLateAnimationBindingsForMatrices(holder: {
  13149. totalWeight: number;
  13150. animations: RuntimeAnimation[];
  13151. originalValue: Matrix;
  13152. }): any;
  13153. /** @hidden */
  13154. _processLateAnimationBindingsForQuaternions(holder: {
  13155. totalWeight: number;
  13156. animations: RuntimeAnimation[];
  13157. originalValue: Quaternion;
  13158. }, refQuaternion: Quaternion): Quaternion;
  13159. /** @hidden */
  13160. _processLateAnimationBindings(): void;
  13161. /**
  13162. * Will start the animation sequence of a given target
  13163. * @param target defines the target
  13164. * @param from defines from which frame should animation start
  13165. * @param to defines until which frame should animation run.
  13166. * @param weight defines the weight to apply to the animation (1.0 by default)
  13167. * @param loop defines if the animation loops
  13168. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13169. * @param onAnimationEnd defines the function to be executed when the animation ends
  13170. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13171. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13172. * @param onAnimationLoop defines the callback to call when an animation loops
  13173. * @returns the animatable object created for this animation
  13174. */
  13175. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13176. /**
  13177. * Will start the animation sequence of a given target
  13178. * @param target defines the target
  13179. * @param from defines from which frame should animation start
  13180. * @param to defines until which frame should animation run.
  13181. * @param loop defines if the animation loops
  13182. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13183. * @param onAnimationEnd defines the function to be executed when the animation ends
  13184. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13185. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13186. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13187. * @param onAnimationLoop defines the callback to call when an animation loops
  13188. * @returns the animatable object created for this animation
  13189. */
  13190. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13191. /**
  13192. * Will start the animation sequence of a given target and its hierarchy
  13193. * @param target defines the target
  13194. * @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.
  13195. * @param from defines from which frame should animation start
  13196. * @param to defines until which frame should animation run.
  13197. * @param loop defines if the animation loops
  13198. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13199. * @param onAnimationEnd defines the function to be executed when the animation ends
  13200. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13201. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13202. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13203. * @param onAnimationLoop defines the callback to call when an animation loops
  13204. * @returns the list of created animatables
  13205. */
  13206. 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[];
  13207. /**
  13208. * Begin a new animation on a given node
  13209. * @param target defines the target where the animation will take place
  13210. * @param animations defines the list of animations to start
  13211. * @param from defines the initial value
  13212. * @param to defines the final value
  13213. * @param loop defines if you want animation to loop (off by default)
  13214. * @param speedRatio defines the speed ratio to apply to all animations
  13215. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13216. * @param onAnimationLoop defines the callback to call when an animation loops
  13217. * @returns the list of created animatables
  13218. */
  13219. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13220. /**
  13221. * Begin a new animation on a given node and its hierarchy
  13222. * @param target defines the root node where the animation will take place
  13223. * @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.
  13224. * @param animations defines the list of animations to start
  13225. * @param from defines the initial value
  13226. * @param to defines the final value
  13227. * @param loop defines if you want animation to loop (off by default)
  13228. * @param speedRatio defines the speed ratio to apply to all animations
  13229. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13230. * @param onAnimationLoop defines the callback to call when an animation loops
  13231. * @returns the list of animatables created for all nodes
  13232. */
  13233. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13234. /**
  13235. * Gets the animatable associated with a specific target
  13236. * @param target defines the target of the animatable
  13237. * @returns the required animatable if found
  13238. */
  13239. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13240. /**
  13241. * Gets all animatables associated with a given target
  13242. * @param target defines the target to look animatables for
  13243. * @returns an array of Animatables
  13244. */
  13245. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13246. /**
  13247. * Stops and removes all animations that have been applied to the scene
  13248. */
  13249. stopAllAnimations(): void;
  13250. }
  13251. }
  13252. module "babylonjs/Bones/bone" {
  13253. interface Bone {
  13254. /**
  13255. * Copy an animation range from another bone
  13256. * @param source defines the source bone
  13257. * @param rangeName defines the range name to copy
  13258. * @param frameOffset defines the frame offset
  13259. * @param rescaleAsRequired defines if rescaling must be applied if required
  13260. * @param skelDimensionsRatio defines the scaling ratio
  13261. * @returns true if operation was successful
  13262. */
  13263. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13264. }
  13265. }
  13266. }
  13267. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13268. /**
  13269. * Class used to override all child animations of a given target
  13270. */
  13271. export class AnimationPropertiesOverride {
  13272. /**
  13273. * Gets or sets a value indicating if animation blending must be used
  13274. */
  13275. enableBlending: boolean;
  13276. /**
  13277. * Gets or sets the blending speed to use when enableBlending is true
  13278. */
  13279. blendingSpeed: number;
  13280. /**
  13281. * Gets or sets the default loop mode to use
  13282. */
  13283. loopMode: number;
  13284. }
  13285. }
  13286. declare module "babylonjs/Bones/skeleton" {
  13287. import { Bone } from "babylonjs/Bones/bone";
  13288. import { Observable } from "babylonjs/Misc/observable";
  13289. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13290. import { Scene } from "babylonjs/scene";
  13291. import { Nullable } from "babylonjs/types";
  13292. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13293. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13294. import { Animatable } from "babylonjs/Animations/animatable";
  13295. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13296. import { Animation } from "babylonjs/Animations/animation";
  13297. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13298. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13299. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13300. /**
  13301. * Class used to handle skinning animations
  13302. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13303. */
  13304. export class Skeleton implements IAnimatable {
  13305. /** defines the skeleton name */
  13306. name: string;
  13307. /** defines the skeleton Id */
  13308. id: string;
  13309. /**
  13310. * Defines the list of child bones
  13311. */
  13312. bones: Bone[];
  13313. /**
  13314. * Defines an estimate of the dimension of the skeleton at rest
  13315. */
  13316. dimensionsAtRest: Vector3;
  13317. /**
  13318. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13319. */
  13320. needInitialSkinMatrix: boolean;
  13321. /**
  13322. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13323. */
  13324. overrideMesh: Nullable<AbstractMesh>;
  13325. /**
  13326. * Gets the list of animations attached to this skeleton
  13327. */
  13328. animations: Array<Animation>;
  13329. private _scene;
  13330. private _isDirty;
  13331. private _transformMatrices;
  13332. private _transformMatrixTexture;
  13333. private _meshesWithPoseMatrix;
  13334. private _animatables;
  13335. private _identity;
  13336. private _synchronizedWithMesh;
  13337. private _ranges;
  13338. private _lastAbsoluteTransformsUpdateId;
  13339. private _canUseTextureForBones;
  13340. private _uniqueId;
  13341. /** @hidden */
  13342. _numBonesWithLinkedTransformNode: number;
  13343. /** @hidden */
  13344. _hasWaitingData: Nullable<boolean>;
  13345. /**
  13346. * Specifies if the skeleton should be serialized
  13347. */
  13348. doNotSerialize: boolean;
  13349. private _useTextureToStoreBoneMatrices;
  13350. /**
  13351. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13352. * Please note that this option is not available if the hardware does not support it
  13353. */
  13354. useTextureToStoreBoneMatrices: boolean;
  13355. private _animationPropertiesOverride;
  13356. /**
  13357. * Gets or sets the animation properties override
  13358. */
  13359. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13360. /**
  13361. * List of inspectable custom properties (used by the Inspector)
  13362. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13363. */
  13364. inspectableCustomProperties: IInspectable[];
  13365. /**
  13366. * An observable triggered before computing the skeleton's matrices
  13367. */
  13368. onBeforeComputeObservable: Observable<Skeleton>;
  13369. /**
  13370. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13371. */
  13372. readonly isUsingTextureForMatrices: boolean;
  13373. /**
  13374. * Gets the unique ID of this skeleton
  13375. */
  13376. readonly uniqueId: number;
  13377. /**
  13378. * Creates a new skeleton
  13379. * @param name defines the skeleton name
  13380. * @param id defines the skeleton Id
  13381. * @param scene defines the hosting scene
  13382. */
  13383. constructor(
  13384. /** defines the skeleton name */
  13385. name: string,
  13386. /** defines the skeleton Id */
  13387. id: string, scene: Scene);
  13388. /**
  13389. * Gets the current object class name.
  13390. * @return the class name
  13391. */
  13392. getClassName(): string;
  13393. /**
  13394. * Returns an array containing the root bones
  13395. * @returns an array containing the root bones
  13396. */
  13397. getChildren(): Array<Bone>;
  13398. /**
  13399. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13400. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13401. * @returns a Float32Array containing matrices data
  13402. */
  13403. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13404. /**
  13405. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13406. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13407. * @returns a raw texture containing the data
  13408. */
  13409. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13410. /**
  13411. * Gets the current hosting scene
  13412. * @returns a scene object
  13413. */
  13414. getScene(): Scene;
  13415. /**
  13416. * Gets a string representing the current skeleton data
  13417. * @param fullDetails defines a boolean indicating if we want a verbose version
  13418. * @returns a string representing the current skeleton data
  13419. */
  13420. toString(fullDetails?: boolean): string;
  13421. /**
  13422. * Get bone's index searching by name
  13423. * @param name defines bone's name to search for
  13424. * @return the indice of the bone. Returns -1 if not found
  13425. */
  13426. getBoneIndexByName(name: string): number;
  13427. /**
  13428. * Creater a new animation range
  13429. * @param name defines the name of the range
  13430. * @param from defines the start key
  13431. * @param to defines the end key
  13432. */
  13433. createAnimationRange(name: string, from: number, to: number): void;
  13434. /**
  13435. * Delete a specific animation range
  13436. * @param name defines the name of the range
  13437. * @param deleteFrames defines if frames must be removed as well
  13438. */
  13439. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13440. /**
  13441. * Gets a specific animation range
  13442. * @param name defines the name of the range to look for
  13443. * @returns the requested animation range or null if not found
  13444. */
  13445. getAnimationRange(name: string): Nullable<AnimationRange>;
  13446. /**
  13447. * Gets the list of all animation ranges defined on this skeleton
  13448. * @returns an array
  13449. */
  13450. getAnimationRanges(): Nullable<AnimationRange>[];
  13451. /**
  13452. * Copy animation range from a source skeleton.
  13453. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13454. * @param source defines the source skeleton
  13455. * @param name defines the name of the range to copy
  13456. * @param rescaleAsRequired defines if rescaling must be applied if required
  13457. * @returns true if operation was successful
  13458. */
  13459. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13460. /**
  13461. * Forces the skeleton to go to rest pose
  13462. */
  13463. returnToRest(): void;
  13464. private _getHighestAnimationFrame;
  13465. /**
  13466. * Begin a specific animation range
  13467. * @param name defines the name of the range to start
  13468. * @param loop defines if looping must be turned on (false by default)
  13469. * @param speedRatio defines the speed ratio to apply (1 by default)
  13470. * @param onAnimationEnd defines a callback which will be called when animation will end
  13471. * @returns a new animatable
  13472. */
  13473. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13474. /** @hidden */
  13475. _markAsDirty(): void;
  13476. /** @hidden */
  13477. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13478. /** @hidden */
  13479. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13480. private _computeTransformMatrices;
  13481. /**
  13482. * Build all resources required to render a skeleton
  13483. */
  13484. prepare(): void;
  13485. /**
  13486. * Gets the list of animatables currently running for this skeleton
  13487. * @returns an array of animatables
  13488. */
  13489. getAnimatables(): IAnimatable[];
  13490. /**
  13491. * Clone the current skeleton
  13492. * @param name defines the name of the new skeleton
  13493. * @param id defines the id of the new skeleton
  13494. * @returns the new skeleton
  13495. */
  13496. clone(name: string, id: string): Skeleton;
  13497. /**
  13498. * Enable animation blending for this skeleton
  13499. * @param blendingSpeed defines the blending speed to apply
  13500. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13501. */
  13502. enableBlending(blendingSpeed?: number): void;
  13503. /**
  13504. * Releases all resources associated with the current skeleton
  13505. */
  13506. dispose(): void;
  13507. /**
  13508. * Serialize the skeleton in a JSON object
  13509. * @returns a JSON object
  13510. */
  13511. serialize(): any;
  13512. /**
  13513. * Creates a new skeleton from serialized data
  13514. * @param parsedSkeleton defines the serialized data
  13515. * @param scene defines the hosting scene
  13516. * @returns a new skeleton
  13517. */
  13518. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13519. /**
  13520. * Compute all node absolute transforms
  13521. * @param forceUpdate defines if computation must be done even if cache is up to date
  13522. */
  13523. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13524. /**
  13525. * Gets the root pose matrix
  13526. * @returns a matrix
  13527. */
  13528. getPoseMatrix(): Nullable<Matrix>;
  13529. /**
  13530. * Sorts bones per internal index
  13531. */
  13532. sortBones(): void;
  13533. private _sortBones;
  13534. }
  13535. }
  13536. declare module "babylonjs/Bones/bone" {
  13537. import { Skeleton } from "babylonjs/Bones/skeleton";
  13538. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13539. import { Nullable } from "babylonjs/types";
  13540. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13541. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13542. import { Node } from "babylonjs/node";
  13543. import { Space } from "babylonjs/Maths/math.axis";
  13544. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13545. /**
  13546. * Class used to store bone information
  13547. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13548. */
  13549. export class Bone extends Node {
  13550. /**
  13551. * defines the bone name
  13552. */
  13553. name: string;
  13554. private static _tmpVecs;
  13555. private static _tmpQuat;
  13556. private static _tmpMats;
  13557. /**
  13558. * Gets the list of child bones
  13559. */
  13560. children: Bone[];
  13561. /** Gets the animations associated with this bone */
  13562. animations: import("babylonjs/Animations/animation").Animation[];
  13563. /**
  13564. * Gets or sets bone length
  13565. */
  13566. length: number;
  13567. /**
  13568. * @hidden Internal only
  13569. * Set this value to map this bone to a different index in the transform matrices
  13570. * Set this value to -1 to exclude the bone from the transform matrices
  13571. */
  13572. _index: Nullable<number>;
  13573. private _skeleton;
  13574. private _localMatrix;
  13575. private _restPose;
  13576. private _baseMatrix;
  13577. private _absoluteTransform;
  13578. private _invertedAbsoluteTransform;
  13579. private _parent;
  13580. private _scalingDeterminant;
  13581. private _worldTransform;
  13582. private _localScaling;
  13583. private _localRotation;
  13584. private _localPosition;
  13585. private _needToDecompose;
  13586. private _needToCompose;
  13587. /** @hidden */
  13588. _linkedTransformNode: Nullable<TransformNode>;
  13589. /** @hidden */
  13590. _waitingTransformNodeId: Nullable<string>;
  13591. /** @hidden */
  13592. /** @hidden */
  13593. _matrix: Matrix;
  13594. /**
  13595. * Create a new bone
  13596. * @param name defines the bone name
  13597. * @param skeleton defines the parent skeleton
  13598. * @param parentBone defines the parent (can be null if the bone is the root)
  13599. * @param localMatrix defines the local matrix
  13600. * @param restPose defines the rest pose matrix
  13601. * @param baseMatrix defines the base matrix
  13602. * @param index defines index of the bone in the hiearchy
  13603. */
  13604. constructor(
  13605. /**
  13606. * defines the bone name
  13607. */
  13608. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13609. /**
  13610. * Gets the current object class name.
  13611. * @return the class name
  13612. */
  13613. getClassName(): string;
  13614. /**
  13615. * Gets the parent skeleton
  13616. * @returns a skeleton
  13617. */
  13618. getSkeleton(): Skeleton;
  13619. /**
  13620. * Gets parent bone
  13621. * @returns a bone or null if the bone is the root of the bone hierarchy
  13622. */
  13623. getParent(): Nullable<Bone>;
  13624. /**
  13625. * Returns an array containing the root bones
  13626. * @returns an array containing the root bones
  13627. */
  13628. getChildren(): Array<Bone>;
  13629. /**
  13630. * Sets the parent bone
  13631. * @param parent defines the parent (can be null if the bone is the root)
  13632. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13633. */
  13634. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13635. /**
  13636. * Gets the local matrix
  13637. * @returns a matrix
  13638. */
  13639. getLocalMatrix(): Matrix;
  13640. /**
  13641. * Gets the base matrix (initial matrix which remains unchanged)
  13642. * @returns a matrix
  13643. */
  13644. getBaseMatrix(): Matrix;
  13645. /**
  13646. * Gets the rest pose matrix
  13647. * @returns a matrix
  13648. */
  13649. getRestPose(): Matrix;
  13650. /**
  13651. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13652. */
  13653. getWorldMatrix(): Matrix;
  13654. /**
  13655. * Sets the local matrix to rest pose matrix
  13656. */
  13657. returnToRest(): void;
  13658. /**
  13659. * Gets the inverse of the absolute transform matrix.
  13660. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13661. * @returns a matrix
  13662. */
  13663. getInvertedAbsoluteTransform(): Matrix;
  13664. /**
  13665. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13666. * @returns a matrix
  13667. */
  13668. getAbsoluteTransform(): Matrix;
  13669. /**
  13670. * Links with the given transform node.
  13671. * The local matrix of this bone is copied from the transform node every frame.
  13672. * @param transformNode defines the transform node to link to
  13673. */
  13674. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13675. /**
  13676. * Gets the node used to drive the bone's transformation
  13677. * @returns a transform node or null
  13678. */
  13679. getTransformNode(): Nullable<TransformNode>;
  13680. /** Gets or sets current position (in local space) */
  13681. position: Vector3;
  13682. /** Gets or sets current rotation (in local space) */
  13683. rotation: Vector3;
  13684. /** Gets or sets current rotation quaternion (in local space) */
  13685. rotationQuaternion: Quaternion;
  13686. /** Gets or sets current scaling (in local space) */
  13687. scaling: Vector3;
  13688. /**
  13689. * Gets the animation properties override
  13690. */
  13691. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13692. private _decompose;
  13693. private _compose;
  13694. /**
  13695. * Update the base and local matrices
  13696. * @param matrix defines the new base or local matrix
  13697. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13698. * @param updateLocalMatrix defines if the local matrix should be updated
  13699. */
  13700. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13701. /** @hidden */
  13702. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13703. /**
  13704. * Flag the bone as dirty (Forcing it to update everything)
  13705. */
  13706. markAsDirty(): void;
  13707. /** @hidden */
  13708. _markAsDirtyAndCompose(): void;
  13709. private _markAsDirtyAndDecompose;
  13710. /**
  13711. * Translate the bone in local or world space
  13712. * @param vec The amount to translate the bone
  13713. * @param space The space that the translation is in
  13714. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13715. */
  13716. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13717. /**
  13718. * Set the postion of the bone in local or world space
  13719. * @param position The position to set the bone
  13720. * @param space The space that the position is in
  13721. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13722. */
  13723. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13724. /**
  13725. * Set the absolute position of the bone (world space)
  13726. * @param position The position to set the bone
  13727. * @param mesh The mesh that this bone is attached to
  13728. */
  13729. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13730. /**
  13731. * Scale the bone on the x, y and z axes (in local space)
  13732. * @param x The amount to scale the bone on the x axis
  13733. * @param y The amount to scale the bone on the y axis
  13734. * @param z The amount to scale the bone on the z axis
  13735. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13736. */
  13737. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13738. /**
  13739. * Set the bone scaling in local space
  13740. * @param scale defines the scaling vector
  13741. */
  13742. setScale(scale: Vector3): void;
  13743. /**
  13744. * Gets the current scaling in local space
  13745. * @returns the current scaling vector
  13746. */
  13747. getScale(): Vector3;
  13748. /**
  13749. * Gets the current scaling in local space and stores it in a target vector
  13750. * @param result defines the target vector
  13751. */
  13752. getScaleToRef(result: Vector3): void;
  13753. /**
  13754. * Set the yaw, pitch, and roll of the bone in local or world space
  13755. * @param yaw The rotation of the bone on the y axis
  13756. * @param pitch The rotation of the bone on the x axis
  13757. * @param roll The rotation of the bone on the z axis
  13758. * @param space The space that the axes of rotation are in
  13759. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13760. */
  13761. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13762. /**
  13763. * Add a rotation to the bone on an axis in local or world space
  13764. * @param axis The axis to rotate the bone on
  13765. * @param amount The amount to rotate the bone
  13766. * @param space The space that the axis is in
  13767. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13768. */
  13769. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13770. /**
  13771. * Set the rotation of the bone to a particular axis angle in local or world space
  13772. * @param axis The axis to rotate the bone on
  13773. * @param angle The angle that the bone should be rotated to
  13774. * @param space The space that the axis is in
  13775. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13776. */
  13777. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13778. /**
  13779. * Set the euler rotation of the bone in local of world space
  13780. * @param rotation The euler rotation that the bone should be set to
  13781. * @param space The space that the rotation is in
  13782. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13783. */
  13784. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13785. /**
  13786. * Set the quaternion rotation of the bone in local of world space
  13787. * @param quat The quaternion rotation that the bone should be set to
  13788. * @param space The space that the rotation is in
  13789. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13790. */
  13791. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13792. /**
  13793. * Set the rotation matrix of the bone in local of world space
  13794. * @param rotMat The rotation matrix that the bone should be set to
  13795. * @param space The space that the rotation is in
  13796. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13797. */
  13798. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  13799. private _rotateWithMatrix;
  13800. private _getNegativeRotationToRef;
  13801. /**
  13802. * Get the position of the bone in local or world space
  13803. * @param space The space that the returned position is in
  13804. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13805. * @returns The position of the bone
  13806. */
  13807. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13808. /**
  13809. * Copy the position of the bone to a vector3 in local or world space
  13810. * @param space The space that the returned position is in
  13811. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13812. * @param result The vector3 to copy the position to
  13813. */
  13814. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  13815. /**
  13816. * Get the absolute position of the bone (world space)
  13817. * @param mesh The mesh that this bone is attached to
  13818. * @returns The absolute position of the bone
  13819. */
  13820. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  13821. /**
  13822. * Copy the absolute position of the bone (world space) to the result param
  13823. * @param mesh The mesh that this bone is attached to
  13824. * @param result The vector3 to copy the absolute position to
  13825. */
  13826. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  13827. /**
  13828. * Compute the absolute transforms of this bone and its children
  13829. */
  13830. computeAbsoluteTransforms(): void;
  13831. /**
  13832. * Get the world direction from an axis that is in the local space of the bone
  13833. * @param localAxis The local direction that is used to compute the world direction
  13834. * @param mesh The mesh that this bone is attached to
  13835. * @returns The world direction
  13836. */
  13837. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13838. /**
  13839. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  13840. * @param localAxis The local direction that is used to compute the world direction
  13841. * @param mesh The mesh that this bone is attached to
  13842. * @param result The vector3 that the world direction will be copied to
  13843. */
  13844. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13845. /**
  13846. * Get the euler rotation of the bone in local or world space
  13847. * @param space The space that the rotation should be in
  13848. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13849. * @returns The euler rotation
  13850. */
  13851. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13852. /**
  13853. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  13854. * @param space The space that the rotation should be in
  13855. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13856. * @param result The vector3 that the rotation should be copied to
  13857. */
  13858. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13859. /**
  13860. * Get the quaternion rotation of the bone in either local or world space
  13861. * @param space The space that the rotation should be in
  13862. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13863. * @returns The quaternion rotation
  13864. */
  13865. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  13866. /**
  13867. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  13868. * @param space The space that the rotation should be in
  13869. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13870. * @param result The quaternion that the rotation should be copied to
  13871. */
  13872. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  13873. /**
  13874. * Get the rotation matrix of the bone in local or world space
  13875. * @param space The space that the rotation should be in
  13876. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13877. * @returns The rotation matrix
  13878. */
  13879. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  13880. /**
  13881. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  13882. * @param space The space that the rotation should be in
  13883. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13884. * @param result The quaternion that the rotation should be copied to
  13885. */
  13886. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  13887. /**
  13888. * Get the world position of a point that is in the local space of the bone
  13889. * @param position The local position
  13890. * @param mesh The mesh that this bone is attached to
  13891. * @returns The world position
  13892. */
  13893. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13894. /**
  13895. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  13896. * @param position The local position
  13897. * @param mesh The mesh that this bone is attached to
  13898. * @param result The vector3 that the world position should be copied to
  13899. */
  13900. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13901. /**
  13902. * Get the local position of a point that is in world space
  13903. * @param position The world position
  13904. * @param mesh The mesh that this bone is attached to
  13905. * @returns The local position
  13906. */
  13907. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13908. /**
  13909. * Get the local position of a point that is in world space and copy it to the result param
  13910. * @param position The world position
  13911. * @param mesh The mesh that this bone is attached to
  13912. * @param result The vector3 that the local position should be copied to
  13913. */
  13914. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13915. }
  13916. }
  13917. declare module "babylonjs/Meshes/transformNode" {
  13918. import { DeepImmutable } from "babylonjs/types";
  13919. import { Observable } from "babylonjs/Misc/observable";
  13920. import { Nullable } from "babylonjs/types";
  13921. import { Camera } from "babylonjs/Cameras/camera";
  13922. import { Scene } from "babylonjs/scene";
  13923. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  13924. import { Node } from "babylonjs/node";
  13925. import { Bone } from "babylonjs/Bones/bone";
  13926. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13927. import { Space } from "babylonjs/Maths/math.axis";
  13928. /**
  13929. * 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.
  13930. * @see https://doc.babylonjs.com/how_to/transformnode
  13931. */
  13932. export class TransformNode extends Node {
  13933. /**
  13934. * Object will not rotate to face the camera
  13935. */
  13936. static BILLBOARDMODE_NONE: number;
  13937. /**
  13938. * Object will rotate to face the camera but only on the x axis
  13939. */
  13940. static BILLBOARDMODE_X: number;
  13941. /**
  13942. * Object will rotate to face the camera but only on the y axis
  13943. */
  13944. static BILLBOARDMODE_Y: number;
  13945. /**
  13946. * Object will rotate to face the camera but only on the z axis
  13947. */
  13948. static BILLBOARDMODE_Z: number;
  13949. /**
  13950. * Object will rotate to face the camera
  13951. */
  13952. static BILLBOARDMODE_ALL: number;
  13953. /**
  13954. * Object will rotate to face the camera's position instead of orientation
  13955. */
  13956. static BILLBOARDMODE_USE_POSITION: number;
  13957. private _forward;
  13958. private _forwardInverted;
  13959. private _up;
  13960. private _right;
  13961. private _rightInverted;
  13962. private _position;
  13963. private _rotation;
  13964. private _rotationQuaternion;
  13965. protected _scaling: Vector3;
  13966. protected _isDirty: boolean;
  13967. private _transformToBoneReferal;
  13968. private _isAbsoluteSynced;
  13969. private _billboardMode;
  13970. /**
  13971. * Gets or sets the billboard mode. Default is 0.
  13972. *
  13973. * | Value | Type | Description |
  13974. * | --- | --- | --- |
  13975. * | 0 | BILLBOARDMODE_NONE | |
  13976. * | 1 | BILLBOARDMODE_X | |
  13977. * | 2 | BILLBOARDMODE_Y | |
  13978. * | 4 | BILLBOARDMODE_Z | |
  13979. * | 7 | BILLBOARDMODE_ALL | |
  13980. *
  13981. */
  13982. billboardMode: number;
  13983. private _preserveParentRotationForBillboard;
  13984. /**
  13985. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  13986. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  13987. */
  13988. preserveParentRotationForBillboard: boolean;
  13989. /**
  13990. * 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
  13991. */
  13992. scalingDeterminant: number;
  13993. private _infiniteDistance;
  13994. /**
  13995. * Gets or sets the distance of the object to max, often used by skybox
  13996. */
  13997. infiniteDistance: boolean;
  13998. /**
  13999. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  14000. * By default the system will update normals to compensate
  14001. */
  14002. ignoreNonUniformScaling: boolean;
  14003. /**
  14004. * 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
  14005. */
  14006. reIntegrateRotationIntoRotationQuaternion: boolean;
  14007. /** @hidden */
  14008. _poseMatrix: Nullable<Matrix>;
  14009. /** @hidden */
  14010. _localMatrix: Matrix;
  14011. private _usePivotMatrix;
  14012. private _absolutePosition;
  14013. private _absoluteScaling;
  14014. private _absoluteRotationQuaternion;
  14015. private _pivotMatrix;
  14016. private _pivotMatrixInverse;
  14017. protected _postMultiplyPivotMatrix: boolean;
  14018. protected _isWorldMatrixFrozen: boolean;
  14019. /** @hidden */
  14020. _indexInSceneTransformNodesArray: number;
  14021. /**
  14022. * An event triggered after the world matrix is updated
  14023. */
  14024. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14025. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14026. /**
  14027. * Gets a string identifying the name of the class
  14028. * @returns "TransformNode" string
  14029. */
  14030. getClassName(): string;
  14031. /**
  14032. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14033. */
  14034. position: Vector3;
  14035. /**
  14036. * 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)).
  14037. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14038. */
  14039. rotation: Vector3;
  14040. /**
  14041. * 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)).
  14042. */
  14043. scaling: Vector3;
  14044. /**
  14045. * 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).
  14046. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14047. */
  14048. rotationQuaternion: Nullable<Quaternion>;
  14049. /**
  14050. * The forward direction of that transform in world space.
  14051. */
  14052. readonly forward: Vector3;
  14053. /**
  14054. * The up direction of that transform in world space.
  14055. */
  14056. readonly up: Vector3;
  14057. /**
  14058. * The right direction of that transform in world space.
  14059. */
  14060. readonly right: Vector3;
  14061. /**
  14062. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14063. * @param matrix the matrix to copy the pose from
  14064. * @returns this TransformNode.
  14065. */
  14066. updatePoseMatrix(matrix: Matrix): TransformNode;
  14067. /**
  14068. * Returns the mesh Pose matrix.
  14069. * @returns the pose matrix
  14070. */
  14071. getPoseMatrix(): Matrix;
  14072. /** @hidden */
  14073. _isSynchronized(): boolean;
  14074. /** @hidden */
  14075. _initCache(): void;
  14076. /**
  14077. * Flag the transform node as dirty (Forcing it to update everything)
  14078. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14079. * @returns this transform node
  14080. */
  14081. markAsDirty(property: string): TransformNode;
  14082. /**
  14083. * Returns the current mesh absolute position.
  14084. * Returns a Vector3.
  14085. */
  14086. readonly absolutePosition: Vector3;
  14087. /**
  14088. * Returns the current mesh absolute scaling.
  14089. * Returns a Vector3.
  14090. */
  14091. readonly absoluteScaling: Vector3;
  14092. /**
  14093. * Returns the current mesh absolute rotation.
  14094. * Returns a Quaternion.
  14095. */
  14096. readonly absoluteRotationQuaternion: Quaternion;
  14097. /**
  14098. * Sets a new matrix to apply before all other transformation
  14099. * @param matrix defines the transform matrix
  14100. * @returns the current TransformNode
  14101. */
  14102. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14103. /**
  14104. * Sets a new pivot matrix to the current node
  14105. * @param matrix defines the new pivot matrix to use
  14106. * @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
  14107. * @returns the current TransformNode
  14108. */
  14109. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14110. /**
  14111. * Returns the mesh pivot matrix.
  14112. * Default : Identity.
  14113. * @returns the matrix
  14114. */
  14115. getPivotMatrix(): Matrix;
  14116. /**
  14117. * Instantiate (when possible) or clone that node with its hierarchy
  14118. * @param newParent defines the new parent to use for the instance (or clone)
  14119. * @returns an instance (or a clone) of the current node with its hiearchy
  14120. */
  14121. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  14122. /**
  14123. * Prevents the World matrix to be computed any longer
  14124. * @param newWorldMatrix defines an optional matrix to use as world matrix
  14125. * @returns the TransformNode.
  14126. */
  14127. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  14128. /**
  14129. * Allows back the World matrix computation.
  14130. * @returns the TransformNode.
  14131. */
  14132. unfreezeWorldMatrix(): this;
  14133. /**
  14134. * True if the World matrix has been frozen.
  14135. */
  14136. readonly isWorldMatrixFrozen: boolean;
  14137. /**
  14138. * Retuns the mesh absolute position in the World.
  14139. * @returns a Vector3.
  14140. */
  14141. getAbsolutePosition(): Vector3;
  14142. /**
  14143. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14144. * @param absolutePosition the absolute position to set
  14145. * @returns the TransformNode.
  14146. */
  14147. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14148. /**
  14149. * Sets the mesh position in its local space.
  14150. * @param vector3 the position to set in localspace
  14151. * @returns the TransformNode.
  14152. */
  14153. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14154. /**
  14155. * Returns the mesh position in the local space from the current World matrix values.
  14156. * @returns a new Vector3.
  14157. */
  14158. getPositionExpressedInLocalSpace(): Vector3;
  14159. /**
  14160. * Translates the mesh along the passed Vector3 in its local space.
  14161. * @param vector3 the distance to translate in localspace
  14162. * @returns the TransformNode.
  14163. */
  14164. locallyTranslate(vector3: Vector3): TransformNode;
  14165. private static _lookAtVectorCache;
  14166. /**
  14167. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14168. * @param targetPoint the position (must be in same space as current mesh) to look at
  14169. * @param yawCor optional yaw (y-axis) correction in radians
  14170. * @param pitchCor optional pitch (x-axis) correction in radians
  14171. * @param rollCor optional roll (z-axis) correction in radians
  14172. * @param space the choosen space of the target
  14173. * @returns the TransformNode.
  14174. */
  14175. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14176. /**
  14177. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14178. * This Vector3 is expressed in the World space.
  14179. * @param localAxis axis to rotate
  14180. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14181. */
  14182. getDirection(localAxis: Vector3): Vector3;
  14183. /**
  14184. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14185. * localAxis is expressed in the mesh local space.
  14186. * result is computed in the Wordl space from the mesh World matrix.
  14187. * @param localAxis axis to rotate
  14188. * @param result the resulting transformnode
  14189. * @returns this TransformNode.
  14190. */
  14191. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14192. /**
  14193. * Sets this transform node rotation to the given local axis.
  14194. * @param localAxis the axis in local space
  14195. * @param yawCor optional yaw (y-axis) correction in radians
  14196. * @param pitchCor optional pitch (x-axis) correction in radians
  14197. * @param rollCor optional roll (z-axis) correction in radians
  14198. * @returns this TransformNode
  14199. */
  14200. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14201. /**
  14202. * Sets a new pivot point to the current node
  14203. * @param point defines the new pivot point to use
  14204. * @param space defines if the point is in world or local space (local by default)
  14205. * @returns the current TransformNode
  14206. */
  14207. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14208. /**
  14209. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14210. * @returns the pivot point
  14211. */
  14212. getPivotPoint(): Vector3;
  14213. /**
  14214. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14215. * @param result the vector3 to store the result
  14216. * @returns this TransformNode.
  14217. */
  14218. getPivotPointToRef(result: Vector3): TransformNode;
  14219. /**
  14220. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14221. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14222. */
  14223. getAbsolutePivotPoint(): Vector3;
  14224. /**
  14225. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14226. * @param result vector3 to store the result
  14227. * @returns this TransformNode.
  14228. */
  14229. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14230. /**
  14231. * Defines the passed node as the parent of the current node.
  14232. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14233. * @see https://doc.babylonjs.com/how_to/parenting
  14234. * @param node the node ot set as the parent
  14235. * @returns this TransformNode.
  14236. */
  14237. setParent(node: Nullable<Node>): TransformNode;
  14238. private _nonUniformScaling;
  14239. /**
  14240. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14241. */
  14242. readonly nonUniformScaling: boolean;
  14243. /** @hidden */
  14244. _updateNonUniformScalingState(value: boolean): boolean;
  14245. /**
  14246. * Attach the current TransformNode to another TransformNode associated with a bone
  14247. * @param bone Bone affecting the TransformNode
  14248. * @param affectedTransformNode TransformNode associated with the bone
  14249. * @returns this object
  14250. */
  14251. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14252. /**
  14253. * Detach the transform node if its associated with a bone
  14254. * @returns this object
  14255. */
  14256. detachFromBone(): TransformNode;
  14257. private static _rotationAxisCache;
  14258. /**
  14259. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14260. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14261. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14262. * The passed axis is also normalized.
  14263. * @param axis the axis to rotate around
  14264. * @param amount the amount to rotate in radians
  14265. * @param space Space to rotate in (Default: local)
  14266. * @returns the TransformNode.
  14267. */
  14268. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14269. /**
  14270. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14271. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14272. * The passed axis is also normalized. .
  14273. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14274. * @param point the point to rotate around
  14275. * @param axis the axis to rotate around
  14276. * @param amount the amount to rotate in radians
  14277. * @returns the TransformNode
  14278. */
  14279. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14280. /**
  14281. * Translates the mesh along the axis vector for the passed distance in the given space.
  14282. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14283. * @param axis the axis to translate in
  14284. * @param distance the distance to translate
  14285. * @param space Space to rotate in (Default: local)
  14286. * @returns the TransformNode.
  14287. */
  14288. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14289. /**
  14290. * Adds a rotation step to the mesh current rotation.
  14291. * x, y, z are Euler angles expressed in radians.
  14292. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14293. * This means this rotation is made in the mesh local space only.
  14294. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14295. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14296. * ```javascript
  14297. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14298. * ```
  14299. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14300. * 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.
  14301. * @param x Rotation to add
  14302. * @param y Rotation to add
  14303. * @param z Rotation to add
  14304. * @returns the TransformNode.
  14305. */
  14306. addRotation(x: number, y: number, z: number): TransformNode;
  14307. /**
  14308. * @hidden
  14309. */
  14310. protected _getEffectiveParent(): Nullable<Node>;
  14311. /**
  14312. * Computes the world matrix of the node
  14313. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14314. * @returns the world matrix
  14315. */
  14316. computeWorldMatrix(force?: boolean): Matrix;
  14317. protected _afterComputeWorldMatrix(): void;
  14318. /**
  14319. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14320. * @param func callback function to add
  14321. *
  14322. * @returns the TransformNode.
  14323. */
  14324. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14325. /**
  14326. * Removes a registered callback function.
  14327. * @param func callback function to remove
  14328. * @returns the TransformNode.
  14329. */
  14330. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14331. /**
  14332. * Gets the position of the current mesh in camera space
  14333. * @param camera defines the camera to use
  14334. * @returns a position
  14335. */
  14336. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14337. /**
  14338. * Returns the distance from the mesh to the active camera
  14339. * @param camera defines the camera to use
  14340. * @returns the distance
  14341. */
  14342. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14343. /**
  14344. * Clone the current transform node
  14345. * @param name Name of the new clone
  14346. * @param newParent New parent for the clone
  14347. * @param doNotCloneChildren Do not clone children hierarchy
  14348. * @returns the new transform node
  14349. */
  14350. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14351. /**
  14352. * Serializes the objects information.
  14353. * @param currentSerializationObject defines the object to serialize in
  14354. * @returns the serialized object
  14355. */
  14356. serialize(currentSerializationObject?: any): any;
  14357. /**
  14358. * Returns a new TransformNode object parsed from the source provided.
  14359. * @param parsedTransformNode is the source.
  14360. * @param scene the scne the object belongs to
  14361. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14362. * @returns a new TransformNode object parsed from the source provided.
  14363. */
  14364. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14365. /**
  14366. * Get all child-transformNodes of this node
  14367. * @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
  14368. * @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
  14369. * @returns an array of TransformNode
  14370. */
  14371. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14372. /**
  14373. * Releases resources associated with this transform node.
  14374. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14375. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14376. */
  14377. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14378. /**
  14379. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14380. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14381. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14382. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14383. * @returns the current mesh
  14384. */
  14385. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14386. private _syncAbsoluteScalingAndRotation;
  14387. }
  14388. }
  14389. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14390. import { Observable } from "babylonjs/Misc/observable";
  14391. import { Nullable } from "babylonjs/types";
  14392. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14393. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14394. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14395. import { Ray } from "babylonjs/Culling/ray";
  14396. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14397. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14398. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14399. /**
  14400. * Defines the types of pose enabled controllers that are supported
  14401. */
  14402. export enum PoseEnabledControllerType {
  14403. /**
  14404. * HTC Vive
  14405. */
  14406. VIVE = 0,
  14407. /**
  14408. * Oculus Rift
  14409. */
  14410. OCULUS = 1,
  14411. /**
  14412. * Windows mixed reality
  14413. */
  14414. WINDOWS = 2,
  14415. /**
  14416. * Samsung gear VR
  14417. */
  14418. GEAR_VR = 3,
  14419. /**
  14420. * Google Daydream
  14421. */
  14422. DAYDREAM = 4,
  14423. /**
  14424. * Generic
  14425. */
  14426. GENERIC = 5
  14427. }
  14428. /**
  14429. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14430. */
  14431. export interface MutableGamepadButton {
  14432. /**
  14433. * Value of the button/trigger
  14434. */
  14435. value: number;
  14436. /**
  14437. * If the button/trigger is currently touched
  14438. */
  14439. touched: boolean;
  14440. /**
  14441. * If the button/trigger is currently pressed
  14442. */
  14443. pressed: boolean;
  14444. }
  14445. /**
  14446. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14447. * @hidden
  14448. */
  14449. export interface ExtendedGamepadButton extends GamepadButton {
  14450. /**
  14451. * If the button/trigger is currently pressed
  14452. */
  14453. readonly pressed: boolean;
  14454. /**
  14455. * If the button/trigger is currently touched
  14456. */
  14457. readonly touched: boolean;
  14458. /**
  14459. * Value of the button/trigger
  14460. */
  14461. readonly value: number;
  14462. }
  14463. /** @hidden */
  14464. export interface _GamePadFactory {
  14465. /**
  14466. * Returns wether or not the current gamepad can be created for this type of controller.
  14467. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14468. * @returns true if it can be created, otherwise false
  14469. */
  14470. canCreate(gamepadInfo: any): boolean;
  14471. /**
  14472. * Creates a new instance of the Gamepad.
  14473. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14474. * @returns the new gamepad instance
  14475. */
  14476. create(gamepadInfo: any): Gamepad;
  14477. }
  14478. /**
  14479. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14480. */
  14481. export class PoseEnabledControllerHelper {
  14482. /** @hidden */
  14483. static _ControllerFactories: _GamePadFactory[];
  14484. /** @hidden */
  14485. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14486. /**
  14487. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14488. * @param vrGamepad the gamepad to initialized
  14489. * @returns a vr controller of the type the gamepad identified as
  14490. */
  14491. static InitiateController(vrGamepad: any): Gamepad;
  14492. }
  14493. /**
  14494. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14495. */
  14496. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14497. /**
  14498. * If the controller is used in a webXR session
  14499. */
  14500. isXR: boolean;
  14501. private _deviceRoomPosition;
  14502. private _deviceRoomRotationQuaternion;
  14503. /**
  14504. * The device position in babylon space
  14505. */
  14506. devicePosition: Vector3;
  14507. /**
  14508. * The device rotation in babylon space
  14509. */
  14510. deviceRotationQuaternion: Quaternion;
  14511. /**
  14512. * The scale factor of the device in babylon space
  14513. */
  14514. deviceScaleFactor: number;
  14515. /**
  14516. * (Likely devicePosition should be used instead) The device position in its room space
  14517. */
  14518. position: Vector3;
  14519. /**
  14520. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14521. */
  14522. rotationQuaternion: Quaternion;
  14523. /**
  14524. * The type of controller (Eg. Windows mixed reality)
  14525. */
  14526. controllerType: PoseEnabledControllerType;
  14527. protected _calculatedPosition: Vector3;
  14528. private _calculatedRotation;
  14529. /**
  14530. * The raw pose from the device
  14531. */
  14532. rawPose: DevicePose;
  14533. private _trackPosition;
  14534. private _maxRotationDistFromHeadset;
  14535. private _draggedRoomRotation;
  14536. /**
  14537. * @hidden
  14538. */
  14539. _disableTrackPosition(fixedPosition: Vector3): void;
  14540. /**
  14541. * Internal, the mesh attached to the controller
  14542. * @hidden
  14543. */
  14544. _mesh: Nullable<AbstractMesh>;
  14545. private _poseControlledCamera;
  14546. private _leftHandSystemQuaternion;
  14547. /**
  14548. * Internal, matrix used to convert room space to babylon space
  14549. * @hidden
  14550. */
  14551. _deviceToWorld: Matrix;
  14552. /**
  14553. * Node to be used when casting a ray from the controller
  14554. * @hidden
  14555. */
  14556. _pointingPoseNode: Nullable<TransformNode>;
  14557. /**
  14558. * Name of the child mesh that can be used to cast a ray from the controller
  14559. */
  14560. static readonly POINTING_POSE: string;
  14561. /**
  14562. * Creates a new PoseEnabledController from a gamepad
  14563. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14564. */
  14565. constructor(browserGamepad: any);
  14566. private _workingMatrix;
  14567. /**
  14568. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14569. */
  14570. update(): void;
  14571. /**
  14572. * Updates only the pose device and mesh without doing any button event checking
  14573. */
  14574. protected _updatePoseAndMesh(): void;
  14575. /**
  14576. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14577. * @param poseData raw pose fromthe device
  14578. */
  14579. updateFromDevice(poseData: DevicePose): void;
  14580. /**
  14581. * @hidden
  14582. */
  14583. _meshAttachedObservable: Observable<AbstractMesh>;
  14584. /**
  14585. * Attaches a mesh to the controller
  14586. * @param mesh the mesh to be attached
  14587. */
  14588. attachToMesh(mesh: AbstractMesh): void;
  14589. /**
  14590. * Attaches the controllers mesh to a camera
  14591. * @param camera the camera the mesh should be attached to
  14592. */
  14593. attachToPoseControlledCamera(camera: TargetCamera): void;
  14594. /**
  14595. * Disposes of the controller
  14596. */
  14597. dispose(): void;
  14598. /**
  14599. * The mesh that is attached to the controller
  14600. */
  14601. readonly mesh: Nullable<AbstractMesh>;
  14602. /**
  14603. * Gets the ray of the controller in the direction the controller is pointing
  14604. * @param length the length the resulting ray should be
  14605. * @returns a ray in the direction the controller is pointing
  14606. */
  14607. getForwardRay(length?: number): Ray;
  14608. }
  14609. }
  14610. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14611. import { Observable } from "babylonjs/Misc/observable";
  14612. import { Scene } from "babylonjs/scene";
  14613. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14614. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14615. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14616. /**
  14617. * Defines the WebVRController object that represents controllers tracked in 3D space
  14618. */
  14619. export abstract class WebVRController extends PoseEnabledController {
  14620. /**
  14621. * Internal, the default controller model for the controller
  14622. */
  14623. protected _defaultModel: AbstractMesh;
  14624. /**
  14625. * Fired when the trigger state has changed
  14626. */
  14627. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14628. /**
  14629. * Fired when the main button state has changed
  14630. */
  14631. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14632. /**
  14633. * Fired when the secondary button state has changed
  14634. */
  14635. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14636. /**
  14637. * Fired when the pad state has changed
  14638. */
  14639. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14640. /**
  14641. * Fired when controllers stick values have changed
  14642. */
  14643. onPadValuesChangedObservable: Observable<StickValues>;
  14644. /**
  14645. * Array of button availible on the controller
  14646. */
  14647. protected _buttons: Array<MutableGamepadButton>;
  14648. private _onButtonStateChange;
  14649. /**
  14650. * Fired when a controller button's state has changed
  14651. * @param callback the callback containing the button that was modified
  14652. */
  14653. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14654. /**
  14655. * X and Y axis corresponding to the controllers joystick
  14656. */
  14657. pad: StickValues;
  14658. /**
  14659. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14660. */
  14661. hand: string;
  14662. /**
  14663. * The default controller model for the controller
  14664. */
  14665. readonly defaultModel: AbstractMesh;
  14666. /**
  14667. * Creates a new WebVRController from a gamepad
  14668. * @param vrGamepad the gamepad that the WebVRController should be created from
  14669. */
  14670. constructor(vrGamepad: any);
  14671. /**
  14672. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14673. */
  14674. update(): void;
  14675. /**
  14676. * Function to be called when a button is modified
  14677. */
  14678. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14679. /**
  14680. * Loads a mesh and attaches it to the controller
  14681. * @param scene the scene the mesh should be added to
  14682. * @param meshLoaded callback for when the mesh has been loaded
  14683. */
  14684. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14685. private _setButtonValue;
  14686. private _changes;
  14687. private _checkChanges;
  14688. /**
  14689. * Disposes of th webVRCOntroller
  14690. */
  14691. dispose(): void;
  14692. }
  14693. }
  14694. declare module "babylonjs/Lights/hemisphericLight" {
  14695. import { Nullable } from "babylonjs/types";
  14696. import { Scene } from "babylonjs/scene";
  14697. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14698. import { Color3 } from "babylonjs/Maths/math.color";
  14699. import { Effect } from "babylonjs/Materials/effect";
  14700. import { Light } from "babylonjs/Lights/light";
  14701. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  14702. /**
  14703. * The HemisphericLight simulates the ambient environment light,
  14704. * so the passed direction is the light reflection direction, not the incoming direction.
  14705. */
  14706. export class HemisphericLight extends Light {
  14707. /**
  14708. * The groundColor is the light in the opposite direction to the one specified during creation.
  14709. * 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.
  14710. */
  14711. groundColor: Color3;
  14712. /**
  14713. * The light reflection direction, not the incoming direction.
  14714. */
  14715. direction: Vector3;
  14716. /**
  14717. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14718. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14719. * The HemisphericLight can't cast shadows.
  14720. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14721. * @param name The friendly name of the light
  14722. * @param direction The direction of the light reflection
  14723. * @param scene The scene the light belongs to
  14724. */
  14725. constructor(name: string, direction: Vector3, scene: Scene);
  14726. protected _buildUniformLayout(): void;
  14727. /**
  14728. * Returns the string "HemisphericLight".
  14729. * @return The class name
  14730. */
  14731. getClassName(): string;
  14732. /**
  14733. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14734. * Returns the updated direction.
  14735. * @param target The target the direction should point to
  14736. * @return The computed direction
  14737. */
  14738. setDirectionToTarget(target: Vector3): Vector3;
  14739. /**
  14740. * Returns the shadow generator associated to the light.
  14741. * @returns Always null for hemispheric lights because it does not support shadows.
  14742. */
  14743. getShadowGenerator(): Nullable<IShadowGenerator>;
  14744. /**
  14745. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14746. * @param effect The effect to update
  14747. * @param lightIndex The index of the light in the effect to update
  14748. * @returns The hemispheric light
  14749. */
  14750. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14751. /**
  14752. * Computes the world matrix of the node
  14753. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14754. * @param useWasUpdatedFlag defines a reserved property
  14755. * @returns the world matrix
  14756. */
  14757. computeWorldMatrix(): Matrix;
  14758. /**
  14759. * Returns the integer 3.
  14760. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14761. */
  14762. getTypeID(): number;
  14763. /**
  14764. * Prepares the list of defines specific to the light type.
  14765. * @param defines the list of defines
  14766. * @param lightIndex defines the index of the light for the effect
  14767. */
  14768. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14769. }
  14770. }
  14771. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  14772. /** @hidden */
  14773. export var vrMultiviewToSingleviewPixelShader: {
  14774. name: string;
  14775. shader: string;
  14776. };
  14777. }
  14778. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  14779. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14780. import { Scene } from "babylonjs/scene";
  14781. /**
  14782. * Renders to multiple views with a single draw call
  14783. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14784. */
  14785. export class MultiviewRenderTarget extends RenderTargetTexture {
  14786. /**
  14787. * Creates a multiview render target
  14788. * @param scene scene used with the render target
  14789. * @param size the size of the render target (used for each view)
  14790. */
  14791. constructor(scene: Scene, size?: number | {
  14792. width: number;
  14793. height: number;
  14794. } | {
  14795. ratio: number;
  14796. });
  14797. /**
  14798. * @hidden
  14799. * @param faceIndex the face index, if its a cube texture
  14800. */
  14801. _bindFrameBuffer(faceIndex?: number): void;
  14802. /**
  14803. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  14804. * @returns the view count
  14805. */
  14806. getViewCount(): number;
  14807. }
  14808. }
  14809. declare module "babylonjs/Maths/math.frustum" {
  14810. import { Matrix } from "babylonjs/Maths/math.vector";
  14811. import { DeepImmutable } from "babylonjs/types";
  14812. import { Plane } from "babylonjs/Maths/math.plane";
  14813. /**
  14814. * Reprasents a camera frustum
  14815. */
  14816. export class Frustum {
  14817. /**
  14818. * Gets the planes representing the frustum
  14819. * @param transform matrix to be applied to the returned planes
  14820. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  14821. */
  14822. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  14823. /**
  14824. * Gets the near frustum plane transformed by the transform matrix
  14825. * @param transform transformation matrix to be applied to the resulting frustum plane
  14826. * @param frustumPlane the resuling frustum plane
  14827. */
  14828. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14829. /**
  14830. * Gets the far frustum plane transformed by the transform matrix
  14831. * @param transform transformation matrix to be applied to the resulting frustum plane
  14832. * @param frustumPlane the resuling frustum plane
  14833. */
  14834. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14835. /**
  14836. * Gets the left frustum plane transformed by the transform matrix
  14837. * @param transform transformation matrix to be applied to the resulting frustum plane
  14838. * @param frustumPlane the resuling frustum plane
  14839. */
  14840. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14841. /**
  14842. * Gets the right frustum plane transformed by the transform matrix
  14843. * @param transform transformation matrix to be applied to the resulting frustum plane
  14844. * @param frustumPlane the resuling frustum plane
  14845. */
  14846. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14847. /**
  14848. * Gets the top frustum plane transformed by the transform matrix
  14849. * @param transform transformation matrix to be applied to the resulting frustum plane
  14850. * @param frustumPlane the resuling frustum plane
  14851. */
  14852. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14853. /**
  14854. * Gets the bottom frustum plane transformed by the transform matrix
  14855. * @param transform transformation matrix to be applied to the resulting frustum plane
  14856. * @param frustumPlane the resuling frustum plane
  14857. */
  14858. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14859. /**
  14860. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  14861. * @param transform transformation matrix to be applied to the resulting frustum planes
  14862. * @param frustumPlanes the resuling frustum planes
  14863. */
  14864. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  14865. }
  14866. }
  14867. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  14868. import { Camera } from "babylonjs/Cameras/camera";
  14869. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  14870. import { Nullable } from "babylonjs/types";
  14871. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14872. import { Matrix } from "babylonjs/Maths/math.vector";
  14873. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  14874. module "babylonjs/Engines/engine" {
  14875. interface Engine {
  14876. /**
  14877. * Creates a new multiview render target
  14878. * @param width defines the width of the texture
  14879. * @param height defines the height of the texture
  14880. * @returns the created multiview texture
  14881. */
  14882. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  14883. /**
  14884. * Binds a multiview framebuffer to be drawn to
  14885. * @param multiviewTexture texture to bind
  14886. */
  14887. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  14888. }
  14889. }
  14890. module "babylonjs/Cameras/camera" {
  14891. interface Camera {
  14892. /**
  14893. * @hidden
  14894. * 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)
  14895. */
  14896. _useMultiviewToSingleView: boolean;
  14897. /**
  14898. * @hidden
  14899. * 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)
  14900. */
  14901. _multiviewTexture: Nullable<RenderTargetTexture>;
  14902. /**
  14903. * @hidden
  14904. * ensures the multiview texture of the camera exists and has the specified width/height
  14905. * @param width height to set on the multiview texture
  14906. * @param height width to set on the multiview texture
  14907. */
  14908. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  14909. }
  14910. }
  14911. module "babylonjs/scene" {
  14912. interface Scene {
  14913. /** @hidden */
  14914. _transformMatrixR: Matrix;
  14915. /** @hidden */
  14916. _multiviewSceneUbo: Nullable<UniformBuffer>;
  14917. /** @hidden */
  14918. _createMultiviewUbo(): void;
  14919. /** @hidden */
  14920. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  14921. /** @hidden */
  14922. _renderMultiviewToSingleView(camera: Camera): void;
  14923. }
  14924. }
  14925. }
  14926. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  14927. import { Camera } from "babylonjs/Cameras/camera";
  14928. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  14929. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  14930. import "babylonjs/Engines/Extensions/engine.multiview";
  14931. /**
  14932. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  14933. * This will not be used for webXR as it supports displaying texture arrays directly
  14934. */
  14935. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  14936. /**
  14937. * Initializes a VRMultiviewToSingleview
  14938. * @param name name of the post process
  14939. * @param camera camera to be applied to
  14940. * @param scaleFactor scaling factor to the size of the output texture
  14941. */
  14942. constructor(name: string, camera: Camera, scaleFactor: number);
  14943. }
  14944. }
  14945. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  14946. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  14947. import { Nullable } from "babylonjs/types";
  14948. import { Size } from "babylonjs/Maths/math.size";
  14949. import { Observable } from "babylonjs/Misc/observable";
  14950. module "babylonjs/Engines/engine" {
  14951. interface Engine {
  14952. /** @hidden */
  14953. _vrDisplay: any;
  14954. /** @hidden */
  14955. _vrSupported: boolean;
  14956. /** @hidden */
  14957. _oldSize: Size;
  14958. /** @hidden */
  14959. _oldHardwareScaleFactor: number;
  14960. /** @hidden */
  14961. _vrExclusivePointerMode: boolean;
  14962. /** @hidden */
  14963. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  14964. /** @hidden */
  14965. _onVRDisplayPointerRestricted: () => void;
  14966. /** @hidden */
  14967. _onVRDisplayPointerUnrestricted: () => void;
  14968. /** @hidden */
  14969. _onVrDisplayConnect: Nullable<(display: any) => void>;
  14970. /** @hidden */
  14971. _onVrDisplayDisconnect: Nullable<() => void>;
  14972. /** @hidden */
  14973. _onVrDisplayPresentChange: Nullable<() => void>;
  14974. /**
  14975. * Observable signaled when VR display mode changes
  14976. */
  14977. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  14978. /**
  14979. * Observable signaled when VR request present is complete
  14980. */
  14981. onVRRequestPresentComplete: Observable<boolean>;
  14982. /**
  14983. * Observable signaled when VR request present starts
  14984. */
  14985. onVRRequestPresentStart: Observable<Engine>;
  14986. /**
  14987. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  14988. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  14989. */
  14990. isInVRExclusivePointerMode: boolean;
  14991. /**
  14992. * Gets a boolean indicating if a webVR device was detected
  14993. * @returns true if a webVR device was detected
  14994. */
  14995. isVRDevicePresent(): boolean;
  14996. /**
  14997. * Gets the current webVR device
  14998. * @returns the current webVR device (or null)
  14999. */
  15000. getVRDevice(): any;
  15001. /**
  15002. * Initializes a webVR display and starts listening to display change events
  15003. * The onVRDisplayChangedObservable will be notified upon these changes
  15004. * @returns A promise containing a VRDisplay and if vr is supported
  15005. */
  15006. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  15007. /** @hidden */
  15008. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  15009. /**
  15010. * Call this function to switch to webVR mode
  15011. * Will do nothing if webVR is not supported or if there is no webVR device
  15012. * @see http://doc.babylonjs.com/how_to/webvr_camera
  15013. */
  15014. enableVR(): void;
  15015. /** @hidden */
  15016. _onVRFullScreenTriggered(): void;
  15017. }
  15018. }
  15019. }
  15020. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15021. import { Nullable } from "babylonjs/types";
  15022. import { Observable } from "babylonjs/Misc/observable";
  15023. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15024. import { Scene } from "babylonjs/scene";
  15025. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15026. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15027. import { Node } from "babylonjs/node";
  15028. import { Ray } from "babylonjs/Culling/ray";
  15029. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15030. import "babylonjs/Engines/Extensions/engine.webVR";
  15031. /**
  15032. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15033. * IMPORTANT!! The data is right-hand data.
  15034. * @export
  15035. * @interface DevicePose
  15036. */
  15037. export interface DevicePose {
  15038. /**
  15039. * The position of the device, values in array are [x,y,z].
  15040. */
  15041. readonly position: Nullable<Float32Array>;
  15042. /**
  15043. * The linearVelocity of the device, values in array are [x,y,z].
  15044. */
  15045. readonly linearVelocity: Nullable<Float32Array>;
  15046. /**
  15047. * The linearAcceleration of the device, values in array are [x,y,z].
  15048. */
  15049. readonly linearAcceleration: Nullable<Float32Array>;
  15050. /**
  15051. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15052. */
  15053. readonly orientation: Nullable<Float32Array>;
  15054. /**
  15055. * The angularVelocity of the device, values in array are [x,y,z].
  15056. */
  15057. readonly angularVelocity: Nullable<Float32Array>;
  15058. /**
  15059. * The angularAcceleration of the device, values in array are [x,y,z].
  15060. */
  15061. readonly angularAcceleration: Nullable<Float32Array>;
  15062. }
  15063. /**
  15064. * Interface representing a pose controlled object in Babylon.
  15065. * A pose controlled object has both regular pose values as well as pose values
  15066. * from an external device such as a VR head mounted display
  15067. */
  15068. export interface PoseControlled {
  15069. /**
  15070. * The position of the object in babylon space.
  15071. */
  15072. position: Vector3;
  15073. /**
  15074. * The rotation quaternion of the object in babylon space.
  15075. */
  15076. rotationQuaternion: Quaternion;
  15077. /**
  15078. * The position of the device in babylon space.
  15079. */
  15080. devicePosition?: Vector3;
  15081. /**
  15082. * The rotation quaternion of the device in babylon space.
  15083. */
  15084. deviceRotationQuaternion: Quaternion;
  15085. /**
  15086. * The raw pose coming from the device.
  15087. */
  15088. rawPose: Nullable<DevicePose>;
  15089. /**
  15090. * The scale of the device to be used when translating from device space to babylon space.
  15091. */
  15092. deviceScaleFactor: number;
  15093. /**
  15094. * Updates the poseControlled values based on the input device pose.
  15095. * @param poseData the pose data to update the object with
  15096. */
  15097. updateFromDevice(poseData: DevicePose): void;
  15098. }
  15099. /**
  15100. * Set of options to customize the webVRCamera
  15101. */
  15102. export interface WebVROptions {
  15103. /**
  15104. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15105. */
  15106. trackPosition?: boolean;
  15107. /**
  15108. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15109. */
  15110. positionScale?: number;
  15111. /**
  15112. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15113. */
  15114. displayName?: string;
  15115. /**
  15116. * Should the native controller meshes be initialized. (default: true)
  15117. */
  15118. controllerMeshes?: boolean;
  15119. /**
  15120. * Creating a default HemiLight only on controllers. (default: true)
  15121. */
  15122. defaultLightingOnControllers?: boolean;
  15123. /**
  15124. * If you don't want to use the default VR button of the helper. (default: false)
  15125. */
  15126. useCustomVRButton?: boolean;
  15127. /**
  15128. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15129. */
  15130. customVRButton?: HTMLButtonElement;
  15131. /**
  15132. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15133. */
  15134. rayLength?: number;
  15135. /**
  15136. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15137. */
  15138. defaultHeight?: number;
  15139. /**
  15140. * If multiview should be used if availible (default: false)
  15141. */
  15142. useMultiview?: boolean;
  15143. }
  15144. /**
  15145. * This represents a WebVR camera.
  15146. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15147. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15148. */
  15149. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15150. private webVROptions;
  15151. /**
  15152. * @hidden
  15153. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15154. */
  15155. _vrDevice: any;
  15156. /**
  15157. * The rawPose of the vrDevice.
  15158. */
  15159. rawPose: Nullable<DevicePose>;
  15160. private _onVREnabled;
  15161. private _specsVersion;
  15162. private _attached;
  15163. private _frameData;
  15164. protected _descendants: Array<Node>;
  15165. private _deviceRoomPosition;
  15166. /** @hidden */
  15167. _deviceRoomRotationQuaternion: Quaternion;
  15168. private _standingMatrix;
  15169. /**
  15170. * Represents device position in babylon space.
  15171. */
  15172. devicePosition: Vector3;
  15173. /**
  15174. * Represents device rotation in babylon space.
  15175. */
  15176. deviceRotationQuaternion: Quaternion;
  15177. /**
  15178. * The scale of the device to be used when translating from device space to babylon space.
  15179. */
  15180. deviceScaleFactor: number;
  15181. private _deviceToWorld;
  15182. private _worldToDevice;
  15183. /**
  15184. * References to the webVR controllers for the vrDevice.
  15185. */
  15186. controllers: Array<WebVRController>;
  15187. /**
  15188. * Emits an event when a controller is attached.
  15189. */
  15190. onControllersAttachedObservable: Observable<WebVRController[]>;
  15191. /**
  15192. * Emits an event when a controller's mesh has been loaded;
  15193. */
  15194. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15195. /**
  15196. * Emits an event when the HMD's pose has been updated.
  15197. */
  15198. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15199. private _poseSet;
  15200. /**
  15201. * If the rig cameras be used as parent instead of this camera.
  15202. */
  15203. rigParenting: boolean;
  15204. private _lightOnControllers;
  15205. private _defaultHeight?;
  15206. /**
  15207. * Instantiates a WebVRFreeCamera.
  15208. * @param name The name of the WebVRFreeCamera
  15209. * @param position The starting anchor position for the camera
  15210. * @param scene The scene the camera belongs to
  15211. * @param webVROptions a set of customizable options for the webVRCamera
  15212. */
  15213. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15214. /**
  15215. * Gets the device distance from the ground in meters.
  15216. * @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.
  15217. */
  15218. deviceDistanceToRoomGround(): number;
  15219. /**
  15220. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15221. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15222. */
  15223. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15224. /**
  15225. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15226. * @returns A promise with a boolean set to if the standing matrix is supported.
  15227. */
  15228. useStandingMatrixAsync(): Promise<boolean>;
  15229. /**
  15230. * Disposes the camera
  15231. */
  15232. dispose(): void;
  15233. /**
  15234. * Gets a vrController by name.
  15235. * @param name The name of the controller to retreive
  15236. * @returns the controller matching the name specified or null if not found
  15237. */
  15238. getControllerByName(name: string): Nullable<WebVRController>;
  15239. private _leftController;
  15240. /**
  15241. * The controller corresponding to the users left hand.
  15242. */
  15243. readonly leftController: Nullable<WebVRController>;
  15244. private _rightController;
  15245. /**
  15246. * The controller corresponding to the users right hand.
  15247. */
  15248. readonly rightController: Nullable<WebVRController>;
  15249. /**
  15250. * Casts a ray forward from the vrCamera's gaze.
  15251. * @param length Length of the ray (default: 100)
  15252. * @returns the ray corresponding to the gaze
  15253. */
  15254. getForwardRay(length?: number): Ray;
  15255. /**
  15256. * @hidden
  15257. * Updates the camera based on device's frame data
  15258. */
  15259. _checkInputs(): void;
  15260. /**
  15261. * Updates the poseControlled values based on the input device pose.
  15262. * @param poseData Pose coming from the device
  15263. */
  15264. updateFromDevice(poseData: DevicePose): void;
  15265. private _htmlElementAttached;
  15266. private _detachIfAttached;
  15267. /**
  15268. * WebVR's attach control will start broadcasting frames to the device.
  15269. * Note that in certain browsers (chrome for example) this function must be called
  15270. * within a user-interaction callback. Example:
  15271. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15272. *
  15273. * @param element html element to attach the vrDevice to
  15274. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15275. */
  15276. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15277. /**
  15278. * Detaches the camera from the html element and disables VR
  15279. *
  15280. * @param element html element to detach from
  15281. */
  15282. detachControl(element: HTMLElement): void;
  15283. /**
  15284. * @returns the name of this class
  15285. */
  15286. getClassName(): string;
  15287. /**
  15288. * Calls resetPose on the vrDisplay
  15289. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15290. */
  15291. resetToCurrentRotation(): void;
  15292. /**
  15293. * @hidden
  15294. * Updates the rig cameras (left and right eye)
  15295. */
  15296. _updateRigCameras(): void;
  15297. private _workingVector;
  15298. private _oneVector;
  15299. private _workingMatrix;
  15300. private updateCacheCalled;
  15301. private _correctPositionIfNotTrackPosition;
  15302. /**
  15303. * @hidden
  15304. * Updates the cached values of the camera
  15305. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15306. */
  15307. _updateCache(ignoreParentClass?: boolean): void;
  15308. /**
  15309. * @hidden
  15310. * Get current device position in babylon world
  15311. */
  15312. _computeDevicePosition(): void;
  15313. /**
  15314. * Updates the current device position and rotation in the babylon world
  15315. */
  15316. update(): void;
  15317. /**
  15318. * @hidden
  15319. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15320. * @returns an identity matrix
  15321. */
  15322. _getViewMatrix(): Matrix;
  15323. private _tmpMatrix;
  15324. /**
  15325. * This function is called by the two RIG cameras.
  15326. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15327. * @hidden
  15328. */
  15329. _getWebVRViewMatrix(): Matrix;
  15330. /** @hidden */
  15331. _getWebVRProjectionMatrix(): Matrix;
  15332. private _onGamepadConnectedObserver;
  15333. private _onGamepadDisconnectedObserver;
  15334. private _updateCacheWhenTrackingDisabledObserver;
  15335. /**
  15336. * Initializes the controllers and their meshes
  15337. */
  15338. initControllers(): void;
  15339. }
  15340. }
  15341. declare module "babylonjs/PostProcesses/postProcess" {
  15342. import { Nullable } from "babylonjs/types";
  15343. import { SmartArray } from "babylonjs/Misc/smartArray";
  15344. import { Observable } from "babylonjs/Misc/observable";
  15345. import { Vector2 } from "babylonjs/Maths/math.vector";
  15346. import { Camera } from "babylonjs/Cameras/camera";
  15347. import { Effect } from "babylonjs/Materials/effect";
  15348. import "babylonjs/Shaders/postprocess.vertex";
  15349. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15350. import { Engine } from "babylonjs/Engines/engine";
  15351. import { Color4 } from "babylonjs/Maths/math.color";
  15352. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15353. /**
  15354. * Size options for a post process
  15355. */
  15356. export type PostProcessOptions = {
  15357. width: number;
  15358. height: number;
  15359. };
  15360. /**
  15361. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15362. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15363. */
  15364. export class PostProcess {
  15365. /** Name of the PostProcess. */
  15366. name: string;
  15367. /**
  15368. * Gets or sets the unique id of the post process
  15369. */
  15370. uniqueId: number;
  15371. /**
  15372. * Width of the texture to apply the post process on
  15373. */
  15374. width: number;
  15375. /**
  15376. * Height of the texture to apply the post process on
  15377. */
  15378. height: number;
  15379. /**
  15380. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15381. * @hidden
  15382. */
  15383. _outputTexture: Nullable<InternalTexture>;
  15384. /**
  15385. * Sampling mode used by the shader
  15386. * See https://doc.babylonjs.com/classes/3.1/texture
  15387. */
  15388. renderTargetSamplingMode: number;
  15389. /**
  15390. * Clear color to use when screen clearing
  15391. */
  15392. clearColor: Color4;
  15393. /**
  15394. * If the buffer needs to be cleared before applying the post process. (default: true)
  15395. * Should be set to false if shader will overwrite all previous pixels.
  15396. */
  15397. autoClear: boolean;
  15398. /**
  15399. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15400. */
  15401. alphaMode: number;
  15402. /**
  15403. * Sets the setAlphaBlendConstants of the babylon engine
  15404. */
  15405. alphaConstants: Color4;
  15406. /**
  15407. * Animations to be used for the post processing
  15408. */
  15409. animations: import("babylonjs/Animations/animation").Animation[];
  15410. /**
  15411. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15412. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15413. */
  15414. enablePixelPerfectMode: boolean;
  15415. /**
  15416. * Force the postprocess to be applied without taking in account viewport
  15417. */
  15418. forceFullscreenViewport: boolean;
  15419. /**
  15420. * List of inspectable custom properties (used by the Inspector)
  15421. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15422. */
  15423. inspectableCustomProperties: IInspectable[];
  15424. /**
  15425. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15426. *
  15427. * | Value | Type | Description |
  15428. * | ----- | ----------------------------------- | ----------- |
  15429. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15430. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15431. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15432. *
  15433. */
  15434. scaleMode: number;
  15435. /**
  15436. * Force textures to be a power of two (default: false)
  15437. */
  15438. alwaysForcePOT: boolean;
  15439. private _samples;
  15440. /**
  15441. * Number of sample textures (default: 1)
  15442. */
  15443. samples: number;
  15444. /**
  15445. * Modify the scale of the post process to be the same as the viewport (default: false)
  15446. */
  15447. adaptScaleToCurrentViewport: boolean;
  15448. private _camera;
  15449. private _scene;
  15450. private _engine;
  15451. private _options;
  15452. private _reusable;
  15453. private _textureType;
  15454. /**
  15455. * Smart array of input and output textures for the post process.
  15456. * @hidden
  15457. */
  15458. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15459. /**
  15460. * The index in _textures that corresponds to the output texture.
  15461. * @hidden
  15462. */
  15463. _currentRenderTextureInd: number;
  15464. private _effect;
  15465. private _samplers;
  15466. private _fragmentUrl;
  15467. private _vertexUrl;
  15468. private _parameters;
  15469. private _scaleRatio;
  15470. protected _indexParameters: any;
  15471. private _shareOutputWithPostProcess;
  15472. private _texelSize;
  15473. private _forcedOutputTexture;
  15474. /**
  15475. * Returns the fragment url or shader name used in the post process.
  15476. * @returns the fragment url or name in the shader store.
  15477. */
  15478. getEffectName(): string;
  15479. /**
  15480. * An event triggered when the postprocess is activated.
  15481. */
  15482. onActivateObservable: Observable<Camera>;
  15483. private _onActivateObserver;
  15484. /**
  15485. * A function that is added to the onActivateObservable
  15486. */
  15487. onActivate: Nullable<(camera: Camera) => void>;
  15488. /**
  15489. * An event triggered when the postprocess changes its size.
  15490. */
  15491. onSizeChangedObservable: Observable<PostProcess>;
  15492. private _onSizeChangedObserver;
  15493. /**
  15494. * A function that is added to the onSizeChangedObservable
  15495. */
  15496. onSizeChanged: (postProcess: PostProcess) => void;
  15497. /**
  15498. * An event triggered when the postprocess applies its effect.
  15499. */
  15500. onApplyObservable: Observable<Effect>;
  15501. private _onApplyObserver;
  15502. /**
  15503. * A function that is added to the onApplyObservable
  15504. */
  15505. onApply: (effect: Effect) => void;
  15506. /**
  15507. * An event triggered before rendering the postprocess
  15508. */
  15509. onBeforeRenderObservable: Observable<Effect>;
  15510. private _onBeforeRenderObserver;
  15511. /**
  15512. * A function that is added to the onBeforeRenderObservable
  15513. */
  15514. onBeforeRender: (effect: Effect) => void;
  15515. /**
  15516. * An event triggered after rendering the postprocess
  15517. */
  15518. onAfterRenderObservable: Observable<Effect>;
  15519. private _onAfterRenderObserver;
  15520. /**
  15521. * A function that is added to the onAfterRenderObservable
  15522. */
  15523. onAfterRender: (efect: Effect) => void;
  15524. /**
  15525. * 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
  15526. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15527. */
  15528. inputTexture: InternalTexture;
  15529. /**
  15530. * Gets the camera which post process is applied to.
  15531. * @returns The camera the post process is applied to.
  15532. */
  15533. getCamera(): Camera;
  15534. /**
  15535. * Gets the texel size of the postprocess.
  15536. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15537. */
  15538. readonly texelSize: Vector2;
  15539. /**
  15540. * Creates a new instance PostProcess
  15541. * @param name The name of the PostProcess.
  15542. * @param fragmentUrl The url of the fragment shader to be used.
  15543. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15544. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15545. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15546. * @param camera The camera to apply the render pass to.
  15547. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15548. * @param engine The engine which the post process will be applied. (default: current engine)
  15549. * @param reusable If the post process can be reused on the same frame. (default: false)
  15550. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15551. * @param textureType Type of textures used when performing the post process. (default: 0)
  15552. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15553. * @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
  15554. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15555. */
  15556. constructor(
  15557. /** Name of the PostProcess. */
  15558. 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);
  15559. /**
  15560. * Gets a string idenfifying the name of the class
  15561. * @returns "PostProcess" string
  15562. */
  15563. getClassName(): string;
  15564. /**
  15565. * Gets the engine which this post process belongs to.
  15566. * @returns The engine the post process was enabled with.
  15567. */
  15568. getEngine(): Engine;
  15569. /**
  15570. * The effect that is created when initializing the post process.
  15571. * @returns The created effect corresponding the the postprocess.
  15572. */
  15573. getEffect(): Effect;
  15574. /**
  15575. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15576. * @param postProcess The post process to share the output with.
  15577. * @returns This post process.
  15578. */
  15579. shareOutputWith(postProcess: PostProcess): PostProcess;
  15580. /**
  15581. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15582. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15583. */
  15584. useOwnOutput(): void;
  15585. /**
  15586. * Updates the effect with the current post process compile time values and recompiles the shader.
  15587. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15588. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15589. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15590. * @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
  15591. * @param onCompiled Called when the shader has been compiled.
  15592. * @param onError Called if there is an error when compiling a shader.
  15593. */
  15594. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15595. /**
  15596. * The post process is reusable if it can be used multiple times within one frame.
  15597. * @returns If the post process is reusable
  15598. */
  15599. isReusable(): boolean;
  15600. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15601. markTextureDirty(): void;
  15602. /**
  15603. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15604. * 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.
  15605. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15606. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15607. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15608. * @returns The target texture that was bound to be written to.
  15609. */
  15610. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15611. /**
  15612. * If the post process is supported.
  15613. */
  15614. readonly isSupported: boolean;
  15615. /**
  15616. * The aspect ratio of the output texture.
  15617. */
  15618. readonly aspectRatio: number;
  15619. /**
  15620. * Get a value indicating if the post-process is ready to be used
  15621. * @returns true if the post-process is ready (shader is compiled)
  15622. */
  15623. isReady(): boolean;
  15624. /**
  15625. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15626. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15627. */
  15628. apply(): Nullable<Effect>;
  15629. private _disposeTextures;
  15630. /**
  15631. * Disposes the post process.
  15632. * @param camera The camera to dispose the post process on.
  15633. */
  15634. dispose(camera?: Camera): void;
  15635. }
  15636. }
  15637. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15638. /** @hidden */
  15639. export var kernelBlurVaryingDeclaration: {
  15640. name: string;
  15641. shader: string;
  15642. };
  15643. }
  15644. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15645. /** @hidden */
  15646. export var kernelBlurFragment: {
  15647. name: string;
  15648. shader: string;
  15649. };
  15650. }
  15651. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15652. /** @hidden */
  15653. export var kernelBlurFragment2: {
  15654. name: string;
  15655. shader: string;
  15656. };
  15657. }
  15658. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15659. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15660. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15661. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15662. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15663. /** @hidden */
  15664. export var kernelBlurPixelShader: {
  15665. name: string;
  15666. shader: string;
  15667. };
  15668. }
  15669. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15670. /** @hidden */
  15671. export var kernelBlurVertex: {
  15672. name: string;
  15673. shader: string;
  15674. };
  15675. }
  15676. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15677. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15678. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  15679. /** @hidden */
  15680. export var kernelBlurVertexShader: {
  15681. name: string;
  15682. shader: string;
  15683. };
  15684. }
  15685. declare module "babylonjs/PostProcesses/blurPostProcess" {
  15686. import { Vector2 } from "babylonjs/Maths/math.vector";
  15687. import { Nullable } from "babylonjs/types";
  15688. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  15689. import { Camera } from "babylonjs/Cameras/camera";
  15690. import { Effect } from "babylonjs/Materials/effect";
  15691. import { Engine } from "babylonjs/Engines/engine";
  15692. import "babylonjs/Shaders/kernelBlur.fragment";
  15693. import "babylonjs/Shaders/kernelBlur.vertex";
  15694. /**
  15695. * The Blur Post Process which blurs an image based on a kernel and direction.
  15696. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15697. */
  15698. export class BlurPostProcess extends PostProcess {
  15699. /** The direction in which to blur the image. */
  15700. direction: Vector2;
  15701. private blockCompilation;
  15702. protected _kernel: number;
  15703. protected _idealKernel: number;
  15704. protected _packedFloat: boolean;
  15705. private _staticDefines;
  15706. /**
  15707. * Sets the length in pixels of the blur sample region
  15708. */
  15709. /**
  15710. * Gets the length in pixels of the blur sample region
  15711. */
  15712. kernel: number;
  15713. /**
  15714. * Sets wether or not the blur needs to unpack/repack floats
  15715. */
  15716. /**
  15717. * Gets wether or not the blur is unpacking/repacking floats
  15718. */
  15719. packedFloat: boolean;
  15720. /**
  15721. * Creates a new instance BlurPostProcess
  15722. * @param name The name of the effect.
  15723. * @param direction The direction in which to blur the image.
  15724. * @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.
  15725. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15726. * @param camera The camera to apply the render pass to.
  15727. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15728. * @param engine The engine which the post process will be applied. (default: current engine)
  15729. * @param reusable If the post process can be reused on the same frame. (default: false)
  15730. * @param textureType Type of textures used when performing the post process. (default: 0)
  15731. * @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)
  15732. */
  15733. constructor(name: string,
  15734. /** The direction in which to blur the image. */
  15735. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15736. /**
  15737. * Updates the effect with the current post process compile time values and recompiles the shader.
  15738. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15739. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15740. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15741. * @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
  15742. * @param onCompiled Called when the shader has been compiled.
  15743. * @param onError Called if there is an error when compiling a shader.
  15744. */
  15745. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15746. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15747. /**
  15748. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15749. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15750. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15751. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15752. * The gaps between physical kernels are compensated for in the weighting of the samples
  15753. * @param idealKernel Ideal blur kernel.
  15754. * @return Nearest best kernel.
  15755. */
  15756. protected _nearestBestKernel(idealKernel: number): number;
  15757. /**
  15758. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15759. * @param x The point on the Gaussian distribution to sample.
  15760. * @return the value of the Gaussian function at x.
  15761. */
  15762. protected _gaussianWeight(x: number): number;
  15763. /**
  15764. * Generates a string that can be used as a floating point number in GLSL.
  15765. * @param x Value to print.
  15766. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15767. * @return GLSL float string.
  15768. */
  15769. protected _glslFloat(x: number, decimalFigures?: number): string;
  15770. }
  15771. }
  15772. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  15773. import { Scene } from "babylonjs/scene";
  15774. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15775. import { Plane } from "babylonjs/Maths/math.plane";
  15776. /**
  15777. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15778. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15779. * You can then easily use it as a reflectionTexture on a flat surface.
  15780. * In case the surface is not a plane, please consider relying on reflection probes.
  15781. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15782. */
  15783. export class MirrorTexture extends RenderTargetTexture {
  15784. private scene;
  15785. /**
  15786. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  15787. * 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.
  15788. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15789. */
  15790. mirrorPlane: Plane;
  15791. /**
  15792. * Define the blur ratio used to blur the reflection if needed.
  15793. */
  15794. blurRatio: number;
  15795. /**
  15796. * Define the adaptive blur kernel used to blur the reflection if needed.
  15797. * This will autocompute the closest best match for the `blurKernel`
  15798. */
  15799. adaptiveBlurKernel: number;
  15800. /**
  15801. * Define the blur kernel used to blur the reflection if needed.
  15802. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15803. */
  15804. blurKernel: number;
  15805. /**
  15806. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  15807. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15808. */
  15809. blurKernelX: number;
  15810. /**
  15811. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  15812. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15813. */
  15814. blurKernelY: number;
  15815. private _autoComputeBlurKernel;
  15816. protected _onRatioRescale(): void;
  15817. private _updateGammaSpace;
  15818. private _imageProcessingConfigChangeObserver;
  15819. private _transformMatrix;
  15820. private _mirrorMatrix;
  15821. private _savedViewMatrix;
  15822. private _blurX;
  15823. private _blurY;
  15824. private _adaptiveBlurKernel;
  15825. private _blurKernelX;
  15826. private _blurKernelY;
  15827. private _blurRatio;
  15828. /**
  15829. * Instantiates a Mirror Texture.
  15830. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15831. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15832. * You can then easily use it as a reflectionTexture on a flat surface.
  15833. * In case the surface is not a plane, please consider relying on reflection probes.
  15834. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15835. * @param name
  15836. * @param size
  15837. * @param scene
  15838. * @param generateMipMaps
  15839. * @param type
  15840. * @param samplingMode
  15841. * @param generateDepthBuffer
  15842. */
  15843. constructor(name: string, size: number | {
  15844. width: number;
  15845. height: number;
  15846. } | {
  15847. ratio: number;
  15848. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  15849. private _preparePostProcesses;
  15850. /**
  15851. * Clone the mirror texture.
  15852. * @returns the cloned texture
  15853. */
  15854. clone(): MirrorTexture;
  15855. /**
  15856. * Serialize the texture to a JSON representation you could use in Parse later on
  15857. * @returns the serialized JSON representation
  15858. */
  15859. serialize(): any;
  15860. /**
  15861. * Dispose the texture and release its associated resources.
  15862. */
  15863. dispose(): void;
  15864. }
  15865. }
  15866. declare module "babylonjs/Materials/Textures/texture" {
  15867. import { Observable } from "babylonjs/Misc/observable";
  15868. import { Nullable } from "babylonjs/types";
  15869. import { Scene } from "babylonjs/scene";
  15870. import { Matrix } from "babylonjs/Maths/math.vector";
  15871. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  15872. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15873. import { Engine } from "babylonjs/Engines/engine";
  15874. /**
  15875. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  15876. * @see http://doc.babylonjs.com/babylon101/materials#texture
  15877. */
  15878. export class Texture extends BaseTexture {
  15879. /** @hidden */
  15880. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  15881. /** @hidden */
  15882. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  15883. /** @hidden */
  15884. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  15885. /** nearest is mag = nearest and min = nearest and mip = linear */
  15886. static readonly NEAREST_SAMPLINGMODE: number;
  15887. /** nearest is mag = nearest and min = nearest and mip = linear */
  15888. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  15889. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15890. static readonly BILINEAR_SAMPLINGMODE: number;
  15891. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15892. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  15893. /** Trilinear is mag = linear and min = linear and mip = linear */
  15894. static readonly TRILINEAR_SAMPLINGMODE: number;
  15895. /** Trilinear is mag = linear and min = linear and mip = linear */
  15896. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  15897. /** mag = nearest and min = nearest and mip = nearest */
  15898. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  15899. /** mag = nearest and min = linear and mip = nearest */
  15900. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  15901. /** mag = nearest and min = linear and mip = linear */
  15902. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  15903. /** mag = nearest and min = linear and mip = none */
  15904. static readonly NEAREST_LINEAR: number;
  15905. /** mag = nearest and min = nearest and mip = none */
  15906. static readonly NEAREST_NEAREST: number;
  15907. /** mag = linear and min = nearest and mip = nearest */
  15908. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  15909. /** mag = linear and min = nearest and mip = linear */
  15910. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  15911. /** mag = linear and min = linear and mip = none */
  15912. static readonly LINEAR_LINEAR: number;
  15913. /** mag = linear and min = nearest and mip = none */
  15914. static readonly LINEAR_NEAREST: number;
  15915. /** Explicit coordinates mode */
  15916. static readonly EXPLICIT_MODE: number;
  15917. /** Spherical coordinates mode */
  15918. static readonly SPHERICAL_MODE: number;
  15919. /** Planar coordinates mode */
  15920. static readonly PLANAR_MODE: number;
  15921. /** Cubic coordinates mode */
  15922. static readonly CUBIC_MODE: number;
  15923. /** Projection coordinates mode */
  15924. static readonly PROJECTION_MODE: number;
  15925. /** Inverse Cubic coordinates mode */
  15926. static readonly SKYBOX_MODE: number;
  15927. /** Inverse Cubic coordinates mode */
  15928. static readonly INVCUBIC_MODE: number;
  15929. /** Equirectangular coordinates mode */
  15930. static readonly EQUIRECTANGULAR_MODE: number;
  15931. /** Equirectangular Fixed coordinates mode */
  15932. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  15933. /** Equirectangular Fixed Mirrored coordinates mode */
  15934. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  15935. /** Texture is not repeating outside of 0..1 UVs */
  15936. static readonly CLAMP_ADDRESSMODE: number;
  15937. /** Texture is repeating outside of 0..1 UVs */
  15938. static readonly WRAP_ADDRESSMODE: number;
  15939. /** Texture is repeating and mirrored */
  15940. static readonly MIRROR_ADDRESSMODE: number;
  15941. /**
  15942. * 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
  15943. */
  15944. static UseSerializedUrlIfAny: boolean;
  15945. /**
  15946. * Define the url of the texture.
  15947. */
  15948. url: Nullable<string>;
  15949. /**
  15950. * Define an offset on the texture to offset the u coordinates of the UVs
  15951. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15952. */
  15953. uOffset: number;
  15954. /**
  15955. * Define an offset on the texture to offset the v coordinates of the UVs
  15956. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15957. */
  15958. vOffset: number;
  15959. /**
  15960. * Define an offset on the texture to scale the u coordinates of the UVs
  15961. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15962. */
  15963. uScale: number;
  15964. /**
  15965. * Define an offset on the texture to scale the v coordinates of the UVs
  15966. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15967. */
  15968. vScale: number;
  15969. /**
  15970. * Define an offset on the texture to rotate around the u coordinates of the UVs
  15971. * @see http://doc.babylonjs.com/how_to/more_materials
  15972. */
  15973. uAng: number;
  15974. /**
  15975. * Define an offset on the texture to rotate around the v coordinates of the UVs
  15976. * @see http://doc.babylonjs.com/how_to/more_materials
  15977. */
  15978. vAng: number;
  15979. /**
  15980. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  15981. * @see http://doc.babylonjs.com/how_to/more_materials
  15982. */
  15983. wAng: number;
  15984. /**
  15985. * Defines the center of rotation (U)
  15986. */
  15987. uRotationCenter: number;
  15988. /**
  15989. * Defines the center of rotation (V)
  15990. */
  15991. vRotationCenter: number;
  15992. /**
  15993. * Defines the center of rotation (W)
  15994. */
  15995. wRotationCenter: number;
  15996. /**
  15997. * Are mip maps generated for this texture or not.
  15998. */
  15999. readonly noMipmap: boolean;
  16000. /**
  16001. * List of inspectable custom properties (used by the Inspector)
  16002. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  16003. */
  16004. inspectableCustomProperties: Nullable<IInspectable[]>;
  16005. private _noMipmap;
  16006. /** @hidden */
  16007. _invertY: boolean;
  16008. private _rowGenerationMatrix;
  16009. private _cachedTextureMatrix;
  16010. private _projectionModeMatrix;
  16011. private _t0;
  16012. private _t1;
  16013. private _t2;
  16014. private _cachedUOffset;
  16015. private _cachedVOffset;
  16016. private _cachedUScale;
  16017. private _cachedVScale;
  16018. private _cachedUAng;
  16019. private _cachedVAng;
  16020. private _cachedWAng;
  16021. private _cachedProjectionMatrixId;
  16022. private _cachedCoordinatesMode;
  16023. /** @hidden */
  16024. protected _initialSamplingMode: number;
  16025. /** @hidden */
  16026. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  16027. private _deleteBuffer;
  16028. protected _format: Nullable<number>;
  16029. private _delayedOnLoad;
  16030. private _delayedOnError;
  16031. /**
  16032. * Observable triggered once the texture has been loaded.
  16033. */
  16034. onLoadObservable: Observable<Texture>;
  16035. protected _isBlocking: boolean;
  16036. /**
  16037. * Is the texture preventing material to render while loading.
  16038. * If false, a default texture will be used instead of the loading one during the preparation step.
  16039. */
  16040. isBlocking: boolean;
  16041. /**
  16042. * Get the current sampling mode associated with the texture.
  16043. */
  16044. readonly samplingMode: number;
  16045. /**
  16046. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16047. */
  16048. readonly invertY: boolean;
  16049. /**
  16050. * Instantiates a new texture.
  16051. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16052. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16053. * @param url define the url of the picture to load as a texture
  16054. * @param scene define the scene or engine the texture will belong to
  16055. * @param noMipmap define if the texture will require mip maps or not
  16056. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16057. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16058. * @param onLoad define a callback triggered when the texture has been loaded
  16059. * @param onError define a callback triggered when an error occurred during the loading session
  16060. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16061. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16062. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16063. */
  16064. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  16065. /**
  16066. * Update the url (and optional buffer) of this texture if url was null during construction.
  16067. * @param url the url of the texture
  16068. * @param buffer the buffer of the texture (defaults to null)
  16069. * @param onLoad callback called when the texture is loaded (defaults to null)
  16070. */
  16071. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16072. /**
  16073. * Finish the loading sequence of a texture flagged as delayed load.
  16074. * @hidden
  16075. */
  16076. delayLoad(): void;
  16077. private _prepareRowForTextureGeneration;
  16078. /**
  16079. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16080. * @returns the transform matrix of the texture.
  16081. */
  16082. getTextureMatrix(): Matrix;
  16083. /**
  16084. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16085. * @returns The reflection texture transform
  16086. */
  16087. getReflectionTextureMatrix(): Matrix;
  16088. /**
  16089. * Clones the texture.
  16090. * @returns the cloned texture
  16091. */
  16092. clone(): Texture;
  16093. /**
  16094. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16095. * @returns The JSON representation of the texture
  16096. */
  16097. serialize(): any;
  16098. /**
  16099. * Get the current class name of the texture useful for serialization or dynamic coding.
  16100. * @returns "Texture"
  16101. */
  16102. getClassName(): string;
  16103. /**
  16104. * Dispose the texture and release its associated resources.
  16105. */
  16106. dispose(): void;
  16107. /**
  16108. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16109. * @param parsedTexture Define the JSON representation of the texture
  16110. * @param scene Define the scene the parsed texture should be instantiated in
  16111. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16112. * @returns The parsed texture if successful
  16113. */
  16114. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16115. /**
  16116. * Creates a texture from its base 64 representation.
  16117. * @param data Define the base64 payload without the data: prefix
  16118. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16119. * @param scene Define the scene the texture should belong to
  16120. * @param noMipmap Forces the texture to not create mip map information if true
  16121. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16122. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16123. * @param onLoad define a callback triggered when the texture has been loaded
  16124. * @param onError define a callback triggered when an error occurred during the loading session
  16125. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16126. * @returns the created texture
  16127. */
  16128. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16129. /**
  16130. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16131. * @param data Define the base64 payload without the data: prefix
  16132. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16133. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16134. * @param scene Define the scene the texture should belong to
  16135. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16136. * @param noMipmap Forces the texture to not create mip map information if true
  16137. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16138. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16139. * @param onLoad define a callback triggered when the texture has been loaded
  16140. * @param onError define a callback triggered when an error occurred during the loading session
  16141. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16142. * @returns the created texture
  16143. */
  16144. 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;
  16145. }
  16146. }
  16147. declare module "babylonjs/PostProcesses/postProcessManager" {
  16148. import { Nullable } from "babylonjs/types";
  16149. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16150. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16151. import { Scene } from "babylonjs/scene";
  16152. /**
  16153. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16154. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16155. */
  16156. export class PostProcessManager {
  16157. private _scene;
  16158. private _indexBuffer;
  16159. private _vertexBuffers;
  16160. /**
  16161. * Creates a new instance PostProcess
  16162. * @param scene The scene that the post process is associated with.
  16163. */
  16164. constructor(scene: Scene);
  16165. private _prepareBuffers;
  16166. private _buildIndexBuffer;
  16167. /**
  16168. * Rebuilds the vertex buffers of the manager.
  16169. * @hidden
  16170. */
  16171. _rebuild(): void;
  16172. /**
  16173. * Prepares a frame to be run through a post process.
  16174. * @param sourceTexture The input texture to the post procesess. (default: null)
  16175. * @param postProcesses An array of post processes to be run. (default: null)
  16176. * @returns True if the post processes were able to be run.
  16177. * @hidden
  16178. */
  16179. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16180. /**
  16181. * Manually render a set of post processes to a texture.
  16182. * @param postProcesses An array of post processes to be run.
  16183. * @param targetTexture The target texture to render to.
  16184. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16185. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16186. * @param lodLevel defines which lod of the texture to render to
  16187. */
  16188. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16189. /**
  16190. * Finalize the result of the output of the postprocesses.
  16191. * @param doNotPresent If true the result will not be displayed to the screen.
  16192. * @param targetTexture The target texture to render to.
  16193. * @param faceIndex The index of the face to bind the target texture to.
  16194. * @param postProcesses The array of post processes to render.
  16195. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16196. * @hidden
  16197. */
  16198. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16199. /**
  16200. * Disposes of the post process manager.
  16201. */
  16202. dispose(): void;
  16203. }
  16204. }
  16205. declare module "babylonjs/Misc/gradients" {
  16206. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16207. /** Interface used by value gradients (color, factor, ...) */
  16208. export interface IValueGradient {
  16209. /**
  16210. * Gets or sets the gradient value (between 0 and 1)
  16211. */
  16212. gradient: number;
  16213. }
  16214. /** Class used to store color4 gradient */
  16215. export class ColorGradient implements IValueGradient {
  16216. /**
  16217. * Gets or sets the gradient value (between 0 and 1)
  16218. */
  16219. gradient: number;
  16220. /**
  16221. * Gets or sets first associated color
  16222. */
  16223. color1: Color4;
  16224. /**
  16225. * Gets or sets second associated color
  16226. */
  16227. color2?: Color4;
  16228. /**
  16229. * Will get a color picked randomly between color1 and color2.
  16230. * If color2 is undefined then color1 will be used
  16231. * @param result defines the target Color4 to store the result in
  16232. */
  16233. getColorToRef(result: Color4): void;
  16234. }
  16235. /** Class used to store color 3 gradient */
  16236. export class Color3Gradient implements IValueGradient {
  16237. /**
  16238. * Gets or sets the gradient value (between 0 and 1)
  16239. */
  16240. gradient: number;
  16241. /**
  16242. * Gets or sets the associated color
  16243. */
  16244. color: Color3;
  16245. }
  16246. /** Class used to store factor gradient */
  16247. export class FactorGradient implements IValueGradient {
  16248. /**
  16249. * Gets or sets the gradient value (between 0 and 1)
  16250. */
  16251. gradient: number;
  16252. /**
  16253. * Gets or sets first associated factor
  16254. */
  16255. factor1: number;
  16256. /**
  16257. * Gets or sets second associated factor
  16258. */
  16259. factor2?: number;
  16260. /**
  16261. * Will get a number picked randomly between factor1 and factor2.
  16262. * If factor2 is undefined then factor1 will be used
  16263. * @returns the picked number
  16264. */
  16265. getFactor(): number;
  16266. }
  16267. /**
  16268. * Helper used to simplify some generic gradient tasks
  16269. */
  16270. export class GradientHelper {
  16271. /**
  16272. * Gets the current gradient from an array of IValueGradient
  16273. * @param ratio defines the current ratio to get
  16274. * @param gradients defines the array of IValueGradient
  16275. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16276. */
  16277. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16278. }
  16279. }
  16280. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16281. import { Scene } from "babylonjs/scene";
  16282. import { ISceneComponent } from "babylonjs/sceneComponent";
  16283. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16284. module "babylonjs/abstractScene" {
  16285. interface AbstractScene {
  16286. /**
  16287. * The list of procedural textures added to the scene
  16288. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16289. */
  16290. proceduralTextures: Array<ProceduralTexture>;
  16291. }
  16292. }
  16293. /**
  16294. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16295. * in a given scene.
  16296. */
  16297. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16298. /**
  16299. * The component name helpfull to identify the component in the list of scene components.
  16300. */
  16301. readonly name: string;
  16302. /**
  16303. * The scene the component belongs to.
  16304. */
  16305. scene: Scene;
  16306. /**
  16307. * Creates a new instance of the component for the given scene
  16308. * @param scene Defines the scene to register the component in
  16309. */
  16310. constructor(scene: Scene);
  16311. /**
  16312. * Registers the component in a given scene
  16313. */
  16314. register(): void;
  16315. /**
  16316. * Rebuilds the elements related to this component in case of
  16317. * context lost for instance.
  16318. */
  16319. rebuild(): void;
  16320. /**
  16321. * Disposes the component and the associated ressources.
  16322. */
  16323. dispose(): void;
  16324. private _beforeClear;
  16325. }
  16326. }
  16327. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  16328. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16329. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16330. module "babylonjs/Engines/engine" {
  16331. interface Engine {
  16332. /**
  16333. * Creates a new render target cube texture
  16334. * @param size defines the size of the texture
  16335. * @param options defines the options used to create the texture
  16336. * @returns a new render target cube texture stored in an InternalTexture
  16337. */
  16338. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16339. }
  16340. }
  16341. }
  16342. declare module "babylonjs/Shaders/procedural.vertex" {
  16343. /** @hidden */
  16344. export var proceduralVertexShader: {
  16345. name: string;
  16346. shader: string;
  16347. };
  16348. }
  16349. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16350. import { Observable } from "babylonjs/Misc/observable";
  16351. import { Nullable } from "babylonjs/types";
  16352. import { Scene } from "babylonjs/scene";
  16353. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16354. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16355. import { Effect } from "babylonjs/Materials/effect";
  16356. import { Texture } from "babylonjs/Materials/Textures/texture";
  16357. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16358. import "babylonjs/Shaders/procedural.vertex";
  16359. /**
  16360. * 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.
  16361. * This is the base class of any Procedural texture and contains most of the shareable code.
  16362. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16363. */
  16364. export class ProceduralTexture extends Texture {
  16365. isCube: boolean;
  16366. /**
  16367. * Define if the texture is enabled or not (disabled texture will not render)
  16368. */
  16369. isEnabled: boolean;
  16370. /**
  16371. * Define if the texture must be cleared before rendering (default is true)
  16372. */
  16373. autoClear: boolean;
  16374. /**
  16375. * Callback called when the texture is generated
  16376. */
  16377. onGenerated: () => void;
  16378. /**
  16379. * Event raised when the texture is generated
  16380. */
  16381. onGeneratedObservable: Observable<ProceduralTexture>;
  16382. /** @hidden */
  16383. _generateMipMaps: boolean;
  16384. /** @hidden **/
  16385. _effect: Effect;
  16386. /** @hidden */
  16387. _textures: {
  16388. [key: string]: Texture;
  16389. };
  16390. private _size;
  16391. private _currentRefreshId;
  16392. private _refreshRate;
  16393. private _vertexBuffers;
  16394. private _indexBuffer;
  16395. private _uniforms;
  16396. private _samplers;
  16397. private _fragment;
  16398. private _floats;
  16399. private _ints;
  16400. private _floatsArrays;
  16401. private _colors3;
  16402. private _colors4;
  16403. private _vectors2;
  16404. private _vectors3;
  16405. private _matrices;
  16406. private _fallbackTexture;
  16407. private _fallbackTextureUsed;
  16408. private _engine;
  16409. private _cachedDefines;
  16410. private _contentUpdateId;
  16411. private _contentData;
  16412. /**
  16413. * Instantiates a new procedural texture.
  16414. * 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.
  16415. * This is the base class of any Procedural texture and contains most of the shareable code.
  16416. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16417. * @param name Define the name of the texture
  16418. * @param size Define the size of the texture to create
  16419. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16420. * @param scene Define the scene the texture belongs to
  16421. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16422. * @param generateMipMaps Define if the texture should creates mip maps or not
  16423. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16424. */
  16425. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16426. /**
  16427. * The effect that is created when initializing the post process.
  16428. * @returns The created effect corresponding the the postprocess.
  16429. */
  16430. getEffect(): Effect;
  16431. /**
  16432. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16433. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16434. */
  16435. getContent(): Nullable<ArrayBufferView>;
  16436. private _createIndexBuffer;
  16437. /** @hidden */
  16438. _rebuild(): void;
  16439. /**
  16440. * Resets the texture in order to recreate its associated resources.
  16441. * This can be called in case of context loss
  16442. */
  16443. reset(): void;
  16444. protected _getDefines(): string;
  16445. /**
  16446. * Is the texture ready to be used ? (rendered at least once)
  16447. * @returns true if ready, otherwise, false.
  16448. */
  16449. isReady(): boolean;
  16450. /**
  16451. * Resets the refresh counter of the texture and start bak from scratch.
  16452. * Could be useful to regenerate the texture if it is setup to render only once.
  16453. */
  16454. resetRefreshCounter(): void;
  16455. /**
  16456. * Set the fragment shader to use in order to render the texture.
  16457. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16458. */
  16459. setFragment(fragment: any): void;
  16460. /**
  16461. * Define the refresh rate of the texture or the rendering frequency.
  16462. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16463. */
  16464. refreshRate: number;
  16465. /** @hidden */
  16466. _shouldRender(): boolean;
  16467. /**
  16468. * Get the size the texture is rendering at.
  16469. * @returns the size (texture is always squared)
  16470. */
  16471. getRenderSize(): number;
  16472. /**
  16473. * Resize the texture to new value.
  16474. * @param size Define the new size the texture should have
  16475. * @param generateMipMaps Define whether the new texture should create mip maps
  16476. */
  16477. resize(size: number, generateMipMaps: boolean): void;
  16478. private _checkUniform;
  16479. /**
  16480. * Set a texture in the shader program used to render.
  16481. * @param name Define the name of the uniform samplers as defined in the shader
  16482. * @param texture Define the texture to bind to this sampler
  16483. * @return the texture itself allowing "fluent" like uniform updates
  16484. */
  16485. setTexture(name: string, texture: Texture): ProceduralTexture;
  16486. /**
  16487. * Set a float in the shader.
  16488. * @param name Define the name of the uniform as defined in the shader
  16489. * @param value Define the value to give to the uniform
  16490. * @return the texture itself allowing "fluent" like uniform updates
  16491. */
  16492. setFloat(name: string, value: number): ProceduralTexture;
  16493. /**
  16494. * Set a int in the shader.
  16495. * @param name Define the name of the uniform as defined in the shader
  16496. * @param value Define the value to give to the uniform
  16497. * @return the texture itself allowing "fluent" like uniform updates
  16498. */
  16499. setInt(name: string, value: number): ProceduralTexture;
  16500. /**
  16501. * Set an array of floats in the shader.
  16502. * @param name Define the name of the uniform as defined in the shader
  16503. * @param value Define the value to give to the uniform
  16504. * @return the texture itself allowing "fluent" like uniform updates
  16505. */
  16506. setFloats(name: string, value: number[]): ProceduralTexture;
  16507. /**
  16508. * Set a vec3 in the shader from a Color3.
  16509. * @param name Define the name of the uniform as defined in the shader
  16510. * @param value Define the value to give to the uniform
  16511. * @return the texture itself allowing "fluent" like uniform updates
  16512. */
  16513. setColor3(name: string, value: Color3): ProceduralTexture;
  16514. /**
  16515. * Set a vec4 in the shader from a Color4.
  16516. * @param name Define the name of the uniform as defined in the shader
  16517. * @param value Define the value to give to the uniform
  16518. * @return the texture itself allowing "fluent" like uniform updates
  16519. */
  16520. setColor4(name: string, value: Color4): ProceduralTexture;
  16521. /**
  16522. * Set a vec2 in the shader from a Vector2.
  16523. * @param name Define the name of the uniform as defined in the shader
  16524. * @param value Define the value to give to the uniform
  16525. * @return the texture itself allowing "fluent" like uniform updates
  16526. */
  16527. setVector2(name: string, value: Vector2): ProceduralTexture;
  16528. /**
  16529. * Set a vec3 in the shader from a Vector3.
  16530. * @param name Define the name of the uniform as defined in the shader
  16531. * @param value Define the value to give to the uniform
  16532. * @return the texture itself allowing "fluent" like uniform updates
  16533. */
  16534. setVector3(name: string, value: Vector3): ProceduralTexture;
  16535. /**
  16536. * Set a mat4 in the shader from a MAtrix.
  16537. * @param name Define the name of the uniform as defined in the shader
  16538. * @param value Define the value to give to the uniform
  16539. * @return the texture itself allowing "fluent" like uniform updates
  16540. */
  16541. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16542. /**
  16543. * Render the texture to its associated render target.
  16544. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16545. */
  16546. render(useCameraPostProcess?: boolean): void;
  16547. /**
  16548. * Clone the texture.
  16549. * @returns the cloned texture
  16550. */
  16551. clone(): ProceduralTexture;
  16552. /**
  16553. * Dispose the texture and release its asoociated resources.
  16554. */
  16555. dispose(): void;
  16556. }
  16557. }
  16558. declare module "babylonjs/Particles/baseParticleSystem" {
  16559. import { Nullable } from "babylonjs/types";
  16560. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16561. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16562. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16563. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16564. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16565. import { Scene } from "babylonjs/scene";
  16566. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16567. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16568. import { Texture } from "babylonjs/Materials/Textures/texture";
  16569. import { Color4 } from "babylonjs/Maths/math.color";
  16570. import { Animation } from "babylonjs/Animations/animation";
  16571. /**
  16572. * This represents the base class for particle system in Babylon.
  16573. * 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.
  16574. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16575. * @example https://doc.babylonjs.com/babylon101/particles
  16576. */
  16577. export class BaseParticleSystem {
  16578. /**
  16579. * Source color is added to the destination color without alpha affecting the result
  16580. */
  16581. static BLENDMODE_ONEONE: number;
  16582. /**
  16583. * Blend current color and particle color using particle’s alpha
  16584. */
  16585. static BLENDMODE_STANDARD: number;
  16586. /**
  16587. * Add current color and particle color multiplied by particle’s alpha
  16588. */
  16589. static BLENDMODE_ADD: number;
  16590. /**
  16591. * Multiply current color with particle color
  16592. */
  16593. static BLENDMODE_MULTIPLY: number;
  16594. /**
  16595. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16596. */
  16597. static BLENDMODE_MULTIPLYADD: number;
  16598. /**
  16599. * List of animations used by the particle system.
  16600. */
  16601. animations: Animation[];
  16602. /**
  16603. * The id of the Particle system.
  16604. */
  16605. id: string;
  16606. /**
  16607. * The friendly name of the Particle system.
  16608. */
  16609. name: string;
  16610. /**
  16611. * The rendering group used by the Particle system to chose when to render.
  16612. */
  16613. renderingGroupId: number;
  16614. /**
  16615. * The emitter represents the Mesh or position we are attaching the particle system to.
  16616. */
  16617. emitter: Nullable<AbstractMesh | Vector3>;
  16618. /**
  16619. * The maximum number of particles to emit per frame
  16620. */
  16621. emitRate: number;
  16622. /**
  16623. * If you want to launch only a few particles at once, that can be done, as well.
  16624. */
  16625. manualEmitCount: number;
  16626. /**
  16627. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16628. */
  16629. updateSpeed: number;
  16630. /**
  16631. * The amount of time the particle system is running (depends of the overall update speed).
  16632. */
  16633. targetStopDuration: number;
  16634. /**
  16635. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16636. */
  16637. disposeOnStop: boolean;
  16638. /**
  16639. * Minimum power of emitting particles.
  16640. */
  16641. minEmitPower: number;
  16642. /**
  16643. * Maximum power of emitting particles.
  16644. */
  16645. maxEmitPower: number;
  16646. /**
  16647. * Minimum life time of emitting particles.
  16648. */
  16649. minLifeTime: number;
  16650. /**
  16651. * Maximum life time of emitting particles.
  16652. */
  16653. maxLifeTime: number;
  16654. /**
  16655. * Minimum Size of emitting particles.
  16656. */
  16657. minSize: number;
  16658. /**
  16659. * Maximum Size of emitting particles.
  16660. */
  16661. maxSize: number;
  16662. /**
  16663. * Minimum scale of emitting particles on X axis.
  16664. */
  16665. minScaleX: number;
  16666. /**
  16667. * Maximum scale of emitting particles on X axis.
  16668. */
  16669. maxScaleX: number;
  16670. /**
  16671. * Minimum scale of emitting particles on Y axis.
  16672. */
  16673. minScaleY: number;
  16674. /**
  16675. * Maximum scale of emitting particles on Y axis.
  16676. */
  16677. maxScaleY: number;
  16678. /**
  16679. * Gets or sets the minimal initial rotation in radians.
  16680. */
  16681. minInitialRotation: number;
  16682. /**
  16683. * Gets or sets the maximal initial rotation in radians.
  16684. */
  16685. maxInitialRotation: number;
  16686. /**
  16687. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  16688. */
  16689. minAngularSpeed: number;
  16690. /**
  16691. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  16692. */
  16693. maxAngularSpeed: number;
  16694. /**
  16695. * The texture used to render each particle. (this can be a spritesheet)
  16696. */
  16697. particleTexture: Nullable<Texture>;
  16698. /**
  16699. * The layer mask we are rendering the particles through.
  16700. */
  16701. layerMask: number;
  16702. /**
  16703. * This can help using your own shader to render the particle system.
  16704. * The according effect will be created
  16705. */
  16706. customShader: any;
  16707. /**
  16708. * By default particle system starts as soon as they are created. This prevents the
  16709. * automatic start to happen and let you decide when to start emitting particles.
  16710. */
  16711. preventAutoStart: boolean;
  16712. private _noiseTexture;
  16713. /**
  16714. * Gets or sets a texture used to add random noise to particle positions
  16715. */
  16716. noiseTexture: Nullable<ProceduralTexture>;
  16717. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  16718. noiseStrength: Vector3;
  16719. /**
  16720. * Callback triggered when the particle animation is ending.
  16721. */
  16722. onAnimationEnd: Nullable<() => void>;
  16723. /**
  16724. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  16725. */
  16726. blendMode: number;
  16727. /**
  16728. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  16729. * to override the particles.
  16730. */
  16731. forceDepthWrite: boolean;
  16732. /** 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 */
  16733. preWarmCycles: number;
  16734. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  16735. preWarmStepOffset: number;
  16736. /**
  16737. * 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)
  16738. */
  16739. spriteCellChangeSpeed: number;
  16740. /**
  16741. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  16742. */
  16743. startSpriteCellID: number;
  16744. /**
  16745. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  16746. */
  16747. endSpriteCellID: number;
  16748. /**
  16749. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  16750. */
  16751. spriteCellWidth: number;
  16752. /**
  16753. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  16754. */
  16755. spriteCellHeight: number;
  16756. /**
  16757. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  16758. */
  16759. spriteRandomStartCell: boolean;
  16760. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  16761. translationPivot: Vector2;
  16762. /** @hidden */
  16763. protected _isAnimationSheetEnabled: boolean;
  16764. /**
  16765. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  16766. */
  16767. beginAnimationOnStart: boolean;
  16768. /**
  16769. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  16770. */
  16771. beginAnimationFrom: number;
  16772. /**
  16773. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  16774. */
  16775. beginAnimationTo: number;
  16776. /**
  16777. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  16778. */
  16779. beginAnimationLoop: boolean;
  16780. /**
  16781. * Gets or sets a world offset applied to all particles
  16782. */
  16783. worldOffset: Vector3;
  16784. /**
  16785. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  16786. */
  16787. isAnimationSheetEnabled: boolean;
  16788. /**
  16789. * Get hosting scene
  16790. * @returns the scene
  16791. */
  16792. getScene(): Scene;
  16793. /**
  16794. * You can use gravity if you want to give an orientation to your particles.
  16795. */
  16796. gravity: Vector3;
  16797. protected _colorGradients: Nullable<Array<ColorGradient>>;
  16798. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  16799. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  16800. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  16801. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  16802. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  16803. protected _dragGradients: Nullable<Array<FactorGradient>>;
  16804. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  16805. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  16806. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  16807. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  16808. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  16809. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  16810. /**
  16811. * Defines the delay in milliseconds before starting the system (0 by default)
  16812. */
  16813. startDelay: number;
  16814. /**
  16815. * Gets the current list of drag gradients.
  16816. * You must use addDragGradient and removeDragGradient to udpate this list
  16817. * @returns the list of drag gradients
  16818. */
  16819. getDragGradients(): Nullable<Array<FactorGradient>>;
  16820. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  16821. limitVelocityDamping: number;
  16822. /**
  16823. * Gets the current list of limit velocity gradients.
  16824. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  16825. * @returns the list of limit velocity gradients
  16826. */
  16827. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  16828. /**
  16829. * Gets the current list of color gradients.
  16830. * You must use addColorGradient and removeColorGradient to udpate this list
  16831. * @returns the list of color gradients
  16832. */
  16833. getColorGradients(): Nullable<Array<ColorGradient>>;
  16834. /**
  16835. * Gets the current list of size gradients.
  16836. * You must use addSizeGradient and removeSizeGradient to udpate this list
  16837. * @returns the list of size gradients
  16838. */
  16839. getSizeGradients(): Nullable<Array<FactorGradient>>;
  16840. /**
  16841. * Gets the current list of color remap gradients.
  16842. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  16843. * @returns the list of color remap gradients
  16844. */
  16845. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  16846. /**
  16847. * Gets the current list of alpha remap gradients.
  16848. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  16849. * @returns the list of alpha remap gradients
  16850. */
  16851. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  16852. /**
  16853. * Gets the current list of life time gradients.
  16854. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  16855. * @returns the list of life time gradients
  16856. */
  16857. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  16858. /**
  16859. * Gets the current list of angular speed gradients.
  16860. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  16861. * @returns the list of angular speed gradients
  16862. */
  16863. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  16864. /**
  16865. * Gets the current list of velocity gradients.
  16866. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  16867. * @returns the list of velocity gradients
  16868. */
  16869. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  16870. /**
  16871. * Gets the current list of start size gradients.
  16872. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  16873. * @returns the list of start size gradients
  16874. */
  16875. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  16876. /**
  16877. * Gets the current list of emit rate gradients.
  16878. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  16879. * @returns the list of emit rate gradients
  16880. */
  16881. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  16882. /**
  16883. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16884. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16885. */
  16886. direction1: Vector3;
  16887. /**
  16888. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16889. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16890. */
  16891. direction2: Vector3;
  16892. /**
  16893. * 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.
  16894. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16895. */
  16896. minEmitBox: Vector3;
  16897. /**
  16898. * 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.
  16899. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16900. */
  16901. maxEmitBox: Vector3;
  16902. /**
  16903. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16904. */
  16905. color1: Color4;
  16906. /**
  16907. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16908. */
  16909. color2: Color4;
  16910. /**
  16911. * Color the particle will have at the end of its lifetime
  16912. */
  16913. colorDead: Color4;
  16914. /**
  16915. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  16916. */
  16917. textureMask: Color4;
  16918. /**
  16919. * The particle emitter type defines the emitter used by the particle system.
  16920. * It can be for example box, sphere, or cone...
  16921. */
  16922. particleEmitterType: IParticleEmitterType;
  16923. /** @hidden */
  16924. _isSubEmitter: boolean;
  16925. /**
  16926. * Gets or sets the billboard mode to use when isBillboardBased = true.
  16927. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  16928. */
  16929. billboardMode: number;
  16930. protected _isBillboardBased: boolean;
  16931. /**
  16932. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  16933. */
  16934. isBillboardBased: boolean;
  16935. /**
  16936. * The scene the particle system belongs to.
  16937. */
  16938. protected _scene: Scene;
  16939. /**
  16940. * Local cache of defines for image processing.
  16941. */
  16942. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  16943. /**
  16944. * Default configuration related to image processing available in the standard Material.
  16945. */
  16946. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  16947. /**
  16948. * Gets the image processing configuration used either in this material.
  16949. */
  16950. /**
  16951. * Sets the Default image processing configuration used either in the this material.
  16952. *
  16953. * If sets to null, the scene one is in use.
  16954. */
  16955. imageProcessingConfiguration: ImageProcessingConfiguration;
  16956. /**
  16957. * Attaches a new image processing configuration to the Standard Material.
  16958. * @param configuration
  16959. */
  16960. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  16961. /** @hidden */
  16962. protected _reset(): void;
  16963. /** @hidden */
  16964. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  16965. /**
  16966. * Instantiates a particle system.
  16967. * 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.
  16968. * @param name The name of the particle system
  16969. */
  16970. constructor(name: string);
  16971. /**
  16972. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  16973. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  16974. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  16975. * @returns the emitter
  16976. */
  16977. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  16978. /**
  16979. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  16980. * @param radius The radius of the hemisphere to emit from
  16981. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  16982. * @returns the emitter
  16983. */
  16984. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  16985. /**
  16986. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  16987. * @param radius The radius of the sphere to emit from
  16988. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  16989. * @returns the emitter
  16990. */
  16991. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  16992. /**
  16993. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  16994. * @param radius The radius of the sphere to emit from
  16995. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  16996. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  16997. * @returns the emitter
  16998. */
  16999. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  17000. /**
  17001. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  17002. * @param radius The radius of the emission cylinder
  17003. * @param height The height of the emission cylinder
  17004. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  17005. * @param directionRandomizer How much to randomize the particle direction [0-1]
  17006. * @returns the emitter
  17007. */
  17008. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  17009. /**
  17010. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  17011. * @param radius The radius of the cylinder to emit from
  17012. * @param height The height of the emission cylinder
  17013. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17014. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  17015. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  17016. * @returns the emitter
  17017. */
  17018. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17019. /**
  17020. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17021. * @param radius The radius of the cone to emit from
  17022. * @param angle The base angle of the cone
  17023. * @returns the emitter
  17024. */
  17025. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17026. /**
  17027. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17028. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17029. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17030. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17031. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17032. * @returns the emitter
  17033. */
  17034. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17035. }
  17036. }
  17037. declare module "babylonjs/Particles/subEmitter" {
  17038. import { Scene } from "babylonjs/scene";
  17039. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17040. /**
  17041. * Type of sub emitter
  17042. */
  17043. export enum SubEmitterType {
  17044. /**
  17045. * Attached to the particle over it's lifetime
  17046. */
  17047. ATTACHED = 0,
  17048. /**
  17049. * Created when the particle dies
  17050. */
  17051. END = 1
  17052. }
  17053. /**
  17054. * Sub emitter class used to emit particles from an existing particle
  17055. */
  17056. export class SubEmitter {
  17057. /**
  17058. * the particle system to be used by the sub emitter
  17059. */
  17060. particleSystem: ParticleSystem;
  17061. /**
  17062. * Type of the submitter (Default: END)
  17063. */
  17064. type: SubEmitterType;
  17065. /**
  17066. * 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)
  17067. * Note: This only is supported when using an emitter of type Mesh
  17068. */
  17069. inheritDirection: boolean;
  17070. /**
  17071. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17072. */
  17073. inheritedVelocityAmount: number;
  17074. /**
  17075. * Creates a sub emitter
  17076. * @param particleSystem the particle system to be used by the sub emitter
  17077. */
  17078. constructor(
  17079. /**
  17080. * the particle system to be used by the sub emitter
  17081. */
  17082. particleSystem: ParticleSystem);
  17083. /**
  17084. * Clones the sub emitter
  17085. * @returns the cloned sub emitter
  17086. */
  17087. clone(): SubEmitter;
  17088. /**
  17089. * Serialize current object to a JSON object
  17090. * @returns the serialized object
  17091. */
  17092. serialize(): any;
  17093. /** @hidden */
  17094. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17095. /**
  17096. * Creates a new SubEmitter from a serialized JSON version
  17097. * @param serializationObject defines the JSON object to read from
  17098. * @param scene defines the hosting scene
  17099. * @param rootUrl defines the rootUrl for data loading
  17100. * @returns a new SubEmitter
  17101. */
  17102. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17103. /** Release associated resources */
  17104. dispose(): void;
  17105. }
  17106. }
  17107. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17108. /** @hidden */
  17109. export var clipPlaneFragmentDeclaration: {
  17110. name: string;
  17111. shader: string;
  17112. };
  17113. }
  17114. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17115. /** @hidden */
  17116. export var imageProcessingDeclaration: {
  17117. name: string;
  17118. shader: string;
  17119. };
  17120. }
  17121. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17122. /** @hidden */
  17123. export var imageProcessingFunctions: {
  17124. name: string;
  17125. shader: string;
  17126. };
  17127. }
  17128. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17129. /** @hidden */
  17130. export var clipPlaneFragment: {
  17131. name: string;
  17132. shader: string;
  17133. };
  17134. }
  17135. declare module "babylonjs/Shaders/particles.fragment" {
  17136. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17137. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17138. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17139. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17140. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17141. /** @hidden */
  17142. export var particlesPixelShader: {
  17143. name: string;
  17144. shader: string;
  17145. };
  17146. }
  17147. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17148. /** @hidden */
  17149. export var clipPlaneVertexDeclaration: {
  17150. name: string;
  17151. shader: string;
  17152. };
  17153. }
  17154. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17155. /** @hidden */
  17156. export var clipPlaneVertex: {
  17157. name: string;
  17158. shader: string;
  17159. };
  17160. }
  17161. declare module "babylonjs/Shaders/particles.vertex" {
  17162. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17163. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17164. /** @hidden */
  17165. export var particlesVertexShader: {
  17166. name: string;
  17167. shader: string;
  17168. };
  17169. }
  17170. declare module "babylonjs/Particles/particleSystem" {
  17171. import { Nullable } from "babylonjs/types";
  17172. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17173. import { Observable } from "babylonjs/Misc/observable";
  17174. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17175. import { Effect } from "babylonjs/Materials/effect";
  17176. import { Scene, IDisposable } from "babylonjs/scene";
  17177. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17178. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17179. import { Particle } from "babylonjs/Particles/particle";
  17180. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17181. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17182. import "babylonjs/Shaders/particles.fragment";
  17183. import "babylonjs/Shaders/particles.vertex";
  17184. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17185. /**
  17186. * This represents a particle system in Babylon.
  17187. * 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.
  17188. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17189. * @example https://doc.babylonjs.com/babylon101/particles
  17190. */
  17191. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17192. /**
  17193. * Billboard mode will only apply to Y axis
  17194. */
  17195. static readonly BILLBOARDMODE_Y: number;
  17196. /**
  17197. * Billboard mode will apply to all axes
  17198. */
  17199. static readonly BILLBOARDMODE_ALL: number;
  17200. /**
  17201. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17202. */
  17203. static readonly BILLBOARDMODE_STRETCHED: number;
  17204. /**
  17205. * This function can be defined to provide custom update for active particles.
  17206. * This function will be called instead of regular update (age, position, color, etc.).
  17207. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17208. */
  17209. updateFunction: (particles: Particle[]) => void;
  17210. private _emitterWorldMatrix;
  17211. /**
  17212. * This function can be defined to specify initial direction for every new particle.
  17213. * It by default use the emitterType defined function
  17214. */
  17215. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17216. /**
  17217. * This function can be defined to specify initial position for every new particle.
  17218. * It by default use the emitterType defined function
  17219. */
  17220. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17221. /**
  17222. * @hidden
  17223. */
  17224. _inheritedVelocityOffset: Vector3;
  17225. /**
  17226. * An event triggered when the system is disposed
  17227. */
  17228. onDisposeObservable: Observable<ParticleSystem>;
  17229. private _onDisposeObserver;
  17230. /**
  17231. * Sets a callback that will be triggered when the system is disposed
  17232. */
  17233. onDispose: () => void;
  17234. private _particles;
  17235. private _epsilon;
  17236. private _capacity;
  17237. private _stockParticles;
  17238. private _newPartsExcess;
  17239. private _vertexData;
  17240. private _vertexBuffer;
  17241. private _vertexBuffers;
  17242. private _spriteBuffer;
  17243. private _indexBuffer;
  17244. private _effect;
  17245. private _customEffect;
  17246. private _cachedDefines;
  17247. private _scaledColorStep;
  17248. private _colorDiff;
  17249. private _scaledDirection;
  17250. private _scaledGravity;
  17251. private _currentRenderId;
  17252. private _alive;
  17253. private _useInstancing;
  17254. private _started;
  17255. private _stopped;
  17256. private _actualFrame;
  17257. private _scaledUpdateSpeed;
  17258. private _vertexBufferSize;
  17259. /** @hidden */
  17260. _currentEmitRateGradient: Nullable<FactorGradient>;
  17261. /** @hidden */
  17262. _currentEmitRate1: number;
  17263. /** @hidden */
  17264. _currentEmitRate2: number;
  17265. /** @hidden */
  17266. _currentStartSizeGradient: Nullable<FactorGradient>;
  17267. /** @hidden */
  17268. _currentStartSize1: number;
  17269. /** @hidden */
  17270. _currentStartSize2: number;
  17271. private readonly _rawTextureWidth;
  17272. private _rampGradientsTexture;
  17273. private _useRampGradients;
  17274. /** Gets or sets a boolean indicating that ramp gradients must be used
  17275. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17276. */
  17277. useRampGradients: boolean;
  17278. /**
  17279. * 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.
  17280. * 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: [])
  17281. */
  17282. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17283. private _subEmitters;
  17284. /**
  17285. * @hidden
  17286. * If the particle systems emitter should be disposed when the particle system is disposed
  17287. */
  17288. _disposeEmitterOnDispose: boolean;
  17289. /**
  17290. * The current active Sub-systems, this property is used by the root particle system only.
  17291. */
  17292. activeSubSystems: Array<ParticleSystem>;
  17293. private _rootParticleSystem;
  17294. /**
  17295. * Gets the current list of active particles
  17296. */
  17297. readonly particles: Particle[];
  17298. /**
  17299. * Returns the string "ParticleSystem"
  17300. * @returns a string containing the class name
  17301. */
  17302. getClassName(): string;
  17303. /**
  17304. * Instantiates a particle system.
  17305. * 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.
  17306. * @param name The name of the particle system
  17307. * @param capacity The max number of particles alive at the same time
  17308. * @param scene The scene the particle system belongs to
  17309. * @param customEffect a custom effect used to change the way particles are rendered by default
  17310. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17311. * @param epsilon Offset used to render the particles
  17312. */
  17313. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17314. private _addFactorGradient;
  17315. private _removeFactorGradient;
  17316. /**
  17317. * Adds a new life time gradient
  17318. * @param gradient defines the gradient to use (between 0 and 1)
  17319. * @param factor defines the life time factor to affect to the specified gradient
  17320. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17321. * @returns the current particle system
  17322. */
  17323. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17324. /**
  17325. * Remove a specific life time gradient
  17326. * @param gradient defines the gradient to remove
  17327. * @returns the current particle system
  17328. */
  17329. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17330. /**
  17331. * Adds a new size gradient
  17332. * @param gradient defines the gradient to use (between 0 and 1)
  17333. * @param factor defines the size factor to affect to the specified gradient
  17334. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17335. * @returns the current particle system
  17336. */
  17337. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17338. /**
  17339. * Remove a specific size gradient
  17340. * @param gradient defines the gradient to remove
  17341. * @returns the current particle system
  17342. */
  17343. removeSizeGradient(gradient: number): IParticleSystem;
  17344. /**
  17345. * Adds a new color remap gradient
  17346. * @param gradient defines the gradient to use (between 0 and 1)
  17347. * @param min defines the color remap minimal range
  17348. * @param max defines the color remap maximal range
  17349. * @returns the current particle system
  17350. */
  17351. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17352. /**
  17353. * Remove a specific color remap gradient
  17354. * @param gradient defines the gradient to remove
  17355. * @returns the current particle system
  17356. */
  17357. removeColorRemapGradient(gradient: number): IParticleSystem;
  17358. /**
  17359. * Adds a new alpha remap gradient
  17360. * @param gradient defines the gradient to use (between 0 and 1)
  17361. * @param min defines the alpha remap minimal range
  17362. * @param max defines the alpha remap maximal range
  17363. * @returns the current particle system
  17364. */
  17365. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17366. /**
  17367. * Remove a specific alpha remap gradient
  17368. * @param gradient defines the gradient to remove
  17369. * @returns the current particle system
  17370. */
  17371. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17372. /**
  17373. * Adds a new angular speed gradient
  17374. * @param gradient defines the gradient to use (between 0 and 1)
  17375. * @param factor defines the angular speed to affect to the specified gradient
  17376. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17377. * @returns the current particle system
  17378. */
  17379. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17380. /**
  17381. * Remove a specific angular speed gradient
  17382. * @param gradient defines the gradient to remove
  17383. * @returns the current particle system
  17384. */
  17385. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17386. /**
  17387. * Adds a new velocity gradient
  17388. * @param gradient defines the gradient to use (between 0 and 1)
  17389. * @param factor defines the velocity to affect to the specified gradient
  17390. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17391. * @returns the current particle system
  17392. */
  17393. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17394. /**
  17395. * Remove a specific velocity gradient
  17396. * @param gradient defines the gradient to remove
  17397. * @returns the current particle system
  17398. */
  17399. removeVelocityGradient(gradient: number): IParticleSystem;
  17400. /**
  17401. * Adds a new limit velocity gradient
  17402. * @param gradient defines the gradient to use (between 0 and 1)
  17403. * @param factor defines the limit velocity value to affect to the specified gradient
  17404. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17405. * @returns the current particle system
  17406. */
  17407. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17408. /**
  17409. * Remove a specific limit velocity gradient
  17410. * @param gradient defines the gradient to remove
  17411. * @returns the current particle system
  17412. */
  17413. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17414. /**
  17415. * Adds a new drag gradient
  17416. * @param gradient defines the gradient to use (between 0 and 1)
  17417. * @param factor defines the drag value to affect to the specified gradient
  17418. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17419. * @returns the current particle system
  17420. */
  17421. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17422. /**
  17423. * Remove a specific drag gradient
  17424. * @param gradient defines the gradient to remove
  17425. * @returns the current particle system
  17426. */
  17427. removeDragGradient(gradient: number): IParticleSystem;
  17428. /**
  17429. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17430. * @param gradient defines the gradient to use (between 0 and 1)
  17431. * @param factor defines the emit rate value to affect to the specified gradient
  17432. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17433. * @returns the current particle system
  17434. */
  17435. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17436. /**
  17437. * Remove a specific emit rate gradient
  17438. * @param gradient defines the gradient to remove
  17439. * @returns the current particle system
  17440. */
  17441. removeEmitRateGradient(gradient: number): IParticleSystem;
  17442. /**
  17443. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17444. * @param gradient defines the gradient to use (between 0 and 1)
  17445. * @param factor defines the start size value to affect to the specified gradient
  17446. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17447. * @returns the current particle system
  17448. */
  17449. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17450. /**
  17451. * Remove a specific start size gradient
  17452. * @param gradient defines the gradient to remove
  17453. * @returns the current particle system
  17454. */
  17455. removeStartSizeGradient(gradient: number): IParticleSystem;
  17456. private _createRampGradientTexture;
  17457. /**
  17458. * Gets the current list of ramp gradients.
  17459. * You must use addRampGradient and removeRampGradient to udpate this list
  17460. * @returns the list of ramp gradients
  17461. */
  17462. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17463. /**
  17464. * Adds a new ramp gradient used to remap particle colors
  17465. * @param gradient defines the gradient to use (between 0 and 1)
  17466. * @param color defines the color to affect to the specified gradient
  17467. * @returns the current particle system
  17468. */
  17469. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17470. /**
  17471. * Remove a specific ramp gradient
  17472. * @param gradient defines the gradient to remove
  17473. * @returns the current particle system
  17474. */
  17475. removeRampGradient(gradient: number): ParticleSystem;
  17476. /**
  17477. * Adds a new color gradient
  17478. * @param gradient defines the gradient to use (between 0 and 1)
  17479. * @param color1 defines the color to affect to the specified gradient
  17480. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17481. * @returns this particle system
  17482. */
  17483. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17484. /**
  17485. * Remove a specific color gradient
  17486. * @param gradient defines the gradient to remove
  17487. * @returns this particle system
  17488. */
  17489. removeColorGradient(gradient: number): IParticleSystem;
  17490. private _fetchR;
  17491. protected _reset(): void;
  17492. private _resetEffect;
  17493. private _createVertexBuffers;
  17494. private _createIndexBuffer;
  17495. /**
  17496. * Gets the maximum number of particles active at the same time.
  17497. * @returns The max number of active particles.
  17498. */
  17499. getCapacity(): number;
  17500. /**
  17501. * Gets whether there are still active particles in the system.
  17502. * @returns True if it is alive, otherwise false.
  17503. */
  17504. isAlive(): boolean;
  17505. /**
  17506. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17507. * @returns True if it has been started, otherwise false.
  17508. */
  17509. isStarted(): boolean;
  17510. private _prepareSubEmitterInternalArray;
  17511. /**
  17512. * Starts the particle system and begins to emit
  17513. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17514. */
  17515. start(delay?: number): void;
  17516. /**
  17517. * Stops the particle system.
  17518. * @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.
  17519. */
  17520. stop(stopSubEmitters?: boolean): void;
  17521. /**
  17522. * Remove all active particles
  17523. */
  17524. reset(): void;
  17525. /**
  17526. * @hidden (for internal use only)
  17527. */
  17528. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17529. /**
  17530. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17531. * Its lifetime will start back at 0.
  17532. */
  17533. recycleParticle: (particle: Particle) => void;
  17534. private _stopSubEmitters;
  17535. private _createParticle;
  17536. private _removeFromRoot;
  17537. private _emitFromParticle;
  17538. private _update;
  17539. /** @hidden */
  17540. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17541. /** @hidden */
  17542. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17543. /** @hidden */
  17544. private _getEffect;
  17545. /**
  17546. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17547. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17548. */
  17549. animate(preWarmOnly?: boolean): void;
  17550. private _appendParticleVertices;
  17551. /**
  17552. * Rebuilds the particle system.
  17553. */
  17554. rebuild(): void;
  17555. /**
  17556. * Is this system ready to be used/rendered
  17557. * @return true if the system is ready
  17558. */
  17559. isReady(): boolean;
  17560. private _render;
  17561. /**
  17562. * Renders the particle system in its current state.
  17563. * @returns the current number of particles
  17564. */
  17565. render(): number;
  17566. /**
  17567. * Disposes the particle system and free the associated resources
  17568. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17569. */
  17570. dispose(disposeTexture?: boolean): void;
  17571. /**
  17572. * Clones the particle system.
  17573. * @param name The name of the cloned object
  17574. * @param newEmitter The new emitter to use
  17575. * @returns the cloned particle system
  17576. */
  17577. clone(name: string, newEmitter: any): ParticleSystem;
  17578. /**
  17579. * Serializes the particle system to a JSON object.
  17580. * @returns the JSON object
  17581. */
  17582. serialize(): any;
  17583. /** @hidden */
  17584. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17585. /** @hidden */
  17586. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17587. /**
  17588. * Parses a JSON object to create a particle system.
  17589. * @param parsedParticleSystem The JSON object to parse
  17590. * @param scene The scene to create the particle system in
  17591. * @param rootUrl The root url to use to load external dependencies like texture
  17592. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17593. * @returns the Parsed particle system
  17594. */
  17595. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17596. }
  17597. }
  17598. declare module "babylonjs/Particles/particle" {
  17599. import { Nullable } from "babylonjs/types";
  17600. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17601. import { Color4 } from "babylonjs/Maths/math.color";
  17602. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17603. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17604. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17605. /**
  17606. * A particle represents one of the element emitted by a particle system.
  17607. * This is mainly define by its coordinates, direction, velocity and age.
  17608. */
  17609. export class Particle {
  17610. /**
  17611. * The particle system the particle belongs to.
  17612. */
  17613. particleSystem: ParticleSystem;
  17614. private static _Count;
  17615. /**
  17616. * Unique ID of the particle
  17617. */
  17618. id: number;
  17619. /**
  17620. * The world position of the particle in the scene.
  17621. */
  17622. position: Vector3;
  17623. /**
  17624. * The world direction of the particle in the scene.
  17625. */
  17626. direction: Vector3;
  17627. /**
  17628. * The color of the particle.
  17629. */
  17630. color: Color4;
  17631. /**
  17632. * The color change of the particle per step.
  17633. */
  17634. colorStep: Color4;
  17635. /**
  17636. * Defines how long will the life of the particle be.
  17637. */
  17638. lifeTime: number;
  17639. /**
  17640. * The current age of the particle.
  17641. */
  17642. age: number;
  17643. /**
  17644. * The current size of the particle.
  17645. */
  17646. size: number;
  17647. /**
  17648. * The current scale of the particle.
  17649. */
  17650. scale: Vector2;
  17651. /**
  17652. * The current angle of the particle.
  17653. */
  17654. angle: number;
  17655. /**
  17656. * Defines how fast is the angle changing.
  17657. */
  17658. angularSpeed: number;
  17659. /**
  17660. * Defines the cell index used by the particle to be rendered from a sprite.
  17661. */
  17662. cellIndex: number;
  17663. /**
  17664. * The information required to support color remapping
  17665. */
  17666. remapData: Vector4;
  17667. /** @hidden */
  17668. _randomCellOffset?: number;
  17669. /** @hidden */
  17670. _initialDirection: Nullable<Vector3>;
  17671. /** @hidden */
  17672. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  17673. /** @hidden */
  17674. _initialStartSpriteCellID: number;
  17675. /** @hidden */
  17676. _initialEndSpriteCellID: number;
  17677. /** @hidden */
  17678. _currentColorGradient: Nullable<ColorGradient>;
  17679. /** @hidden */
  17680. _currentColor1: Color4;
  17681. /** @hidden */
  17682. _currentColor2: Color4;
  17683. /** @hidden */
  17684. _currentSizeGradient: Nullable<FactorGradient>;
  17685. /** @hidden */
  17686. _currentSize1: number;
  17687. /** @hidden */
  17688. _currentSize2: number;
  17689. /** @hidden */
  17690. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  17691. /** @hidden */
  17692. _currentAngularSpeed1: number;
  17693. /** @hidden */
  17694. _currentAngularSpeed2: number;
  17695. /** @hidden */
  17696. _currentVelocityGradient: Nullable<FactorGradient>;
  17697. /** @hidden */
  17698. _currentVelocity1: number;
  17699. /** @hidden */
  17700. _currentVelocity2: number;
  17701. /** @hidden */
  17702. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  17703. /** @hidden */
  17704. _currentLimitVelocity1: number;
  17705. /** @hidden */
  17706. _currentLimitVelocity2: number;
  17707. /** @hidden */
  17708. _currentDragGradient: Nullable<FactorGradient>;
  17709. /** @hidden */
  17710. _currentDrag1: number;
  17711. /** @hidden */
  17712. _currentDrag2: number;
  17713. /** @hidden */
  17714. _randomNoiseCoordinates1: Vector3;
  17715. /** @hidden */
  17716. _randomNoiseCoordinates2: Vector3;
  17717. /**
  17718. * Creates a new instance Particle
  17719. * @param particleSystem the particle system the particle belongs to
  17720. */
  17721. constructor(
  17722. /**
  17723. * The particle system the particle belongs to.
  17724. */
  17725. particleSystem: ParticleSystem);
  17726. private updateCellInfoFromSystem;
  17727. /**
  17728. * Defines how the sprite cell index is updated for the particle
  17729. */
  17730. updateCellIndex(): void;
  17731. /** @hidden */
  17732. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  17733. /** @hidden */
  17734. _inheritParticleInfoToSubEmitters(): void;
  17735. /** @hidden */
  17736. _reset(): void;
  17737. /**
  17738. * Copy the properties of particle to another one.
  17739. * @param other the particle to copy the information to.
  17740. */
  17741. copyTo(other: Particle): void;
  17742. }
  17743. }
  17744. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  17745. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17746. import { Effect } from "babylonjs/Materials/effect";
  17747. import { Particle } from "babylonjs/Particles/particle";
  17748. /**
  17749. * Particle emitter represents a volume emitting particles.
  17750. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  17751. */
  17752. export interface IParticleEmitterType {
  17753. /**
  17754. * Called by the particle System when the direction is computed for the created particle.
  17755. * @param worldMatrix is the world matrix of the particle system
  17756. * @param directionToUpdate is the direction vector to update with the result
  17757. * @param particle is the particle we are computed the direction for
  17758. */
  17759. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17760. /**
  17761. * Called by the particle System when the position is computed for the created particle.
  17762. * @param worldMatrix is the world matrix of the particle system
  17763. * @param positionToUpdate is the position vector to update with the result
  17764. * @param particle is the particle we are computed the position for
  17765. */
  17766. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17767. /**
  17768. * Clones the current emitter and returns a copy of it
  17769. * @returns the new emitter
  17770. */
  17771. clone(): IParticleEmitterType;
  17772. /**
  17773. * Called by the GPUParticleSystem to setup the update shader
  17774. * @param effect defines the update shader
  17775. */
  17776. applyToShader(effect: Effect): void;
  17777. /**
  17778. * Returns a string to use to update the GPU particles update shader
  17779. * @returns the effect defines string
  17780. */
  17781. getEffectDefines(): string;
  17782. /**
  17783. * Returns a string representing the class name
  17784. * @returns a string containing the class name
  17785. */
  17786. getClassName(): string;
  17787. /**
  17788. * Serializes the particle system to a JSON object.
  17789. * @returns the JSON object
  17790. */
  17791. serialize(): any;
  17792. /**
  17793. * Parse properties from a JSON object
  17794. * @param serializationObject defines the JSON object
  17795. */
  17796. parse(serializationObject: any): void;
  17797. }
  17798. }
  17799. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  17800. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17801. import { Effect } from "babylonjs/Materials/effect";
  17802. import { Particle } from "babylonjs/Particles/particle";
  17803. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17804. /**
  17805. * Particle emitter emitting particles from the inside of a box.
  17806. * It emits the particles randomly between 2 given directions.
  17807. */
  17808. export class BoxParticleEmitter implements IParticleEmitterType {
  17809. /**
  17810. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17811. */
  17812. direction1: Vector3;
  17813. /**
  17814. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17815. */
  17816. direction2: Vector3;
  17817. /**
  17818. * 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.
  17819. */
  17820. minEmitBox: Vector3;
  17821. /**
  17822. * 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.
  17823. */
  17824. maxEmitBox: Vector3;
  17825. /**
  17826. * Creates a new instance BoxParticleEmitter
  17827. */
  17828. constructor();
  17829. /**
  17830. * Called by the particle System when the direction is computed for the created particle.
  17831. * @param worldMatrix is the world matrix of the particle system
  17832. * @param directionToUpdate is the direction vector to update with the result
  17833. * @param particle is the particle we are computed the direction for
  17834. */
  17835. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17836. /**
  17837. * Called by the particle System when the position is computed for the created particle.
  17838. * @param worldMatrix is the world matrix of the particle system
  17839. * @param positionToUpdate is the position vector to update with the result
  17840. * @param particle is the particle we are computed the position for
  17841. */
  17842. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17843. /**
  17844. * Clones the current emitter and returns a copy of it
  17845. * @returns the new emitter
  17846. */
  17847. clone(): BoxParticleEmitter;
  17848. /**
  17849. * Called by the GPUParticleSystem to setup the update shader
  17850. * @param effect defines the update shader
  17851. */
  17852. applyToShader(effect: Effect): void;
  17853. /**
  17854. * Returns a string to use to update the GPU particles update shader
  17855. * @returns a string containng the defines string
  17856. */
  17857. getEffectDefines(): string;
  17858. /**
  17859. * Returns the string "BoxParticleEmitter"
  17860. * @returns a string containing the class name
  17861. */
  17862. getClassName(): string;
  17863. /**
  17864. * Serializes the particle system to a JSON object.
  17865. * @returns the JSON object
  17866. */
  17867. serialize(): any;
  17868. /**
  17869. * Parse properties from a JSON object
  17870. * @param serializationObject defines the JSON object
  17871. */
  17872. parse(serializationObject: any): void;
  17873. }
  17874. }
  17875. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  17876. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17877. import { Effect } from "babylonjs/Materials/effect";
  17878. import { Particle } from "babylonjs/Particles/particle";
  17879. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17880. /**
  17881. * Particle emitter emitting particles from the inside of a cone.
  17882. * It emits the particles alongside the cone volume from the base to the particle.
  17883. * The emission direction might be randomized.
  17884. */
  17885. export class ConeParticleEmitter implements IParticleEmitterType {
  17886. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17887. directionRandomizer: number;
  17888. private _radius;
  17889. private _angle;
  17890. private _height;
  17891. /**
  17892. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  17893. */
  17894. radiusRange: number;
  17895. /**
  17896. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  17897. */
  17898. heightRange: number;
  17899. /**
  17900. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  17901. */
  17902. emitFromSpawnPointOnly: boolean;
  17903. /**
  17904. * Gets or sets the radius of the emission cone
  17905. */
  17906. radius: number;
  17907. /**
  17908. * Gets or sets the angle of the emission cone
  17909. */
  17910. angle: number;
  17911. private _buildHeight;
  17912. /**
  17913. * Creates a new instance ConeParticleEmitter
  17914. * @param radius the radius of the emission cone (1 by default)
  17915. * @param angle the cone base angle (PI by default)
  17916. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  17917. */
  17918. constructor(radius?: number, angle?: number,
  17919. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17920. directionRandomizer?: number);
  17921. /**
  17922. * Called by the particle System when the direction is computed for the created particle.
  17923. * @param worldMatrix is the world matrix of the particle system
  17924. * @param directionToUpdate is the direction vector to update with the result
  17925. * @param particle is the particle we are computed the direction for
  17926. */
  17927. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17928. /**
  17929. * Called by the particle System when the position is computed for the created particle.
  17930. * @param worldMatrix is the world matrix of the particle system
  17931. * @param positionToUpdate is the position vector to update with the result
  17932. * @param particle is the particle we are computed the position for
  17933. */
  17934. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17935. /**
  17936. * Clones the current emitter and returns a copy of it
  17937. * @returns the new emitter
  17938. */
  17939. clone(): ConeParticleEmitter;
  17940. /**
  17941. * Called by the GPUParticleSystem to setup the update shader
  17942. * @param effect defines the update shader
  17943. */
  17944. applyToShader(effect: Effect): void;
  17945. /**
  17946. * Returns a string to use to update the GPU particles update shader
  17947. * @returns a string containng the defines string
  17948. */
  17949. getEffectDefines(): string;
  17950. /**
  17951. * Returns the string "ConeParticleEmitter"
  17952. * @returns a string containing the class name
  17953. */
  17954. getClassName(): string;
  17955. /**
  17956. * Serializes the particle system to a JSON object.
  17957. * @returns the JSON object
  17958. */
  17959. serialize(): any;
  17960. /**
  17961. * Parse properties from a JSON object
  17962. * @param serializationObject defines the JSON object
  17963. */
  17964. parse(serializationObject: any): void;
  17965. }
  17966. }
  17967. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  17968. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17969. import { Effect } from "babylonjs/Materials/effect";
  17970. import { Particle } from "babylonjs/Particles/particle";
  17971. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17972. /**
  17973. * Particle emitter emitting particles from the inside of a cylinder.
  17974. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  17975. */
  17976. export class CylinderParticleEmitter implements IParticleEmitterType {
  17977. /**
  17978. * The radius of the emission cylinder.
  17979. */
  17980. radius: number;
  17981. /**
  17982. * The height of the emission cylinder.
  17983. */
  17984. height: number;
  17985. /**
  17986. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  17987. */
  17988. radiusRange: number;
  17989. /**
  17990. * How much to randomize the particle direction [0-1].
  17991. */
  17992. directionRandomizer: number;
  17993. /**
  17994. * Creates a new instance CylinderParticleEmitter
  17995. * @param radius the radius of the emission cylinder (1 by default)
  17996. * @param height the height of the emission cylinder (1 by default)
  17997. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17998. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  17999. */
  18000. constructor(
  18001. /**
  18002. * The radius of the emission cylinder.
  18003. */
  18004. radius?: number,
  18005. /**
  18006. * The height of the emission cylinder.
  18007. */
  18008. height?: number,
  18009. /**
  18010. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18011. */
  18012. radiusRange?: number,
  18013. /**
  18014. * How much to randomize the particle direction [0-1].
  18015. */
  18016. directionRandomizer?: number);
  18017. /**
  18018. * Called by the particle System when the direction is computed for the created particle.
  18019. * @param worldMatrix is the world matrix of the particle system
  18020. * @param directionToUpdate is the direction vector to update with the result
  18021. * @param particle is the particle we are computed the direction for
  18022. */
  18023. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18024. /**
  18025. * Called by the particle System when the position is computed for the created particle.
  18026. * @param worldMatrix is the world matrix of the particle system
  18027. * @param positionToUpdate is the position vector to update with the result
  18028. * @param particle is the particle we are computed the position for
  18029. */
  18030. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18031. /**
  18032. * Clones the current emitter and returns a copy of it
  18033. * @returns the new emitter
  18034. */
  18035. clone(): CylinderParticleEmitter;
  18036. /**
  18037. * Called by the GPUParticleSystem to setup the update shader
  18038. * @param effect defines the update shader
  18039. */
  18040. applyToShader(effect: Effect): void;
  18041. /**
  18042. * Returns a string to use to update the GPU particles update shader
  18043. * @returns a string containng the defines string
  18044. */
  18045. getEffectDefines(): string;
  18046. /**
  18047. * Returns the string "CylinderParticleEmitter"
  18048. * @returns a string containing the class name
  18049. */
  18050. getClassName(): string;
  18051. /**
  18052. * Serializes the particle system to a JSON object.
  18053. * @returns the JSON object
  18054. */
  18055. serialize(): any;
  18056. /**
  18057. * Parse properties from a JSON object
  18058. * @param serializationObject defines the JSON object
  18059. */
  18060. parse(serializationObject: any): void;
  18061. }
  18062. /**
  18063. * Particle emitter emitting particles from the inside of a cylinder.
  18064. * It emits the particles randomly between two vectors.
  18065. */
  18066. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18067. /**
  18068. * The min limit of the emission direction.
  18069. */
  18070. direction1: Vector3;
  18071. /**
  18072. * The max limit of the emission direction.
  18073. */
  18074. direction2: Vector3;
  18075. /**
  18076. * Creates a new instance CylinderDirectedParticleEmitter
  18077. * @param radius the radius of the emission cylinder (1 by default)
  18078. * @param height the height of the emission cylinder (1 by default)
  18079. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18080. * @param direction1 the min limit of the emission direction (up vector by default)
  18081. * @param direction2 the max limit of the emission direction (up vector by default)
  18082. */
  18083. constructor(radius?: number, height?: number, radiusRange?: number,
  18084. /**
  18085. * The min limit of the emission direction.
  18086. */
  18087. direction1?: Vector3,
  18088. /**
  18089. * The max limit of the emission direction.
  18090. */
  18091. direction2?: Vector3);
  18092. /**
  18093. * Called by the particle System when the direction is computed for the created particle.
  18094. * @param worldMatrix is the world matrix of the particle system
  18095. * @param directionToUpdate is the direction vector to update with the result
  18096. * @param particle is the particle we are computed the direction for
  18097. */
  18098. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18099. /**
  18100. * Clones the current emitter and returns a copy of it
  18101. * @returns the new emitter
  18102. */
  18103. clone(): CylinderDirectedParticleEmitter;
  18104. /**
  18105. * Called by the GPUParticleSystem to setup the update shader
  18106. * @param effect defines the update shader
  18107. */
  18108. applyToShader(effect: Effect): void;
  18109. /**
  18110. * Returns a string to use to update the GPU particles update shader
  18111. * @returns a string containng the defines string
  18112. */
  18113. getEffectDefines(): string;
  18114. /**
  18115. * Returns the string "CylinderDirectedParticleEmitter"
  18116. * @returns a string containing the class name
  18117. */
  18118. getClassName(): string;
  18119. /**
  18120. * Serializes the particle system to a JSON object.
  18121. * @returns the JSON object
  18122. */
  18123. serialize(): any;
  18124. /**
  18125. * Parse properties from a JSON object
  18126. * @param serializationObject defines the JSON object
  18127. */
  18128. parse(serializationObject: any): void;
  18129. }
  18130. }
  18131. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18132. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18133. import { Effect } from "babylonjs/Materials/effect";
  18134. import { Particle } from "babylonjs/Particles/particle";
  18135. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18136. /**
  18137. * Particle emitter emitting particles from the inside of a hemisphere.
  18138. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18139. */
  18140. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18141. /**
  18142. * The radius of the emission hemisphere.
  18143. */
  18144. radius: number;
  18145. /**
  18146. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18147. */
  18148. radiusRange: number;
  18149. /**
  18150. * How much to randomize the particle direction [0-1].
  18151. */
  18152. directionRandomizer: number;
  18153. /**
  18154. * Creates a new instance HemisphericParticleEmitter
  18155. * @param radius the radius of the emission hemisphere (1 by default)
  18156. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18157. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18158. */
  18159. constructor(
  18160. /**
  18161. * The radius of the emission hemisphere.
  18162. */
  18163. radius?: number,
  18164. /**
  18165. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18166. */
  18167. radiusRange?: number,
  18168. /**
  18169. * How much to randomize the particle direction [0-1].
  18170. */
  18171. directionRandomizer?: number);
  18172. /**
  18173. * Called by the particle System when the direction is computed for the created particle.
  18174. * @param worldMatrix is the world matrix of the particle system
  18175. * @param directionToUpdate is the direction vector to update with the result
  18176. * @param particle is the particle we are computed the direction for
  18177. */
  18178. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18179. /**
  18180. * Called by the particle System when the position is computed for the created particle.
  18181. * @param worldMatrix is the world matrix of the particle system
  18182. * @param positionToUpdate is the position vector to update with the result
  18183. * @param particle is the particle we are computed the position for
  18184. */
  18185. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18186. /**
  18187. * Clones the current emitter and returns a copy of it
  18188. * @returns the new emitter
  18189. */
  18190. clone(): HemisphericParticleEmitter;
  18191. /**
  18192. * Called by the GPUParticleSystem to setup the update shader
  18193. * @param effect defines the update shader
  18194. */
  18195. applyToShader(effect: Effect): void;
  18196. /**
  18197. * Returns a string to use to update the GPU particles update shader
  18198. * @returns a string containng the defines string
  18199. */
  18200. getEffectDefines(): string;
  18201. /**
  18202. * Returns the string "HemisphericParticleEmitter"
  18203. * @returns a string containing the class name
  18204. */
  18205. getClassName(): string;
  18206. /**
  18207. * Serializes the particle system to a JSON object.
  18208. * @returns the JSON object
  18209. */
  18210. serialize(): any;
  18211. /**
  18212. * Parse properties from a JSON object
  18213. * @param serializationObject defines the JSON object
  18214. */
  18215. parse(serializationObject: any): void;
  18216. }
  18217. }
  18218. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18219. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18220. import { Effect } from "babylonjs/Materials/effect";
  18221. import { Particle } from "babylonjs/Particles/particle";
  18222. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18223. /**
  18224. * Particle emitter emitting particles from a point.
  18225. * It emits the particles randomly between 2 given directions.
  18226. */
  18227. export class PointParticleEmitter implements IParticleEmitterType {
  18228. /**
  18229. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18230. */
  18231. direction1: Vector3;
  18232. /**
  18233. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18234. */
  18235. direction2: Vector3;
  18236. /**
  18237. * Creates a new instance PointParticleEmitter
  18238. */
  18239. constructor();
  18240. /**
  18241. * Called by the particle System when the direction is computed for the created particle.
  18242. * @param worldMatrix is the world matrix of the particle system
  18243. * @param directionToUpdate is the direction vector to update with the result
  18244. * @param particle is the particle we are computed the direction for
  18245. */
  18246. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18247. /**
  18248. * Called by the particle System when the position is computed for the created particle.
  18249. * @param worldMatrix is the world matrix of the particle system
  18250. * @param positionToUpdate is the position vector to update with the result
  18251. * @param particle is the particle we are computed the position for
  18252. */
  18253. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18254. /**
  18255. * Clones the current emitter and returns a copy of it
  18256. * @returns the new emitter
  18257. */
  18258. clone(): PointParticleEmitter;
  18259. /**
  18260. * Called by the GPUParticleSystem to setup the update shader
  18261. * @param effect defines the update shader
  18262. */
  18263. applyToShader(effect: Effect): void;
  18264. /**
  18265. * Returns a string to use to update the GPU particles update shader
  18266. * @returns a string containng the defines string
  18267. */
  18268. getEffectDefines(): string;
  18269. /**
  18270. * Returns the string "PointParticleEmitter"
  18271. * @returns a string containing the class name
  18272. */
  18273. getClassName(): string;
  18274. /**
  18275. * Serializes the particle system to a JSON object.
  18276. * @returns the JSON object
  18277. */
  18278. serialize(): any;
  18279. /**
  18280. * Parse properties from a JSON object
  18281. * @param serializationObject defines the JSON object
  18282. */
  18283. parse(serializationObject: any): void;
  18284. }
  18285. }
  18286. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18287. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18288. import { Effect } from "babylonjs/Materials/effect";
  18289. import { Particle } from "babylonjs/Particles/particle";
  18290. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18291. /**
  18292. * Particle emitter emitting particles from the inside of a sphere.
  18293. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18294. */
  18295. export class SphereParticleEmitter implements IParticleEmitterType {
  18296. /**
  18297. * The radius of the emission sphere.
  18298. */
  18299. radius: number;
  18300. /**
  18301. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18302. */
  18303. radiusRange: number;
  18304. /**
  18305. * How much to randomize the particle direction [0-1].
  18306. */
  18307. directionRandomizer: number;
  18308. /**
  18309. * Creates a new instance SphereParticleEmitter
  18310. * @param radius the radius of the emission sphere (1 by default)
  18311. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18312. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18313. */
  18314. constructor(
  18315. /**
  18316. * The radius of the emission sphere.
  18317. */
  18318. radius?: number,
  18319. /**
  18320. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18321. */
  18322. radiusRange?: number,
  18323. /**
  18324. * How much to randomize the particle direction [0-1].
  18325. */
  18326. directionRandomizer?: number);
  18327. /**
  18328. * Called by the particle System when the direction is computed for the created particle.
  18329. * @param worldMatrix is the world matrix of the particle system
  18330. * @param directionToUpdate is the direction vector to update with the result
  18331. * @param particle is the particle we are computed the direction for
  18332. */
  18333. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18334. /**
  18335. * Called by the particle System when the position is computed for the created particle.
  18336. * @param worldMatrix is the world matrix of the particle system
  18337. * @param positionToUpdate is the position vector to update with the result
  18338. * @param particle is the particle we are computed the position for
  18339. */
  18340. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18341. /**
  18342. * Clones the current emitter and returns a copy of it
  18343. * @returns the new emitter
  18344. */
  18345. clone(): SphereParticleEmitter;
  18346. /**
  18347. * Called by the GPUParticleSystem to setup the update shader
  18348. * @param effect defines the update shader
  18349. */
  18350. applyToShader(effect: Effect): void;
  18351. /**
  18352. * Returns a string to use to update the GPU particles update shader
  18353. * @returns a string containng the defines string
  18354. */
  18355. getEffectDefines(): string;
  18356. /**
  18357. * Returns the string "SphereParticleEmitter"
  18358. * @returns a string containing the class name
  18359. */
  18360. getClassName(): string;
  18361. /**
  18362. * Serializes the particle system to a JSON object.
  18363. * @returns the JSON object
  18364. */
  18365. serialize(): any;
  18366. /**
  18367. * Parse properties from a JSON object
  18368. * @param serializationObject defines the JSON object
  18369. */
  18370. parse(serializationObject: any): void;
  18371. }
  18372. /**
  18373. * Particle emitter emitting particles from the inside of a sphere.
  18374. * It emits the particles randomly between two vectors.
  18375. */
  18376. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18377. /**
  18378. * The min limit of the emission direction.
  18379. */
  18380. direction1: Vector3;
  18381. /**
  18382. * The max limit of the emission direction.
  18383. */
  18384. direction2: Vector3;
  18385. /**
  18386. * Creates a new instance SphereDirectedParticleEmitter
  18387. * @param radius the radius of the emission sphere (1 by default)
  18388. * @param direction1 the min limit of the emission direction (up vector by default)
  18389. * @param direction2 the max limit of the emission direction (up vector by default)
  18390. */
  18391. constructor(radius?: number,
  18392. /**
  18393. * The min limit of the emission direction.
  18394. */
  18395. direction1?: Vector3,
  18396. /**
  18397. * The max limit of the emission direction.
  18398. */
  18399. direction2?: Vector3);
  18400. /**
  18401. * Called by the particle System when the direction is computed for the created particle.
  18402. * @param worldMatrix is the world matrix of the particle system
  18403. * @param directionToUpdate is the direction vector to update with the result
  18404. * @param particle is the particle we are computed the direction for
  18405. */
  18406. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18407. /**
  18408. * Clones the current emitter and returns a copy of it
  18409. * @returns the new emitter
  18410. */
  18411. clone(): SphereDirectedParticleEmitter;
  18412. /**
  18413. * Called by the GPUParticleSystem to setup the update shader
  18414. * @param effect defines the update shader
  18415. */
  18416. applyToShader(effect: Effect): void;
  18417. /**
  18418. * Returns a string to use to update the GPU particles update shader
  18419. * @returns a string containng the defines string
  18420. */
  18421. getEffectDefines(): string;
  18422. /**
  18423. * Returns the string "SphereDirectedParticleEmitter"
  18424. * @returns a string containing the class name
  18425. */
  18426. getClassName(): string;
  18427. /**
  18428. * Serializes the particle system to a JSON object.
  18429. * @returns the JSON object
  18430. */
  18431. serialize(): any;
  18432. /**
  18433. * Parse properties from a JSON object
  18434. * @param serializationObject defines the JSON object
  18435. */
  18436. parse(serializationObject: any): void;
  18437. }
  18438. }
  18439. declare module "babylonjs/Particles/EmitterTypes/index" {
  18440. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18441. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18442. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18443. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18444. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18445. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18446. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18447. }
  18448. declare module "babylonjs/Particles/IParticleSystem" {
  18449. import { Nullable } from "babylonjs/types";
  18450. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18451. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18452. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18453. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18454. import { Texture } from "babylonjs/Materials/Textures/texture";
  18455. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18456. import { Scene } from "babylonjs/scene";
  18457. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18458. import { Animation } from "babylonjs/Animations/animation";
  18459. /**
  18460. * Interface representing a particle system in Babylon.js.
  18461. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18462. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18463. */
  18464. export interface IParticleSystem {
  18465. /**
  18466. * List of animations used by the particle system.
  18467. */
  18468. animations: Animation[];
  18469. /**
  18470. * The id of the Particle system.
  18471. */
  18472. id: string;
  18473. /**
  18474. * The name of the Particle system.
  18475. */
  18476. name: string;
  18477. /**
  18478. * The emitter represents the Mesh or position we are attaching the particle system to.
  18479. */
  18480. emitter: Nullable<AbstractMesh | Vector3>;
  18481. /**
  18482. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18483. */
  18484. isBillboardBased: boolean;
  18485. /**
  18486. * The rendering group used by the Particle system to chose when to render.
  18487. */
  18488. renderingGroupId: number;
  18489. /**
  18490. * The layer mask we are rendering the particles through.
  18491. */
  18492. layerMask: number;
  18493. /**
  18494. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18495. */
  18496. updateSpeed: number;
  18497. /**
  18498. * The amount of time the particle system is running (depends of the overall update speed).
  18499. */
  18500. targetStopDuration: number;
  18501. /**
  18502. * The texture used to render each particle. (this can be a spritesheet)
  18503. */
  18504. particleTexture: Nullable<Texture>;
  18505. /**
  18506. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18507. */
  18508. blendMode: number;
  18509. /**
  18510. * Minimum life time of emitting particles.
  18511. */
  18512. minLifeTime: number;
  18513. /**
  18514. * Maximum life time of emitting particles.
  18515. */
  18516. maxLifeTime: number;
  18517. /**
  18518. * Minimum Size of emitting particles.
  18519. */
  18520. minSize: number;
  18521. /**
  18522. * Maximum Size of emitting particles.
  18523. */
  18524. maxSize: number;
  18525. /**
  18526. * Minimum scale of emitting particles on X axis.
  18527. */
  18528. minScaleX: number;
  18529. /**
  18530. * Maximum scale of emitting particles on X axis.
  18531. */
  18532. maxScaleX: number;
  18533. /**
  18534. * Minimum scale of emitting particles on Y axis.
  18535. */
  18536. minScaleY: number;
  18537. /**
  18538. * Maximum scale of emitting particles on Y axis.
  18539. */
  18540. maxScaleY: number;
  18541. /**
  18542. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18543. */
  18544. color1: Color4;
  18545. /**
  18546. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18547. */
  18548. color2: Color4;
  18549. /**
  18550. * Color the particle will have at the end of its lifetime.
  18551. */
  18552. colorDead: Color4;
  18553. /**
  18554. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18555. */
  18556. emitRate: number;
  18557. /**
  18558. * You can use gravity if you want to give an orientation to your particles.
  18559. */
  18560. gravity: Vector3;
  18561. /**
  18562. * Minimum power of emitting particles.
  18563. */
  18564. minEmitPower: number;
  18565. /**
  18566. * Maximum power of emitting particles.
  18567. */
  18568. maxEmitPower: number;
  18569. /**
  18570. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18571. */
  18572. minAngularSpeed: number;
  18573. /**
  18574. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18575. */
  18576. maxAngularSpeed: number;
  18577. /**
  18578. * Gets or sets the minimal initial rotation in radians.
  18579. */
  18580. minInitialRotation: number;
  18581. /**
  18582. * Gets or sets the maximal initial rotation in radians.
  18583. */
  18584. maxInitialRotation: number;
  18585. /**
  18586. * The particle emitter type defines the emitter used by the particle system.
  18587. * It can be for example box, sphere, or cone...
  18588. */
  18589. particleEmitterType: Nullable<IParticleEmitterType>;
  18590. /**
  18591. * Defines the delay in milliseconds before starting the system (0 by default)
  18592. */
  18593. startDelay: number;
  18594. /**
  18595. * 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
  18596. */
  18597. preWarmCycles: number;
  18598. /**
  18599. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18600. */
  18601. preWarmStepOffset: number;
  18602. /**
  18603. * 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)
  18604. */
  18605. spriteCellChangeSpeed: number;
  18606. /**
  18607. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18608. */
  18609. startSpriteCellID: number;
  18610. /**
  18611. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18612. */
  18613. endSpriteCellID: number;
  18614. /**
  18615. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18616. */
  18617. spriteCellWidth: number;
  18618. /**
  18619. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18620. */
  18621. spriteCellHeight: number;
  18622. /**
  18623. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18624. */
  18625. spriteRandomStartCell: boolean;
  18626. /**
  18627. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18628. */
  18629. isAnimationSheetEnabled: boolean;
  18630. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18631. translationPivot: Vector2;
  18632. /**
  18633. * Gets or sets a texture used to add random noise to particle positions
  18634. */
  18635. noiseTexture: Nullable<BaseTexture>;
  18636. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  18637. noiseStrength: Vector3;
  18638. /**
  18639. * Gets or sets the billboard mode to use when isBillboardBased = true.
  18640. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  18641. */
  18642. billboardMode: number;
  18643. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  18644. limitVelocityDamping: number;
  18645. /**
  18646. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  18647. */
  18648. beginAnimationOnStart: boolean;
  18649. /**
  18650. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  18651. */
  18652. beginAnimationFrom: number;
  18653. /**
  18654. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  18655. */
  18656. beginAnimationTo: number;
  18657. /**
  18658. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  18659. */
  18660. beginAnimationLoop: boolean;
  18661. /**
  18662. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  18663. */
  18664. disposeOnStop: boolean;
  18665. /**
  18666. * Gets the maximum number of particles active at the same time.
  18667. * @returns The max number of active particles.
  18668. */
  18669. getCapacity(): number;
  18670. /**
  18671. * Gets if the system has been started. (Note: this will still be true after stop is called)
  18672. * @returns True if it has been started, otherwise false.
  18673. */
  18674. isStarted(): boolean;
  18675. /**
  18676. * Animates the particle system for this frame.
  18677. */
  18678. animate(): void;
  18679. /**
  18680. * Renders the particle system in its current state.
  18681. * @returns the current number of particles
  18682. */
  18683. render(): number;
  18684. /**
  18685. * Dispose the particle system and frees its associated resources.
  18686. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18687. */
  18688. dispose(disposeTexture?: boolean): void;
  18689. /**
  18690. * Clones the particle system.
  18691. * @param name The name of the cloned object
  18692. * @param newEmitter The new emitter to use
  18693. * @returns the cloned particle system
  18694. */
  18695. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  18696. /**
  18697. * Serializes the particle system to a JSON object.
  18698. * @returns the JSON object
  18699. */
  18700. serialize(): any;
  18701. /**
  18702. * Rebuild the particle system
  18703. */
  18704. rebuild(): void;
  18705. /**
  18706. * Starts the particle system and begins to emit
  18707. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  18708. */
  18709. start(delay?: number): void;
  18710. /**
  18711. * Stops the particle system.
  18712. */
  18713. stop(): void;
  18714. /**
  18715. * Remove all active particles
  18716. */
  18717. reset(): void;
  18718. /**
  18719. * Is this system ready to be used/rendered
  18720. * @return true if the system is ready
  18721. */
  18722. isReady(): boolean;
  18723. /**
  18724. * Adds a new color gradient
  18725. * @param gradient defines the gradient to use (between 0 and 1)
  18726. * @param color1 defines the color to affect to the specified gradient
  18727. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  18728. * @returns the current particle system
  18729. */
  18730. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  18731. /**
  18732. * Remove a specific color gradient
  18733. * @param gradient defines the gradient to remove
  18734. * @returns the current particle system
  18735. */
  18736. removeColorGradient(gradient: number): IParticleSystem;
  18737. /**
  18738. * Adds a new size gradient
  18739. * @param gradient defines the gradient to use (between 0 and 1)
  18740. * @param factor defines the size factor to affect to the specified gradient
  18741. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18742. * @returns the current particle system
  18743. */
  18744. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18745. /**
  18746. * Remove a specific size gradient
  18747. * @param gradient defines the gradient to remove
  18748. * @returns the current particle system
  18749. */
  18750. removeSizeGradient(gradient: number): IParticleSystem;
  18751. /**
  18752. * Gets the current list of color gradients.
  18753. * You must use addColorGradient and removeColorGradient to udpate this list
  18754. * @returns the list of color gradients
  18755. */
  18756. getColorGradients(): Nullable<Array<ColorGradient>>;
  18757. /**
  18758. * Gets the current list of size gradients.
  18759. * You must use addSizeGradient and removeSizeGradient to udpate this list
  18760. * @returns the list of size gradients
  18761. */
  18762. getSizeGradients(): Nullable<Array<FactorGradient>>;
  18763. /**
  18764. * Gets the current list of angular speed gradients.
  18765. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  18766. * @returns the list of angular speed gradients
  18767. */
  18768. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  18769. /**
  18770. * Adds a new angular speed gradient
  18771. * @param gradient defines the gradient to use (between 0 and 1)
  18772. * @param factor defines the angular speed to affect to the specified gradient
  18773. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18774. * @returns the current particle system
  18775. */
  18776. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18777. /**
  18778. * Remove a specific angular speed gradient
  18779. * @param gradient defines the gradient to remove
  18780. * @returns the current particle system
  18781. */
  18782. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  18783. /**
  18784. * Gets the current list of velocity gradients.
  18785. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  18786. * @returns the list of velocity gradients
  18787. */
  18788. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  18789. /**
  18790. * Adds a new velocity gradient
  18791. * @param gradient defines the gradient to use (between 0 and 1)
  18792. * @param factor defines the velocity to affect to the specified gradient
  18793. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18794. * @returns the current particle system
  18795. */
  18796. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18797. /**
  18798. * Remove a specific velocity gradient
  18799. * @param gradient defines the gradient to remove
  18800. * @returns the current particle system
  18801. */
  18802. removeVelocityGradient(gradient: number): IParticleSystem;
  18803. /**
  18804. * Gets the current list of limit velocity gradients.
  18805. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  18806. * @returns the list of limit velocity gradients
  18807. */
  18808. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  18809. /**
  18810. * Adds a new limit velocity gradient
  18811. * @param gradient defines the gradient to use (between 0 and 1)
  18812. * @param factor defines the limit velocity to affect to the specified gradient
  18813. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18814. * @returns the current particle system
  18815. */
  18816. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18817. /**
  18818. * Remove a specific limit velocity gradient
  18819. * @param gradient defines the gradient to remove
  18820. * @returns the current particle system
  18821. */
  18822. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  18823. /**
  18824. * Adds a new drag gradient
  18825. * @param gradient defines the gradient to use (between 0 and 1)
  18826. * @param factor defines the drag to affect to the specified gradient
  18827. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18828. * @returns the current particle system
  18829. */
  18830. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18831. /**
  18832. * Remove a specific drag gradient
  18833. * @param gradient defines the gradient to remove
  18834. * @returns the current particle system
  18835. */
  18836. removeDragGradient(gradient: number): IParticleSystem;
  18837. /**
  18838. * Gets the current list of drag gradients.
  18839. * You must use addDragGradient and removeDragGradient to udpate this list
  18840. * @returns the list of drag gradients
  18841. */
  18842. getDragGradients(): Nullable<Array<FactorGradient>>;
  18843. /**
  18844. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  18845. * @param gradient defines the gradient to use (between 0 and 1)
  18846. * @param factor defines the emit rate to affect to the specified gradient
  18847. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18848. * @returns the current particle system
  18849. */
  18850. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18851. /**
  18852. * Remove a specific emit rate gradient
  18853. * @param gradient defines the gradient to remove
  18854. * @returns the current particle system
  18855. */
  18856. removeEmitRateGradient(gradient: number): IParticleSystem;
  18857. /**
  18858. * Gets the current list of emit rate gradients.
  18859. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  18860. * @returns the list of emit rate gradients
  18861. */
  18862. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  18863. /**
  18864. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  18865. * @param gradient defines the gradient to use (between 0 and 1)
  18866. * @param factor defines the start size to affect to the specified gradient
  18867. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18868. * @returns the current particle system
  18869. */
  18870. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18871. /**
  18872. * Remove a specific start size gradient
  18873. * @param gradient defines the gradient to remove
  18874. * @returns the current particle system
  18875. */
  18876. removeStartSizeGradient(gradient: number): IParticleSystem;
  18877. /**
  18878. * Gets the current list of start size gradients.
  18879. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  18880. * @returns the list of start size gradients
  18881. */
  18882. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  18883. /**
  18884. * Adds a new life time gradient
  18885. * @param gradient defines the gradient to use (between 0 and 1)
  18886. * @param factor defines the life time factor to affect to the specified gradient
  18887. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18888. * @returns the current particle system
  18889. */
  18890. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18891. /**
  18892. * Remove a specific life time gradient
  18893. * @param gradient defines the gradient to remove
  18894. * @returns the current particle system
  18895. */
  18896. removeLifeTimeGradient(gradient: number): IParticleSystem;
  18897. /**
  18898. * Gets the current list of life time gradients.
  18899. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  18900. * @returns the list of life time gradients
  18901. */
  18902. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  18903. /**
  18904. * Gets the current list of color gradients.
  18905. * You must use addColorGradient and removeColorGradient to udpate this list
  18906. * @returns the list of color gradients
  18907. */
  18908. getColorGradients(): Nullable<Array<ColorGradient>>;
  18909. /**
  18910. * Adds a new ramp gradient used to remap particle colors
  18911. * @param gradient defines the gradient to use (between 0 and 1)
  18912. * @param color defines the color to affect to the specified gradient
  18913. * @returns the current particle system
  18914. */
  18915. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  18916. /**
  18917. * Gets the current list of ramp gradients.
  18918. * You must use addRampGradient and removeRampGradient to udpate this list
  18919. * @returns the list of ramp gradients
  18920. */
  18921. getRampGradients(): Nullable<Array<Color3Gradient>>;
  18922. /** Gets or sets a boolean indicating that ramp gradients must be used
  18923. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  18924. */
  18925. useRampGradients: boolean;
  18926. /**
  18927. * Adds a new color remap gradient
  18928. * @param gradient defines the gradient to use (between 0 and 1)
  18929. * @param min defines the color remap minimal range
  18930. * @param max defines the color remap maximal range
  18931. * @returns the current particle system
  18932. */
  18933. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18934. /**
  18935. * Gets the current list of color remap gradients.
  18936. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  18937. * @returns the list of color remap gradients
  18938. */
  18939. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  18940. /**
  18941. * Adds a new alpha remap gradient
  18942. * @param gradient defines the gradient to use (between 0 and 1)
  18943. * @param min defines the alpha remap minimal range
  18944. * @param max defines the alpha remap maximal range
  18945. * @returns the current particle system
  18946. */
  18947. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18948. /**
  18949. * Gets the current list of alpha remap gradients.
  18950. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  18951. * @returns the list of alpha remap gradients
  18952. */
  18953. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  18954. /**
  18955. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  18956. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  18957. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  18958. * @returns the emitter
  18959. */
  18960. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  18961. /**
  18962. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  18963. * @param radius The radius of the hemisphere to emit from
  18964. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18965. * @returns the emitter
  18966. */
  18967. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  18968. /**
  18969. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  18970. * @param radius The radius of the sphere to emit from
  18971. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18972. * @returns the emitter
  18973. */
  18974. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  18975. /**
  18976. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  18977. * @param radius The radius of the sphere to emit from
  18978. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  18979. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  18980. * @returns the emitter
  18981. */
  18982. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  18983. /**
  18984. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  18985. * @param radius The radius of the emission cylinder
  18986. * @param height The height of the emission cylinder
  18987. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  18988. * @param directionRandomizer How much to randomize the particle direction [0-1]
  18989. * @returns the emitter
  18990. */
  18991. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  18992. /**
  18993. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  18994. * @param radius The radius of the cylinder to emit from
  18995. * @param height The height of the emission cylinder
  18996. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18997. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  18998. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  18999. * @returns the emitter
  19000. */
  19001. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19002. /**
  19003. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  19004. * @param radius The radius of the cone to emit from
  19005. * @param angle The base angle of the cone
  19006. * @returns the emitter
  19007. */
  19008. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  19009. /**
  19010. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  19011. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19012. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19013. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19014. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19015. * @returns the emitter
  19016. */
  19017. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  19018. /**
  19019. * Get hosting scene
  19020. * @returns the scene
  19021. */
  19022. getScene(): Scene;
  19023. }
  19024. }
  19025. declare module "babylonjs/Meshes/instancedMesh" {
  19026. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19027. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19028. import { Camera } from "babylonjs/Cameras/camera";
  19029. import { Node } from "babylonjs/node";
  19030. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19031. import { Mesh } from "babylonjs/Meshes/mesh";
  19032. import { Material } from "babylonjs/Materials/material";
  19033. import { Skeleton } from "babylonjs/Bones/skeleton";
  19034. import { Light } from "babylonjs/Lights/light";
  19035. /**
  19036. * Creates an instance based on a source mesh.
  19037. */
  19038. export class InstancedMesh extends AbstractMesh {
  19039. private _sourceMesh;
  19040. private _currentLOD;
  19041. /** @hidden */
  19042. _indexInSourceMeshInstanceArray: number;
  19043. constructor(name: string, source: Mesh);
  19044. /**
  19045. * Returns the string "InstancedMesh".
  19046. */
  19047. getClassName(): string;
  19048. /** Gets the list of lights affecting that mesh */
  19049. readonly lightSources: Light[];
  19050. _resyncLightSources(): void;
  19051. _resyncLighSource(light: Light): void;
  19052. _removeLightSource(light: Light): void;
  19053. /**
  19054. * If the source mesh receives shadows
  19055. */
  19056. readonly receiveShadows: boolean;
  19057. /**
  19058. * The material of the source mesh
  19059. */
  19060. readonly material: Nullable<Material>;
  19061. /**
  19062. * Visibility of the source mesh
  19063. */
  19064. readonly visibility: number;
  19065. /**
  19066. * Skeleton of the source mesh
  19067. */
  19068. readonly skeleton: Nullable<Skeleton>;
  19069. /**
  19070. * Rendering ground id of the source mesh
  19071. */
  19072. renderingGroupId: number;
  19073. /**
  19074. * Returns the total number of vertices (integer).
  19075. */
  19076. getTotalVertices(): number;
  19077. /**
  19078. * Returns a positive integer : the total number of indices in this mesh geometry.
  19079. * @returns the numner of indices or zero if the mesh has no geometry.
  19080. */
  19081. getTotalIndices(): number;
  19082. /**
  19083. * The source mesh of the instance
  19084. */
  19085. readonly sourceMesh: Mesh;
  19086. /**
  19087. * Is this node ready to be used/rendered
  19088. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19089. * @return {boolean} is it ready
  19090. */
  19091. isReady(completeCheck?: boolean): boolean;
  19092. /**
  19093. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19094. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19095. * @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.
  19096. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19097. */
  19098. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19099. /**
  19100. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19101. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19102. * The `data` are either a numeric array either a Float32Array.
  19103. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19104. * 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).
  19105. * Note that a new underlying VertexBuffer object is created each call.
  19106. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19107. *
  19108. * Possible `kind` values :
  19109. * - VertexBuffer.PositionKind
  19110. * - VertexBuffer.UVKind
  19111. * - VertexBuffer.UV2Kind
  19112. * - VertexBuffer.UV3Kind
  19113. * - VertexBuffer.UV4Kind
  19114. * - VertexBuffer.UV5Kind
  19115. * - VertexBuffer.UV6Kind
  19116. * - VertexBuffer.ColorKind
  19117. * - VertexBuffer.MatricesIndicesKind
  19118. * - VertexBuffer.MatricesIndicesExtraKind
  19119. * - VertexBuffer.MatricesWeightsKind
  19120. * - VertexBuffer.MatricesWeightsExtraKind
  19121. *
  19122. * Returns the Mesh.
  19123. */
  19124. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  19125. /**
  19126. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19127. * If the mesh has no geometry, it is simply returned as it is.
  19128. * The `data` are either a numeric array either a Float32Array.
  19129. * No new underlying VertexBuffer object is created.
  19130. * 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.
  19131. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19132. *
  19133. * Possible `kind` values :
  19134. * - VertexBuffer.PositionKind
  19135. * - VertexBuffer.UVKind
  19136. * - VertexBuffer.UV2Kind
  19137. * - VertexBuffer.UV3Kind
  19138. * - VertexBuffer.UV4Kind
  19139. * - VertexBuffer.UV5Kind
  19140. * - VertexBuffer.UV6Kind
  19141. * - VertexBuffer.ColorKind
  19142. * - VertexBuffer.MatricesIndicesKind
  19143. * - VertexBuffer.MatricesIndicesExtraKind
  19144. * - VertexBuffer.MatricesWeightsKind
  19145. * - VertexBuffer.MatricesWeightsExtraKind
  19146. *
  19147. * Returns the Mesh.
  19148. */
  19149. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19150. /**
  19151. * Sets the mesh indices.
  19152. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19153. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19154. * This method creates a new index buffer each call.
  19155. * Returns the Mesh.
  19156. */
  19157. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19158. /**
  19159. * Boolean : True if the mesh owns the requested kind of data.
  19160. */
  19161. isVerticesDataPresent(kind: string): boolean;
  19162. /**
  19163. * Returns an array of indices (IndicesArray).
  19164. */
  19165. getIndices(): Nullable<IndicesArray>;
  19166. readonly _positions: Nullable<Vector3[]>;
  19167. /**
  19168. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19169. * This means the mesh underlying bounding box and sphere are recomputed.
  19170. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19171. * @returns the current mesh
  19172. */
  19173. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19174. /** @hidden */
  19175. _preActivate(): InstancedMesh;
  19176. /** @hidden */
  19177. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19178. /** @hidden */
  19179. _postActivate(): void;
  19180. getWorldMatrix(): Matrix;
  19181. readonly isAnInstance: boolean;
  19182. /**
  19183. * Returns the current associated LOD AbstractMesh.
  19184. */
  19185. getLOD(camera: Camera): AbstractMesh;
  19186. /** @hidden */
  19187. _syncSubMeshes(): InstancedMesh;
  19188. /** @hidden */
  19189. _generatePointsArray(): boolean;
  19190. /**
  19191. * Creates a new InstancedMesh from the current mesh.
  19192. * - name (string) : the cloned mesh name
  19193. * - newParent (optional Node) : the optional Node to parent the clone to.
  19194. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19195. *
  19196. * Returns the clone.
  19197. */
  19198. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19199. /**
  19200. * Disposes the InstancedMesh.
  19201. * Returns nothing.
  19202. */
  19203. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19204. }
  19205. }
  19206. declare module "babylonjs/Materials/shaderMaterial" {
  19207. import { Scene } from "babylonjs/scene";
  19208. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19209. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19210. import { Mesh } from "babylonjs/Meshes/mesh";
  19211. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19212. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19213. import { Texture } from "babylonjs/Materials/Textures/texture";
  19214. import { Material } from "babylonjs/Materials/material";
  19215. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19216. /**
  19217. * Defines the options associated with the creation of a shader material.
  19218. */
  19219. export interface IShaderMaterialOptions {
  19220. /**
  19221. * Does the material work in alpha blend mode
  19222. */
  19223. needAlphaBlending: boolean;
  19224. /**
  19225. * Does the material work in alpha test mode
  19226. */
  19227. needAlphaTesting: boolean;
  19228. /**
  19229. * The list of attribute names used in the shader
  19230. */
  19231. attributes: string[];
  19232. /**
  19233. * The list of unifrom names used in the shader
  19234. */
  19235. uniforms: string[];
  19236. /**
  19237. * The list of UBO names used in the shader
  19238. */
  19239. uniformBuffers: string[];
  19240. /**
  19241. * The list of sampler names used in the shader
  19242. */
  19243. samplers: string[];
  19244. /**
  19245. * The list of defines used in the shader
  19246. */
  19247. defines: string[];
  19248. }
  19249. /**
  19250. * 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.
  19251. *
  19252. * This returned material effects how the mesh will look based on the code in the shaders.
  19253. *
  19254. * @see http://doc.babylonjs.com/how_to/shader_material
  19255. */
  19256. export class ShaderMaterial extends Material {
  19257. private _shaderPath;
  19258. private _options;
  19259. private _textures;
  19260. private _textureArrays;
  19261. private _floats;
  19262. private _ints;
  19263. private _floatsArrays;
  19264. private _colors3;
  19265. private _colors3Arrays;
  19266. private _colors4;
  19267. private _colors4Arrays;
  19268. private _vectors2;
  19269. private _vectors3;
  19270. private _vectors4;
  19271. private _matrices;
  19272. private _matrices3x3;
  19273. private _matrices2x2;
  19274. private _vectors2Arrays;
  19275. private _vectors3Arrays;
  19276. private _vectors4Arrays;
  19277. private _cachedWorldViewMatrix;
  19278. private _cachedWorldViewProjectionMatrix;
  19279. private _renderId;
  19280. /**
  19281. * Instantiate a new shader material.
  19282. * 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.
  19283. * This returned material effects how the mesh will look based on the code in the shaders.
  19284. * @see http://doc.babylonjs.com/how_to/shader_material
  19285. * @param name Define the name of the material in the scene
  19286. * @param scene Define the scene the material belongs to
  19287. * @param shaderPath Defines the route to the shader code in one of three ways:
  19288. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19289. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  19290. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19291. * @param options Define the options used to create the shader
  19292. */
  19293. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19294. /**
  19295. * Gets the options used to compile the shader.
  19296. * They can be modified to trigger a new compilation
  19297. */
  19298. readonly options: IShaderMaterialOptions;
  19299. /**
  19300. * Gets the current class name of the material e.g. "ShaderMaterial"
  19301. * Mainly use in serialization.
  19302. * @returns the class name
  19303. */
  19304. getClassName(): string;
  19305. /**
  19306. * Specifies if the material will require alpha blending
  19307. * @returns a boolean specifying if alpha blending is needed
  19308. */
  19309. needAlphaBlending(): boolean;
  19310. /**
  19311. * Specifies if this material should be rendered in alpha test mode
  19312. * @returns a boolean specifying if an alpha test is needed.
  19313. */
  19314. needAlphaTesting(): boolean;
  19315. private _checkUniform;
  19316. /**
  19317. * Set a texture in the shader.
  19318. * @param name Define the name of the uniform samplers as defined in the shader
  19319. * @param texture Define the texture to bind to this sampler
  19320. * @return the material itself allowing "fluent" like uniform updates
  19321. */
  19322. setTexture(name: string, texture: Texture): ShaderMaterial;
  19323. /**
  19324. * Set a texture array in the shader.
  19325. * @param name Define the name of the uniform sampler array as defined in the shader
  19326. * @param textures Define the list of textures to bind to this sampler
  19327. * @return the material itself allowing "fluent" like uniform updates
  19328. */
  19329. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19330. /**
  19331. * Set a float in the shader.
  19332. * @param name Define the name of the uniform as defined in the shader
  19333. * @param value Define the value to give to the uniform
  19334. * @return the material itself allowing "fluent" like uniform updates
  19335. */
  19336. setFloat(name: string, value: number): ShaderMaterial;
  19337. /**
  19338. * Set a int in the shader.
  19339. * @param name Define the name of the uniform as defined in the shader
  19340. * @param value Define the value to give to the uniform
  19341. * @return the material itself allowing "fluent" like uniform updates
  19342. */
  19343. setInt(name: string, value: number): ShaderMaterial;
  19344. /**
  19345. * Set an array of floats in the shader.
  19346. * @param name Define the name of the uniform as defined in the shader
  19347. * @param value Define the value to give to the uniform
  19348. * @return the material itself allowing "fluent" like uniform updates
  19349. */
  19350. setFloats(name: string, value: number[]): ShaderMaterial;
  19351. /**
  19352. * Set a vec3 in the shader from a Color3.
  19353. * @param name Define the name of the uniform as defined in the shader
  19354. * @param value Define the value to give to the uniform
  19355. * @return the material itself allowing "fluent" like uniform updates
  19356. */
  19357. setColor3(name: string, value: Color3): ShaderMaterial;
  19358. /**
  19359. * Set a vec3 array in the shader from a Color3 array.
  19360. * @param name Define the name of the uniform as defined in the shader
  19361. * @param value Define the value to give to the uniform
  19362. * @return the material itself allowing "fluent" like uniform updates
  19363. */
  19364. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19365. /**
  19366. * Set a vec4 in the shader from a Color4.
  19367. * @param name Define the name of the uniform as defined in the shader
  19368. * @param value Define the value to give to the uniform
  19369. * @return the material itself allowing "fluent" like uniform updates
  19370. */
  19371. setColor4(name: string, value: Color4): ShaderMaterial;
  19372. /**
  19373. * Set a vec4 array in the shader from a Color4 array.
  19374. * @param name Define the name of the uniform as defined in the shader
  19375. * @param value Define the value to give to the uniform
  19376. * @return the material itself allowing "fluent" like uniform updates
  19377. */
  19378. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19379. /**
  19380. * Set a vec2 in the shader from a Vector2.
  19381. * @param name Define the name of the uniform as defined in the shader
  19382. * @param value Define the value to give to the uniform
  19383. * @return the material itself allowing "fluent" like uniform updates
  19384. */
  19385. setVector2(name: string, value: Vector2): ShaderMaterial;
  19386. /**
  19387. * Set a vec3 in the shader from a Vector3.
  19388. * @param name Define the name of the uniform as defined in the shader
  19389. * @param value Define the value to give to the uniform
  19390. * @return the material itself allowing "fluent" like uniform updates
  19391. */
  19392. setVector3(name: string, value: Vector3): ShaderMaterial;
  19393. /**
  19394. * Set a vec4 in the shader from a Vector4.
  19395. * @param name Define the name of the uniform as defined in the shader
  19396. * @param value Define the value to give to the uniform
  19397. * @return the material itself allowing "fluent" like uniform updates
  19398. */
  19399. setVector4(name: string, value: Vector4): ShaderMaterial;
  19400. /**
  19401. * Set a mat4 in the shader from a Matrix.
  19402. * @param name Define the name of the uniform as defined in the shader
  19403. * @param value Define the value to give to the uniform
  19404. * @return the material itself allowing "fluent" like uniform updates
  19405. */
  19406. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19407. /**
  19408. * Set a mat3 in the shader from a Float32Array.
  19409. * @param name Define the name of the uniform as defined in the shader
  19410. * @param value Define the value to give to the uniform
  19411. * @return the material itself allowing "fluent" like uniform updates
  19412. */
  19413. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19414. /**
  19415. * Set a mat2 in the shader from a Float32Array.
  19416. * @param name Define the name of the uniform as defined in the shader
  19417. * @param value Define the value to give to the uniform
  19418. * @return the material itself allowing "fluent" like uniform updates
  19419. */
  19420. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19421. /**
  19422. * Set a vec2 array in the shader from a number array.
  19423. * @param name Define the name of the uniform as defined in the shader
  19424. * @param value Define the value to give to the uniform
  19425. * @return the material itself allowing "fluent" like uniform updates
  19426. */
  19427. setArray2(name: string, value: number[]): ShaderMaterial;
  19428. /**
  19429. * Set a vec3 array in the shader from a number array.
  19430. * @param name Define the name of the uniform as defined in the shader
  19431. * @param value Define the value to give to the uniform
  19432. * @return the material itself allowing "fluent" like uniform updates
  19433. */
  19434. setArray3(name: string, value: number[]): ShaderMaterial;
  19435. /**
  19436. * Set a vec4 array in the shader from a number array.
  19437. * @param name Define the name of the uniform as defined in the shader
  19438. * @param value Define the value to give to the uniform
  19439. * @return the material itself allowing "fluent" like uniform updates
  19440. */
  19441. setArray4(name: string, value: number[]): ShaderMaterial;
  19442. private _checkCache;
  19443. /**
  19444. * Specifies that the submesh is ready to be used
  19445. * @param mesh defines the mesh to check
  19446. * @param subMesh defines which submesh to check
  19447. * @param useInstances specifies that instances should be used
  19448. * @returns a boolean indicating that the submesh is ready or not
  19449. */
  19450. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19451. /**
  19452. * Checks if the material is ready to render the requested mesh
  19453. * @param mesh Define the mesh to render
  19454. * @param useInstances Define whether or not the material is used with instances
  19455. * @returns true if ready, otherwise false
  19456. */
  19457. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19458. /**
  19459. * Binds the world matrix to the material
  19460. * @param world defines the world transformation matrix
  19461. */
  19462. bindOnlyWorldMatrix(world: Matrix): void;
  19463. /**
  19464. * Binds the material to the mesh
  19465. * @param world defines the world transformation matrix
  19466. * @param mesh defines the mesh to bind the material to
  19467. */
  19468. bind(world: Matrix, mesh?: Mesh): void;
  19469. /**
  19470. * Gets the active textures from the material
  19471. * @returns an array of textures
  19472. */
  19473. getActiveTextures(): BaseTexture[];
  19474. /**
  19475. * Specifies if the material uses a texture
  19476. * @param texture defines the texture to check against the material
  19477. * @returns a boolean specifying if the material uses the texture
  19478. */
  19479. hasTexture(texture: BaseTexture): boolean;
  19480. /**
  19481. * Makes a duplicate of the material, and gives it a new name
  19482. * @param name defines the new name for the duplicated material
  19483. * @returns the cloned material
  19484. */
  19485. clone(name: string): ShaderMaterial;
  19486. /**
  19487. * Disposes the material
  19488. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19489. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19490. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19491. */
  19492. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19493. /**
  19494. * Serializes this material in a JSON representation
  19495. * @returns the serialized material object
  19496. */
  19497. serialize(): any;
  19498. /**
  19499. * Creates a shader material from parsed shader material data
  19500. * @param source defines the JSON represnetation of the material
  19501. * @param scene defines the hosting scene
  19502. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19503. * @returns a new material
  19504. */
  19505. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19506. }
  19507. }
  19508. declare module "babylonjs/Shaders/color.fragment" {
  19509. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19510. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19511. /** @hidden */
  19512. export var colorPixelShader: {
  19513. name: string;
  19514. shader: string;
  19515. };
  19516. }
  19517. declare module "babylonjs/Shaders/color.vertex" {
  19518. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19519. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19520. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19521. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19522. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19523. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19524. /** @hidden */
  19525. export var colorVertexShader: {
  19526. name: string;
  19527. shader: string;
  19528. };
  19529. }
  19530. declare module "babylonjs/Meshes/linesMesh" {
  19531. import { Nullable } from "babylonjs/types";
  19532. import { Scene } from "babylonjs/scene";
  19533. import { Color3 } from "babylonjs/Maths/math.color";
  19534. import { Node } from "babylonjs/node";
  19535. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19536. import { Mesh } from "babylonjs/Meshes/mesh";
  19537. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19538. import { Effect } from "babylonjs/Materials/effect";
  19539. import { Material } from "babylonjs/Materials/material";
  19540. import "babylonjs/Shaders/color.fragment";
  19541. import "babylonjs/Shaders/color.vertex";
  19542. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19543. /**
  19544. * Line mesh
  19545. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19546. */
  19547. export class LinesMesh extends Mesh {
  19548. /**
  19549. * If vertex color should be applied to the mesh
  19550. */
  19551. readonly useVertexColor?: boolean | undefined;
  19552. /**
  19553. * If vertex alpha should be applied to the mesh
  19554. */
  19555. readonly useVertexAlpha?: boolean | undefined;
  19556. /**
  19557. * Color of the line (Default: White)
  19558. */
  19559. color: Color3;
  19560. /**
  19561. * Alpha of the line (Default: 1)
  19562. */
  19563. alpha: number;
  19564. /**
  19565. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19566. * This margin is expressed in world space coordinates, so its value may vary.
  19567. * Default value is 0.1
  19568. */
  19569. intersectionThreshold: number;
  19570. private _colorShader;
  19571. private color4;
  19572. /**
  19573. * Creates a new LinesMesh
  19574. * @param name defines the name
  19575. * @param scene defines the hosting scene
  19576. * @param parent defines the parent mesh if any
  19577. * @param source defines the optional source LinesMesh used to clone data from
  19578. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19579. * When false, achieved by calling a clone(), also passing False.
  19580. * This will make creation of children, recursive.
  19581. * @param useVertexColor defines if this LinesMesh supports vertex color
  19582. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  19583. */
  19584. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  19585. /**
  19586. * If vertex color should be applied to the mesh
  19587. */
  19588. useVertexColor?: boolean | undefined,
  19589. /**
  19590. * If vertex alpha should be applied to the mesh
  19591. */
  19592. useVertexAlpha?: boolean | undefined);
  19593. private _addClipPlaneDefine;
  19594. private _removeClipPlaneDefine;
  19595. isReady(): boolean;
  19596. /**
  19597. * Returns the string "LineMesh"
  19598. */
  19599. getClassName(): string;
  19600. /**
  19601. * @hidden
  19602. */
  19603. /**
  19604. * @hidden
  19605. */
  19606. material: Material;
  19607. /**
  19608. * @hidden
  19609. */
  19610. readonly checkCollisions: boolean;
  19611. /** @hidden */
  19612. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  19613. /** @hidden */
  19614. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  19615. /**
  19616. * Disposes of the line mesh
  19617. * @param doNotRecurse If children should be disposed
  19618. */
  19619. dispose(doNotRecurse?: boolean): void;
  19620. /**
  19621. * Returns a new LineMesh object cloned from the current one.
  19622. */
  19623. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19624. /**
  19625. * Creates a new InstancedLinesMesh object from the mesh model.
  19626. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  19627. * @param name defines the name of the new instance
  19628. * @returns a new InstancedLinesMesh
  19629. */
  19630. createInstance(name: string): InstancedLinesMesh;
  19631. }
  19632. /**
  19633. * Creates an instance based on a source LinesMesh
  19634. */
  19635. export class InstancedLinesMesh extends InstancedMesh {
  19636. /**
  19637. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19638. * This margin is expressed in world space coordinates, so its value may vary.
  19639. * Initilized with the intersectionThreshold value of the source LinesMesh
  19640. */
  19641. intersectionThreshold: number;
  19642. constructor(name: string, source: LinesMesh);
  19643. /**
  19644. * Returns the string "InstancedLinesMesh".
  19645. */
  19646. getClassName(): string;
  19647. }
  19648. }
  19649. declare module "babylonjs/Shaders/line.fragment" {
  19650. /** @hidden */
  19651. export var linePixelShader: {
  19652. name: string;
  19653. shader: string;
  19654. };
  19655. }
  19656. declare module "babylonjs/Shaders/line.vertex" {
  19657. /** @hidden */
  19658. export var lineVertexShader: {
  19659. name: string;
  19660. shader: string;
  19661. };
  19662. }
  19663. declare module "babylonjs/Rendering/edgesRenderer" {
  19664. import { Nullable } from "babylonjs/types";
  19665. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19666. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19667. import { Vector3 } from "babylonjs/Maths/math.vector";
  19668. import { IDisposable } from "babylonjs/scene";
  19669. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  19670. import "babylonjs/Shaders/line.fragment";
  19671. import "babylonjs/Shaders/line.vertex";
  19672. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  19673. module "babylonjs/Meshes/abstractMesh" {
  19674. interface AbstractMesh {
  19675. /**
  19676. * Gets the edgesRenderer associated with the mesh
  19677. */
  19678. edgesRenderer: Nullable<EdgesRenderer>;
  19679. }
  19680. }
  19681. module "babylonjs/Meshes/linesMesh" {
  19682. interface LinesMesh {
  19683. /**
  19684. * Enables the edge rendering mode on the mesh.
  19685. * This mode makes the mesh edges visible
  19686. * @param epsilon defines the maximal distance between two angles to detect a face
  19687. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19688. * @returns the currentAbstractMesh
  19689. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19690. */
  19691. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  19692. }
  19693. }
  19694. module "babylonjs/Meshes/linesMesh" {
  19695. interface InstancedLinesMesh {
  19696. /**
  19697. * Enables the edge rendering mode on the mesh.
  19698. * This mode makes the mesh edges visible
  19699. * @param epsilon defines the maximal distance between two angles to detect a face
  19700. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19701. * @returns the current InstancedLinesMesh
  19702. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19703. */
  19704. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  19705. }
  19706. }
  19707. /**
  19708. * Defines the minimum contract an Edges renderer should follow.
  19709. */
  19710. export interface IEdgesRenderer extends IDisposable {
  19711. /**
  19712. * Gets or sets a boolean indicating if the edgesRenderer is active
  19713. */
  19714. isEnabled: boolean;
  19715. /**
  19716. * Renders the edges of the attached mesh,
  19717. */
  19718. render(): void;
  19719. /**
  19720. * Checks wether or not the edges renderer is ready to render.
  19721. * @return true if ready, otherwise false.
  19722. */
  19723. isReady(): boolean;
  19724. }
  19725. /**
  19726. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  19727. */
  19728. export class EdgesRenderer implements IEdgesRenderer {
  19729. /**
  19730. * Define the size of the edges with an orthographic camera
  19731. */
  19732. edgesWidthScalerForOrthographic: number;
  19733. /**
  19734. * Define the size of the edges with a perspective camera
  19735. */
  19736. edgesWidthScalerForPerspective: number;
  19737. protected _source: AbstractMesh;
  19738. protected _linesPositions: number[];
  19739. protected _linesNormals: number[];
  19740. protected _linesIndices: number[];
  19741. protected _epsilon: number;
  19742. protected _indicesCount: number;
  19743. protected _lineShader: ShaderMaterial;
  19744. protected _ib: DataBuffer;
  19745. protected _buffers: {
  19746. [key: string]: Nullable<VertexBuffer>;
  19747. };
  19748. protected _checkVerticesInsteadOfIndices: boolean;
  19749. private _meshRebuildObserver;
  19750. private _meshDisposeObserver;
  19751. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  19752. isEnabled: boolean;
  19753. /**
  19754. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  19755. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  19756. * @param source Mesh used to create edges
  19757. * @param epsilon sum of angles in adjacency to check for edge
  19758. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  19759. * @param generateEdgesLines - should generate Lines or only prepare resources.
  19760. */
  19761. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  19762. protected _prepareRessources(): void;
  19763. /** @hidden */
  19764. _rebuild(): void;
  19765. /**
  19766. * Releases the required resources for the edges renderer
  19767. */
  19768. dispose(): void;
  19769. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  19770. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  19771. /**
  19772. * Checks if the pair of p0 and p1 is en edge
  19773. * @param faceIndex
  19774. * @param edge
  19775. * @param faceNormals
  19776. * @param p0
  19777. * @param p1
  19778. * @private
  19779. */
  19780. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  19781. /**
  19782. * push line into the position, normal and index buffer
  19783. * @protected
  19784. */
  19785. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  19786. /**
  19787. * Generates lines edges from adjacencjes
  19788. * @private
  19789. */
  19790. _generateEdgesLines(): void;
  19791. /**
  19792. * Checks wether or not the edges renderer is ready to render.
  19793. * @return true if ready, otherwise false.
  19794. */
  19795. isReady(): boolean;
  19796. /**
  19797. * Renders the edges of the attached mesh,
  19798. */
  19799. render(): void;
  19800. }
  19801. /**
  19802. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  19803. */
  19804. export class LineEdgesRenderer extends EdgesRenderer {
  19805. /**
  19806. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  19807. * @param source LineMesh used to generate edges
  19808. * @param epsilon not important (specified angle for edge detection)
  19809. * @param checkVerticesInsteadOfIndices not important for LineMesh
  19810. */
  19811. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  19812. /**
  19813. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  19814. */
  19815. _generateEdgesLines(): void;
  19816. }
  19817. }
  19818. declare module "babylonjs/Rendering/renderingGroup" {
  19819. import { SmartArray } from "babylonjs/Misc/smartArray";
  19820. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19821. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19822. import { Nullable } from "babylonjs/types";
  19823. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19824. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  19825. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19826. import { Material } from "babylonjs/Materials/material";
  19827. import { Scene } from "babylonjs/scene";
  19828. /**
  19829. * This represents the object necessary to create a rendering group.
  19830. * This is exclusively used and created by the rendering manager.
  19831. * To modify the behavior, you use the available helpers in your scene or meshes.
  19832. * @hidden
  19833. */
  19834. export class RenderingGroup {
  19835. index: number;
  19836. private static _zeroVector;
  19837. private _scene;
  19838. private _opaqueSubMeshes;
  19839. private _transparentSubMeshes;
  19840. private _alphaTestSubMeshes;
  19841. private _depthOnlySubMeshes;
  19842. private _particleSystems;
  19843. private _spriteManagers;
  19844. private _opaqueSortCompareFn;
  19845. private _alphaTestSortCompareFn;
  19846. private _transparentSortCompareFn;
  19847. private _renderOpaque;
  19848. private _renderAlphaTest;
  19849. private _renderTransparent;
  19850. /** @hidden */
  19851. _edgesRenderers: SmartArray<IEdgesRenderer>;
  19852. onBeforeTransparentRendering: () => void;
  19853. /**
  19854. * Set the opaque sort comparison function.
  19855. * If null the sub meshes will be render in the order they were created
  19856. */
  19857. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19858. /**
  19859. * Set the alpha test sort comparison function.
  19860. * If null the sub meshes will be render in the order they were created
  19861. */
  19862. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19863. /**
  19864. * Set the transparent sort comparison function.
  19865. * If null the sub meshes will be render in the order they were created
  19866. */
  19867. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19868. /**
  19869. * Creates a new rendering group.
  19870. * @param index The rendering group index
  19871. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  19872. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  19873. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  19874. */
  19875. 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>);
  19876. /**
  19877. * Render all the sub meshes contained in the group.
  19878. * @param customRenderFunction Used to override the default render behaviour of the group.
  19879. * @returns true if rendered some submeshes.
  19880. */
  19881. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  19882. /**
  19883. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  19884. * @param subMeshes The submeshes to render
  19885. */
  19886. private renderOpaqueSorted;
  19887. /**
  19888. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  19889. * @param subMeshes The submeshes to render
  19890. */
  19891. private renderAlphaTestSorted;
  19892. /**
  19893. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  19894. * @param subMeshes The submeshes to render
  19895. */
  19896. private renderTransparentSorted;
  19897. /**
  19898. * Renders the submeshes in a specified order.
  19899. * @param subMeshes The submeshes to sort before render
  19900. * @param sortCompareFn The comparison function use to sort
  19901. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  19902. * @param transparent Specifies to activate blending if true
  19903. */
  19904. private static renderSorted;
  19905. /**
  19906. * Renders the submeshes in the order they were dispatched (no sort applied).
  19907. * @param subMeshes The submeshes to render
  19908. */
  19909. private static renderUnsorted;
  19910. /**
  19911. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19912. * are rendered back to front if in the same alpha index.
  19913. *
  19914. * @param a The first submesh
  19915. * @param b The second submesh
  19916. * @returns The result of the comparison
  19917. */
  19918. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  19919. /**
  19920. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19921. * are rendered back to front.
  19922. *
  19923. * @param a The first submesh
  19924. * @param b The second submesh
  19925. * @returns The result of the comparison
  19926. */
  19927. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  19928. /**
  19929. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19930. * are rendered front to back (prevent overdraw).
  19931. *
  19932. * @param a The first submesh
  19933. * @param b The second submesh
  19934. * @returns The result of the comparison
  19935. */
  19936. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  19937. /**
  19938. * Resets the different lists of submeshes to prepare a new frame.
  19939. */
  19940. prepare(): void;
  19941. dispose(): void;
  19942. /**
  19943. * Inserts the submesh in its correct queue depending on its material.
  19944. * @param subMesh The submesh to dispatch
  19945. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  19946. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  19947. */
  19948. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  19949. dispatchSprites(spriteManager: ISpriteManager): void;
  19950. dispatchParticles(particleSystem: IParticleSystem): void;
  19951. private _renderParticles;
  19952. private _renderSprites;
  19953. }
  19954. }
  19955. declare module "babylonjs/Rendering/renderingManager" {
  19956. import { Nullable } from "babylonjs/types";
  19957. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19958. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19959. import { SmartArray } from "babylonjs/Misc/smartArray";
  19960. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19961. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19962. import { Material } from "babylonjs/Materials/material";
  19963. import { Scene } from "babylonjs/scene";
  19964. import { Camera } from "babylonjs/Cameras/camera";
  19965. /**
  19966. * Interface describing the different options available in the rendering manager
  19967. * regarding Auto Clear between groups.
  19968. */
  19969. export interface IRenderingManagerAutoClearSetup {
  19970. /**
  19971. * Defines whether or not autoclear is enable.
  19972. */
  19973. autoClear: boolean;
  19974. /**
  19975. * Defines whether or not to autoclear the depth buffer.
  19976. */
  19977. depth: boolean;
  19978. /**
  19979. * Defines whether or not to autoclear the stencil buffer.
  19980. */
  19981. stencil: boolean;
  19982. }
  19983. /**
  19984. * This class is used by the onRenderingGroupObservable
  19985. */
  19986. export class RenderingGroupInfo {
  19987. /**
  19988. * The Scene that being rendered
  19989. */
  19990. scene: Scene;
  19991. /**
  19992. * The camera currently used for the rendering pass
  19993. */
  19994. camera: Nullable<Camera>;
  19995. /**
  19996. * The ID of the renderingGroup being processed
  19997. */
  19998. renderingGroupId: number;
  19999. }
  20000. /**
  20001. * This is the manager responsible of all the rendering for meshes sprites and particles.
  20002. * It is enable to manage the different groups as well as the different necessary sort functions.
  20003. * This should not be used directly aside of the few static configurations
  20004. */
  20005. export class RenderingManager {
  20006. /**
  20007. * The max id used for rendering groups (not included)
  20008. */
  20009. static MAX_RENDERINGGROUPS: number;
  20010. /**
  20011. * The min id used for rendering groups (included)
  20012. */
  20013. static MIN_RENDERINGGROUPS: number;
  20014. /**
  20015. * Used to globally prevent autoclearing scenes.
  20016. */
  20017. static AUTOCLEAR: boolean;
  20018. /**
  20019. * @hidden
  20020. */
  20021. _useSceneAutoClearSetup: boolean;
  20022. private _scene;
  20023. private _renderingGroups;
  20024. private _depthStencilBufferAlreadyCleaned;
  20025. private _autoClearDepthStencil;
  20026. private _customOpaqueSortCompareFn;
  20027. private _customAlphaTestSortCompareFn;
  20028. private _customTransparentSortCompareFn;
  20029. private _renderingGroupInfo;
  20030. /**
  20031. * Instantiates a new rendering group for a particular scene
  20032. * @param scene Defines the scene the groups belongs to
  20033. */
  20034. constructor(scene: Scene);
  20035. private _clearDepthStencilBuffer;
  20036. /**
  20037. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20038. * @hidden
  20039. */
  20040. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20041. /**
  20042. * Resets the different information of the group to prepare a new frame
  20043. * @hidden
  20044. */
  20045. reset(): void;
  20046. /**
  20047. * Dispose and release the group and its associated resources.
  20048. * @hidden
  20049. */
  20050. dispose(): void;
  20051. /**
  20052. * Clear the info related to rendering groups preventing retention points during dispose.
  20053. */
  20054. freeRenderingGroups(): void;
  20055. private _prepareRenderingGroup;
  20056. /**
  20057. * Add a sprite manager to the rendering manager in order to render it this frame.
  20058. * @param spriteManager Define the sprite manager to render
  20059. */
  20060. dispatchSprites(spriteManager: ISpriteManager): void;
  20061. /**
  20062. * Add a particle system to the rendering manager in order to render it this frame.
  20063. * @param particleSystem Define the particle system to render
  20064. */
  20065. dispatchParticles(particleSystem: IParticleSystem): void;
  20066. /**
  20067. * Add a submesh to the manager in order to render it this frame
  20068. * @param subMesh The submesh to dispatch
  20069. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20070. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20071. */
  20072. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20073. /**
  20074. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20075. * This allowed control for front to back rendering or reversly depending of the special needs.
  20076. *
  20077. * @param renderingGroupId The rendering group id corresponding to its index
  20078. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20079. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20080. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20081. */
  20082. 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;
  20083. /**
  20084. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20085. *
  20086. * @param renderingGroupId The rendering group id corresponding to its index
  20087. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20088. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20089. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20090. */
  20091. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20092. /**
  20093. * Gets the current auto clear configuration for one rendering group of the rendering
  20094. * manager.
  20095. * @param index the rendering group index to get the information for
  20096. * @returns The auto clear setup for the requested rendering group
  20097. */
  20098. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20099. }
  20100. }
  20101. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20102. import { Observable } from "babylonjs/Misc/observable";
  20103. import { SmartArray } from "babylonjs/Misc/smartArray";
  20104. import { Nullable } from "babylonjs/types";
  20105. import { Camera } from "babylonjs/Cameras/camera";
  20106. import { Scene } from "babylonjs/scene";
  20107. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20108. import { Color4 } from "babylonjs/Maths/math.color";
  20109. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20110. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20111. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20112. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20113. import { Texture } from "babylonjs/Materials/Textures/texture";
  20114. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20115. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20116. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20117. import { Engine } from "babylonjs/Engines/engine";
  20118. /**
  20119. * This Helps creating a texture that will be created from a camera in your scene.
  20120. * It is basically a dynamic texture that could be used to create special effects for instance.
  20121. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20122. */
  20123. export class RenderTargetTexture extends Texture {
  20124. isCube: boolean;
  20125. /**
  20126. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20127. */
  20128. static readonly REFRESHRATE_RENDER_ONCE: number;
  20129. /**
  20130. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20131. */
  20132. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20133. /**
  20134. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20135. * the central point of your effect and can save a lot of performances.
  20136. */
  20137. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20138. /**
  20139. * Use this predicate to dynamically define the list of mesh you want to render.
  20140. * If set, the renderList property will be overwritten.
  20141. */
  20142. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20143. private _renderList;
  20144. /**
  20145. * Use this list to define the list of mesh you want to render.
  20146. */
  20147. renderList: Nullable<Array<AbstractMesh>>;
  20148. private _hookArray;
  20149. /**
  20150. * Define if particles should be rendered in your texture.
  20151. */
  20152. renderParticles: boolean;
  20153. /**
  20154. * Define if sprites should be rendered in your texture.
  20155. */
  20156. renderSprites: boolean;
  20157. /**
  20158. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20159. */
  20160. coordinatesMode: number;
  20161. /**
  20162. * Define the camera used to render the texture.
  20163. */
  20164. activeCamera: Nullable<Camera>;
  20165. /**
  20166. * Override the render function of the texture with your own one.
  20167. */
  20168. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20169. /**
  20170. * Define if camera post processes should be use while rendering the texture.
  20171. */
  20172. useCameraPostProcesses: boolean;
  20173. /**
  20174. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20175. */
  20176. ignoreCameraViewport: boolean;
  20177. private _postProcessManager;
  20178. private _postProcesses;
  20179. private _resizeObserver;
  20180. /**
  20181. * An event triggered when the texture is unbind.
  20182. */
  20183. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20184. /**
  20185. * An event triggered when the texture is unbind.
  20186. */
  20187. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20188. private _onAfterUnbindObserver;
  20189. /**
  20190. * Set a after unbind callback in the texture.
  20191. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20192. */
  20193. onAfterUnbind: () => void;
  20194. /**
  20195. * An event triggered before rendering the texture
  20196. */
  20197. onBeforeRenderObservable: Observable<number>;
  20198. private _onBeforeRenderObserver;
  20199. /**
  20200. * Set a before render callback in the texture.
  20201. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20202. */
  20203. onBeforeRender: (faceIndex: number) => void;
  20204. /**
  20205. * An event triggered after rendering the texture
  20206. */
  20207. onAfterRenderObservable: Observable<number>;
  20208. private _onAfterRenderObserver;
  20209. /**
  20210. * Set a after render callback in the texture.
  20211. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20212. */
  20213. onAfterRender: (faceIndex: number) => void;
  20214. /**
  20215. * An event triggered after the texture clear
  20216. */
  20217. onClearObservable: Observable<Engine>;
  20218. private _onClearObserver;
  20219. /**
  20220. * Set a clear callback in the texture.
  20221. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20222. */
  20223. onClear: (Engine: Engine) => void;
  20224. /**
  20225. * An event triggered when the texture is resized.
  20226. */
  20227. onResizeObservable: Observable<RenderTargetTexture>;
  20228. /**
  20229. * Define the clear color of the Render Target if it should be different from the scene.
  20230. */
  20231. clearColor: Color4;
  20232. protected _size: number | {
  20233. width: number;
  20234. height: number;
  20235. };
  20236. protected _initialSizeParameter: number | {
  20237. width: number;
  20238. height: number;
  20239. } | {
  20240. ratio: number;
  20241. };
  20242. protected _sizeRatio: Nullable<number>;
  20243. /** @hidden */
  20244. _generateMipMaps: boolean;
  20245. protected _renderingManager: RenderingManager;
  20246. /** @hidden */
  20247. _waitingRenderList: string[];
  20248. protected _doNotChangeAspectRatio: boolean;
  20249. protected _currentRefreshId: number;
  20250. protected _refreshRate: number;
  20251. protected _textureMatrix: Matrix;
  20252. protected _samples: number;
  20253. protected _renderTargetOptions: RenderTargetCreationOptions;
  20254. /**
  20255. * Gets render target creation options that were used.
  20256. */
  20257. readonly renderTargetOptions: RenderTargetCreationOptions;
  20258. protected _engine: Engine;
  20259. protected _onRatioRescale(): void;
  20260. /**
  20261. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20262. * It must define where the camera used to render the texture is set
  20263. */
  20264. boundingBoxPosition: Vector3;
  20265. private _boundingBoxSize;
  20266. /**
  20267. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20268. * When defined, the cubemap will switch to local mode
  20269. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20270. * @example https://www.babylonjs-playground.com/#RNASML
  20271. */
  20272. boundingBoxSize: Vector3;
  20273. /**
  20274. * In case the RTT has been created with a depth texture, get the associated
  20275. * depth texture.
  20276. * Otherwise, return null.
  20277. */
  20278. depthStencilTexture: Nullable<InternalTexture>;
  20279. /**
  20280. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20281. * or used a shadow, depth texture...
  20282. * @param name The friendly name of the texture
  20283. * @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)
  20284. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20285. * @param generateMipMaps True if mip maps need to be generated after render.
  20286. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20287. * @param type The type of the buffer in the RTT (int, half float, float...)
  20288. * @param isCube True if a cube texture needs to be created
  20289. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20290. * @param generateDepthBuffer True to generate a depth buffer
  20291. * @param generateStencilBuffer True to generate a stencil buffer
  20292. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20293. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20294. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20295. */
  20296. constructor(name: string, size: number | {
  20297. width: number;
  20298. height: number;
  20299. } | {
  20300. ratio: number;
  20301. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20302. /**
  20303. * Creates a depth stencil texture.
  20304. * This is only available in WebGL 2 or with the depth texture extension available.
  20305. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20306. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20307. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20308. */
  20309. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20310. private _processSizeParameter;
  20311. /**
  20312. * Define the number of samples to use in case of MSAA.
  20313. * It defaults to one meaning no MSAA has been enabled.
  20314. */
  20315. samples: number;
  20316. /**
  20317. * Resets the refresh counter of the texture and start bak from scratch.
  20318. * Could be useful to regenerate the texture if it is setup to render only once.
  20319. */
  20320. resetRefreshCounter(): void;
  20321. /**
  20322. * Define the refresh rate of the texture or the rendering frequency.
  20323. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20324. */
  20325. refreshRate: number;
  20326. /**
  20327. * Adds a post process to the render target rendering passes.
  20328. * @param postProcess define the post process to add
  20329. */
  20330. addPostProcess(postProcess: PostProcess): void;
  20331. /**
  20332. * Clear all the post processes attached to the render target
  20333. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20334. */
  20335. clearPostProcesses(dispose?: boolean): void;
  20336. /**
  20337. * Remove one of the post process from the list of attached post processes to the texture
  20338. * @param postProcess define the post process to remove from the list
  20339. */
  20340. removePostProcess(postProcess: PostProcess): void;
  20341. /** @hidden */
  20342. _shouldRender(): boolean;
  20343. /**
  20344. * Gets the actual render size of the texture.
  20345. * @returns the width of the render size
  20346. */
  20347. getRenderSize(): number;
  20348. /**
  20349. * Gets the actual render width of the texture.
  20350. * @returns the width of the render size
  20351. */
  20352. getRenderWidth(): number;
  20353. /**
  20354. * Gets the actual render height of the texture.
  20355. * @returns the height of the render size
  20356. */
  20357. getRenderHeight(): number;
  20358. /**
  20359. * Get if the texture can be rescaled or not.
  20360. */
  20361. readonly canRescale: boolean;
  20362. /**
  20363. * Resize the texture using a ratio.
  20364. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20365. */
  20366. scale(ratio: number): void;
  20367. /**
  20368. * Get the texture reflection matrix used to rotate/transform the reflection.
  20369. * @returns the reflection matrix
  20370. */
  20371. getReflectionTextureMatrix(): Matrix;
  20372. /**
  20373. * Resize the texture to a new desired size.
  20374. * Be carrefull as it will recreate all the data in the new texture.
  20375. * @param size Define the new size. It can be:
  20376. * - a number for squared texture,
  20377. * - an object containing { width: number, height: number }
  20378. * - or an object containing a ratio { ratio: number }
  20379. */
  20380. resize(size: number | {
  20381. width: number;
  20382. height: number;
  20383. } | {
  20384. ratio: number;
  20385. }): void;
  20386. /**
  20387. * Renders all the objects from the render list into the texture.
  20388. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20389. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20390. */
  20391. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20392. private _bestReflectionRenderTargetDimension;
  20393. /**
  20394. * @hidden
  20395. * @param faceIndex face index to bind to if this is a cubetexture
  20396. */
  20397. _bindFrameBuffer(faceIndex?: number): void;
  20398. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20399. private renderToTarget;
  20400. /**
  20401. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20402. * This allowed control for front to back rendering or reversly depending of the special needs.
  20403. *
  20404. * @param renderingGroupId The rendering group id corresponding to its index
  20405. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20406. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20407. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20408. */
  20409. 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;
  20410. /**
  20411. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20412. *
  20413. * @param renderingGroupId The rendering group id corresponding to its index
  20414. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20415. */
  20416. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20417. /**
  20418. * Clones the texture.
  20419. * @returns the cloned texture
  20420. */
  20421. clone(): RenderTargetTexture;
  20422. /**
  20423. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20424. * @returns The JSON representation of the texture
  20425. */
  20426. serialize(): any;
  20427. /**
  20428. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20429. */
  20430. disposeFramebufferObjects(): void;
  20431. /**
  20432. * Dispose the texture and release its associated resources.
  20433. */
  20434. dispose(): void;
  20435. /** @hidden */
  20436. _rebuild(): void;
  20437. /**
  20438. * Clear the info related to rendering groups preventing retention point in material dispose.
  20439. */
  20440. freeRenderingGroups(): void;
  20441. /**
  20442. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20443. * @returns the view count
  20444. */
  20445. getViewCount(): number;
  20446. }
  20447. }
  20448. declare module "babylonjs/Materials/material" {
  20449. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20450. import { SmartArray } from "babylonjs/Misc/smartArray";
  20451. import { Observable } from "babylonjs/Misc/observable";
  20452. import { Nullable } from "babylonjs/types";
  20453. import { Scene } from "babylonjs/scene";
  20454. import { Matrix } from "babylonjs/Maths/math.vector";
  20455. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20456. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20457. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20458. import { Effect } from "babylonjs/Materials/effect";
  20459. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20460. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20461. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20462. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20463. import { Mesh } from "babylonjs/Meshes/mesh";
  20464. import { Animation } from "babylonjs/Animations/animation";
  20465. /**
  20466. * Base class for the main features of a material in Babylon.js
  20467. */
  20468. export class Material implements IAnimatable {
  20469. /**
  20470. * Returns the triangle fill mode
  20471. */
  20472. static readonly TriangleFillMode: number;
  20473. /**
  20474. * Returns the wireframe mode
  20475. */
  20476. static readonly WireFrameFillMode: number;
  20477. /**
  20478. * Returns the point fill mode
  20479. */
  20480. static readonly PointFillMode: number;
  20481. /**
  20482. * Returns the point list draw mode
  20483. */
  20484. static readonly PointListDrawMode: number;
  20485. /**
  20486. * Returns the line list draw mode
  20487. */
  20488. static readonly LineListDrawMode: number;
  20489. /**
  20490. * Returns the line loop draw mode
  20491. */
  20492. static readonly LineLoopDrawMode: number;
  20493. /**
  20494. * Returns the line strip draw mode
  20495. */
  20496. static readonly LineStripDrawMode: number;
  20497. /**
  20498. * Returns the triangle strip draw mode
  20499. */
  20500. static readonly TriangleStripDrawMode: number;
  20501. /**
  20502. * Returns the triangle fan draw mode
  20503. */
  20504. static readonly TriangleFanDrawMode: number;
  20505. /**
  20506. * Stores the clock-wise side orientation
  20507. */
  20508. static readonly ClockWiseSideOrientation: number;
  20509. /**
  20510. * Stores the counter clock-wise side orientation
  20511. */
  20512. static readonly CounterClockWiseSideOrientation: number;
  20513. /**
  20514. * The dirty texture flag value
  20515. */
  20516. static readonly TextureDirtyFlag: number;
  20517. /**
  20518. * The dirty light flag value
  20519. */
  20520. static readonly LightDirtyFlag: number;
  20521. /**
  20522. * The dirty fresnel flag value
  20523. */
  20524. static readonly FresnelDirtyFlag: number;
  20525. /**
  20526. * The dirty attribute flag value
  20527. */
  20528. static readonly AttributesDirtyFlag: number;
  20529. /**
  20530. * The dirty misc flag value
  20531. */
  20532. static readonly MiscDirtyFlag: number;
  20533. /**
  20534. * The all dirty flag value
  20535. */
  20536. static readonly AllDirtyFlag: number;
  20537. /**
  20538. * The ID of the material
  20539. */
  20540. id: string;
  20541. /**
  20542. * Gets or sets the unique id of the material
  20543. */
  20544. uniqueId: number;
  20545. /**
  20546. * The name of the material
  20547. */
  20548. name: string;
  20549. /**
  20550. * Gets or sets user defined metadata
  20551. */
  20552. metadata: any;
  20553. /**
  20554. * For internal use only. Please do not use.
  20555. */
  20556. reservedDataStore: any;
  20557. /**
  20558. * Specifies if the ready state should be checked on each call
  20559. */
  20560. checkReadyOnEveryCall: boolean;
  20561. /**
  20562. * Specifies if the ready state should be checked once
  20563. */
  20564. checkReadyOnlyOnce: boolean;
  20565. /**
  20566. * The state of the material
  20567. */
  20568. state: string;
  20569. /**
  20570. * The alpha value of the material
  20571. */
  20572. protected _alpha: number;
  20573. /**
  20574. * List of inspectable custom properties (used by the Inspector)
  20575. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  20576. */
  20577. inspectableCustomProperties: IInspectable[];
  20578. /**
  20579. * Sets the alpha value of the material
  20580. */
  20581. /**
  20582. * Gets the alpha value of the material
  20583. */
  20584. alpha: number;
  20585. /**
  20586. * Specifies if back face culling is enabled
  20587. */
  20588. protected _backFaceCulling: boolean;
  20589. /**
  20590. * Sets the back-face culling state
  20591. */
  20592. /**
  20593. * Gets the back-face culling state
  20594. */
  20595. backFaceCulling: boolean;
  20596. /**
  20597. * Stores the value for side orientation
  20598. */
  20599. sideOrientation: number;
  20600. /**
  20601. * Callback triggered when the material is compiled
  20602. */
  20603. onCompiled: Nullable<(effect: Effect) => void>;
  20604. /**
  20605. * Callback triggered when an error occurs
  20606. */
  20607. onError: Nullable<(effect: Effect, errors: string) => void>;
  20608. /**
  20609. * Callback triggered to get the render target textures
  20610. */
  20611. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  20612. /**
  20613. * Gets a boolean indicating that current material needs to register RTT
  20614. */
  20615. readonly hasRenderTargetTextures: boolean;
  20616. /**
  20617. * Specifies if the material should be serialized
  20618. */
  20619. doNotSerialize: boolean;
  20620. /**
  20621. * @hidden
  20622. */
  20623. _storeEffectOnSubMeshes: boolean;
  20624. /**
  20625. * Stores the animations for the material
  20626. */
  20627. animations: Nullable<Array<Animation>>;
  20628. /**
  20629. * An event triggered when the material is disposed
  20630. */
  20631. onDisposeObservable: Observable<Material>;
  20632. /**
  20633. * An observer which watches for dispose events
  20634. */
  20635. private _onDisposeObserver;
  20636. private _onUnBindObservable;
  20637. /**
  20638. * Called during a dispose event
  20639. */
  20640. onDispose: () => void;
  20641. private _onBindObservable;
  20642. /**
  20643. * An event triggered when the material is bound
  20644. */
  20645. readonly onBindObservable: Observable<AbstractMesh>;
  20646. /**
  20647. * An observer which watches for bind events
  20648. */
  20649. private _onBindObserver;
  20650. /**
  20651. * Called during a bind event
  20652. */
  20653. onBind: (Mesh: AbstractMesh) => void;
  20654. /**
  20655. * An event triggered when the material is unbound
  20656. */
  20657. readonly onUnBindObservable: Observable<Material>;
  20658. /**
  20659. * Stores the value of the alpha mode
  20660. */
  20661. private _alphaMode;
  20662. /**
  20663. * Sets the value of the alpha mode.
  20664. *
  20665. * | Value | Type | Description |
  20666. * | --- | --- | --- |
  20667. * | 0 | ALPHA_DISABLE | |
  20668. * | 1 | ALPHA_ADD | |
  20669. * | 2 | ALPHA_COMBINE | |
  20670. * | 3 | ALPHA_SUBTRACT | |
  20671. * | 4 | ALPHA_MULTIPLY | |
  20672. * | 5 | ALPHA_MAXIMIZED | |
  20673. * | 6 | ALPHA_ONEONE | |
  20674. * | 7 | ALPHA_PREMULTIPLIED | |
  20675. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  20676. * | 9 | ALPHA_INTERPOLATE | |
  20677. * | 10 | ALPHA_SCREENMODE | |
  20678. *
  20679. */
  20680. /**
  20681. * Gets the value of the alpha mode
  20682. */
  20683. alphaMode: number;
  20684. /**
  20685. * Stores the state of the need depth pre-pass value
  20686. */
  20687. private _needDepthPrePass;
  20688. /**
  20689. * Sets the need depth pre-pass value
  20690. */
  20691. /**
  20692. * Gets the depth pre-pass value
  20693. */
  20694. needDepthPrePass: boolean;
  20695. /**
  20696. * Specifies if depth writing should be disabled
  20697. */
  20698. disableDepthWrite: boolean;
  20699. /**
  20700. * Specifies if depth writing should be forced
  20701. */
  20702. forceDepthWrite: boolean;
  20703. /**
  20704. * Specifies if there should be a separate pass for culling
  20705. */
  20706. separateCullingPass: boolean;
  20707. /**
  20708. * Stores the state specifing if fog should be enabled
  20709. */
  20710. private _fogEnabled;
  20711. /**
  20712. * Sets the state for enabling fog
  20713. */
  20714. /**
  20715. * Gets the value of the fog enabled state
  20716. */
  20717. fogEnabled: boolean;
  20718. /**
  20719. * Stores the size of points
  20720. */
  20721. pointSize: number;
  20722. /**
  20723. * Stores the z offset value
  20724. */
  20725. zOffset: number;
  20726. /**
  20727. * Gets a value specifying if wireframe mode is enabled
  20728. */
  20729. /**
  20730. * Sets the state of wireframe mode
  20731. */
  20732. wireframe: boolean;
  20733. /**
  20734. * Gets the value specifying if point clouds are enabled
  20735. */
  20736. /**
  20737. * Sets the state of point cloud mode
  20738. */
  20739. pointsCloud: boolean;
  20740. /**
  20741. * Gets the material fill mode
  20742. */
  20743. /**
  20744. * Sets the material fill mode
  20745. */
  20746. fillMode: number;
  20747. /**
  20748. * @hidden
  20749. * Stores the effects for the material
  20750. */
  20751. _effect: Nullable<Effect>;
  20752. /**
  20753. * @hidden
  20754. * Specifies if the material was previously ready
  20755. */
  20756. _wasPreviouslyReady: boolean;
  20757. /**
  20758. * Specifies if uniform buffers should be used
  20759. */
  20760. private _useUBO;
  20761. /**
  20762. * Stores a reference to the scene
  20763. */
  20764. private _scene;
  20765. /**
  20766. * Stores the fill mode state
  20767. */
  20768. private _fillMode;
  20769. /**
  20770. * Specifies if the depth write state should be cached
  20771. */
  20772. private _cachedDepthWriteState;
  20773. /**
  20774. * Stores the uniform buffer
  20775. */
  20776. protected _uniformBuffer: UniformBuffer;
  20777. /** @hidden */
  20778. _indexInSceneMaterialArray: number;
  20779. /** @hidden */
  20780. meshMap: Nullable<{
  20781. [id: string]: AbstractMesh | undefined;
  20782. }>;
  20783. /**
  20784. * Creates a material instance
  20785. * @param name defines the name of the material
  20786. * @param scene defines the scene to reference
  20787. * @param doNotAdd specifies if the material should be added to the scene
  20788. */
  20789. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  20790. /**
  20791. * Returns a string representation of the current material
  20792. * @param fullDetails defines a boolean indicating which levels of logging is desired
  20793. * @returns a string with material information
  20794. */
  20795. toString(fullDetails?: boolean): string;
  20796. /**
  20797. * Gets the class name of the material
  20798. * @returns a string with the class name of the material
  20799. */
  20800. getClassName(): string;
  20801. /**
  20802. * Specifies if updates for the material been locked
  20803. */
  20804. readonly isFrozen: boolean;
  20805. /**
  20806. * Locks updates for the material
  20807. */
  20808. freeze(): void;
  20809. /**
  20810. * Unlocks updates for the material
  20811. */
  20812. unfreeze(): void;
  20813. /**
  20814. * Specifies if the material is ready to be used
  20815. * @param mesh defines the mesh to check
  20816. * @param useInstances specifies if instances should be used
  20817. * @returns a boolean indicating if the material is ready to be used
  20818. */
  20819. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  20820. /**
  20821. * Specifies that the submesh is ready to be used
  20822. * @param mesh defines the mesh to check
  20823. * @param subMesh defines which submesh to check
  20824. * @param useInstances specifies that instances should be used
  20825. * @returns a boolean indicating that the submesh is ready or not
  20826. */
  20827. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  20828. /**
  20829. * Returns the material effect
  20830. * @returns the effect associated with the material
  20831. */
  20832. getEffect(): Nullable<Effect>;
  20833. /**
  20834. * Returns the current scene
  20835. * @returns a Scene
  20836. */
  20837. getScene(): Scene;
  20838. /**
  20839. * Specifies if the material will require alpha blending
  20840. * @returns a boolean specifying if alpha blending is needed
  20841. */
  20842. needAlphaBlending(): boolean;
  20843. /**
  20844. * Specifies if the mesh will require alpha blending
  20845. * @param mesh defines the mesh to check
  20846. * @returns a boolean specifying if alpha blending is needed for the mesh
  20847. */
  20848. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  20849. /**
  20850. * Specifies if this material should be rendered in alpha test mode
  20851. * @returns a boolean specifying if an alpha test is needed.
  20852. */
  20853. needAlphaTesting(): boolean;
  20854. /**
  20855. * Gets the texture used for the alpha test
  20856. * @returns the texture to use for alpha testing
  20857. */
  20858. getAlphaTestTexture(): Nullable<BaseTexture>;
  20859. /**
  20860. * Marks the material to indicate that it needs to be re-calculated
  20861. */
  20862. markDirty(): void;
  20863. /** @hidden */
  20864. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  20865. /**
  20866. * Binds the material to the mesh
  20867. * @param world defines the world transformation matrix
  20868. * @param mesh defines the mesh to bind the material to
  20869. */
  20870. bind(world: Matrix, mesh?: Mesh): void;
  20871. /**
  20872. * Binds the submesh to the material
  20873. * @param world defines the world transformation matrix
  20874. * @param mesh defines the mesh containing the submesh
  20875. * @param subMesh defines the submesh to bind the material to
  20876. */
  20877. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  20878. /**
  20879. * Binds the world matrix to the material
  20880. * @param world defines the world transformation matrix
  20881. */
  20882. bindOnlyWorldMatrix(world: Matrix): void;
  20883. /**
  20884. * Binds the scene's uniform buffer to the effect.
  20885. * @param effect defines the effect to bind to the scene uniform buffer
  20886. * @param sceneUbo defines the uniform buffer storing scene data
  20887. */
  20888. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  20889. /**
  20890. * Binds the view matrix to the effect
  20891. * @param effect defines the effect to bind the view matrix to
  20892. */
  20893. bindView(effect: Effect): void;
  20894. /**
  20895. * Binds the view projection matrix to the effect
  20896. * @param effect defines the effect to bind the view projection matrix to
  20897. */
  20898. bindViewProjection(effect: Effect): void;
  20899. /**
  20900. * Specifies if material alpha testing should be turned on for the mesh
  20901. * @param mesh defines the mesh to check
  20902. */
  20903. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  20904. /**
  20905. * Processes to execute after binding the material to a mesh
  20906. * @param mesh defines the rendered mesh
  20907. */
  20908. protected _afterBind(mesh?: Mesh): void;
  20909. /**
  20910. * Unbinds the material from the mesh
  20911. */
  20912. unbind(): void;
  20913. /**
  20914. * Gets the active textures from the material
  20915. * @returns an array of textures
  20916. */
  20917. getActiveTextures(): BaseTexture[];
  20918. /**
  20919. * Specifies if the material uses a texture
  20920. * @param texture defines the texture to check against the material
  20921. * @returns a boolean specifying if the material uses the texture
  20922. */
  20923. hasTexture(texture: BaseTexture): boolean;
  20924. /**
  20925. * Makes a duplicate of the material, and gives it a new name
  20926. * @param name defines the new name for the duplicated material
  20927. * @returns the cloned material
  20928. */
  20929. clone(name: string): Nullable<Material>;
  20930. /**
  20931. * Gets the meshes bound to the material
  20932. * @returns an array of meshes bound to the material
  20933. */
  20934. getBindedMeshes(): AbstractMesh[];
  20935. /**
  20936. * Force shader compilation
  20937. * @param mesh defines the mesh associated with this material
  20938. * @param onCompiled defines a function to execute once the material is compiled
  20939. * @param options defines the options to configure the compilation
  20940. */
  20941. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  20942. clipPlane: boolean;
  20943. }>): void;
  20944. /**
  20945. * Force shader compilation
  20946. * @param mesh defines the mesh that will use this material
  20947. * @param options defines additional options for compiling the shaders
  20948. * @returns a promise that resolves when the compilation completes
  20949. */
  20950. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  20951. clipPlane: boolean;
  20952. }>): Promise<void>;
  20953. private static readonly _AllDirtyCallBack;
  20954. private static readonly _ImageProcessingDirtyCallBack;
  20955. private static readonly _TextureDirtyCallBack;
  20956. private static readonly _FresnelDirtyCallBack;
  20957. private static readonly _MiscDirtyCallBack;
  20958. private static readonly _LightsDirtyCallBack;
  20959. private static readonly _AttributeDirtyCallBack;
  20960. private static _FresnelAndMiscDirtyCallBack;
  20961. private static _TextureAndMiscDirtyCallBack;
  20962. private static readonly _DirtyCallbackArray;
  20963. private static readonly _RunDirtyCallBacks;
  20964. /**
  20965. * Marks a define in the material to indicate that it needs to be re-computed
  20966. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  20967. */
  20968. markAsDirty(flag: number): void;
  20969. /**
  20970. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  20971. * @param func defines a function which checks material defines against the submeshes
  20972. */
  20973. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  20974. /**
  20975. * Indicates that we need to re-calculated for all submeshes
  20976. */
  20977. protected _markAllSubMeshesAsAllDirty(): void;
  20978. /**
  20979. * Indicates that image processing needs to be re-calculated for all submeshes
  20980. */
  20981. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  20982. /**
  20983. * Indicates that textures need to be re-calculated for all submeshes
  20984. */
  20985. protected _markAllSubMeshesAsTexturesDirty(): void;
  20986. /**
  20987. * Indicates that fresnel needs to be re-calculated for all submeshes
  20988. */
  20989. protected _markAllSubMeshesAsFresnelDirty(): void;
  20990. /**
  20991. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  20992. */
  20993. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  20994. /**
  20995. * Indicates that lights need to be re-calculated for all submeshes
  20996. */
  20997. protected _markAllSubMeshesAsLightsDirty(): void;
  20998. /**
  20999. * Indicates that attributes need to be re-calculated for all submeshes
  21000. */
  21001. protected _markAllSubMeshesAsAttributesDirty(): void;
  21002. /**
  21003. * Indicates that misc needs to be re-calculated for all submeshes
  21004. */
  21005. protected _markAllSubMeshesAsMiscDirty(): void;
  21006. /**
  21007. * Indicates that textures and misc need to be re-calculated for all submeshes
  21008. */
  21009. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  21010. /**
  21011. * Disposes the material
  21012. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  21013. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  21014. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  21015. */
  21016. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  21017. /** @hidden */
  21018. private releaseVertexArrayObject;
  21019. /**
  21020. * Serializes this material
  21021. * @returns the serialized material object
  21022. */
  21023. serialize(): any;
  21024. /**
  21025. * Creates a material from parsed material data
  21026. * @param parsedMaterial defines parsed material data
  21027. * @param scene defines the hosting scene
  21028. * @param rootUrl defines the root URL to use to load textures
  21029. * @returns a new material
  21030. */
  21031. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21032. }
  21033. }
  21034. declare module "babylonjs/Materials/multiMaterial" {
  21035. import { Nullable } from "babylonjs/types";
  21036. import { Scene } from "babylonjs/scene";
  21037. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21038. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21039. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21040. import { Material } from "babylonjs/Materials/material";
  21041. /**
  21042. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21043. * separate meshes. This can be use to improve performances.
  21044. * @see http://doc.babylonjs.com/how_to/multi_materials
  21045. */
  21046. export class MultiMaterial extends Material {
  21047. private _subMaterials;
  21048. /**
  21049. * Gets or Sets the list of Materials used within the multi material.
  21050. * They need to be ordered according to the submeshes order in the associated mesh
  21051. */
  21052. subMaterials: Nullable<Material>[];
  21053. /**
  21054. * Function used to align with Node.getChildren()
  21055. * @returns the list of Materials used within the multi material
  21056. */
  21057. getChildren(): Nullable<Material>[];
  21058. /**
  21059. * Instantiates a new Multi Material
  21060. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21061. * separate meshes. This can be use to improve performances.
  21062. * @see http://doc.babylonjs.com/how_to/multi_materials
  21063. * @param name Define the name in the scene
  21064. * @param scene Define the scene the material belongs to
  21065. */
  21066. constructor(name: string, scene: Scene);
  21067. private _hookArray;
  21068. /**
  21069. * Get one of the submaterial by its index in the submaterials array
  21070. * @param index The index to look the sub material at
  21071. * @returns The Material if the index has been defined
  21072. */
  21073. getSubMaterial(index: number): Nullable<Material>;
  21074. /**
  21075. * Get the list of active textures for the whole sub materials list.
  21076. * @returns All the textures that will be used during the rendering
  21077. */
  21078. getActiveTextures(): BaseTexture[];
  21079. /**
  21080. * Gets the current class name of the material e.g. "MultiMaterial"
  21081. * Mainly use in serialization.
  21082. * @returns the class name
  21083. */
  21084. getClassName(): string;
  21085. /**
  21086. * Checks if the material is ready to render the requested sub mesh
  21087. * @param mesh Define the mesh the submesh belongs to
  21088. * @param subMesh Define the sub mesh to look readyness for
  21089. * @param useInstances Define whether or not the material is used with instances
  21090. * @returns true if ready, otherwise false
  21091. */
  21092. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21093. /**
  21094. * Clones the current material and its related sub materials
  21095. * @param name Define the name of the newly cloned material
  21096. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21097. * @returns the cloned material
  21098. */
  21099. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21100. /**
  21101. * Serializes the materials into a JSON representation.
  21102. * @returns the JSON representation
  21103. */
  21104. serialize(): any;
  21105. /**
  21106. * Dispose the material and release its associated resources
  21107. * @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)
  21108. * @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)
  21109. * @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)
  21110. */
  21111. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21112. /**
  21113. * Creates a MultiMaterial from parsed MultiMaterial data.
  21114. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21115. * @param scene defines the hosting scene
  21116. * @returns a new MultiMaterial
  21117. */
  21118. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21119. }
  21120. }
  21121. declare module "babylonjs/Meshes/subMesh" {
  21122. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21123. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21124. import { Engine } from "babylonjs/Engines/engine";
  21125. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21126. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21127. import { Effect } from "babylonjs/Materials/effect";
  21128. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21129. import { Plane } from "babylonjs/Maths/math.plane";
  21130. import { Collider } from "babylonjs/Collisions/collider";
  21131. import { Material } from "babylonjs/Materials/material";
  21132. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21133. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21134. import { Mesh } from "babylonjs/Meshes/mesh";
  21135. import { Ray } from "babylonjs/Culling/ray";
  21136. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21137. /**
  21138. * Base class for submeshes
  21139. */
  21140. export class BaseSubMesh {
  21141. /** @hidden */
  21142. _materialDefines: Nullable<MaterialDefines>;
  21143. /** @hidden */
  21144. _materialEffect: Nullable<Effect>;
  21145. /**
  21146. * Gets associated effect
  21147. */
  21148. readonly effect: Nullable<Effect>;
  21149. /**
  21150. * Sets associated effect (effect used to render this submesh)
  21151. * @param effect defines the effect to associate with
  21152. * @param defines defines the set of defines used to compile this effect
  21153. */
  21154. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21155. }
  21156. /**
  21157. * Defines a subdivision inside a mesh
  21158. */
  21159. export class SubMesh extends BaseSubMesh implements ICullable {
  21160. /** the material index to use */
  21161. materialIndex: number;
  21162. /** vertex index start */
  21163. verticesStart: number;
  21164. /** vertices count */
  21165. verticesCount: number;
  21166. /** index start */
  21167. indexStart: number;
  21168. /** indices count */
  21169. indexCount: number;
  21170. /** @hidden */
  21171. _linesIndexCount: number;
  21172. private _mesh;
  21173. private _renderingMesh;
  21174. private _boundingInfo;
  21175. private _linesIndexBuffer;
  21176. /** @hidden */
  21177. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21178. /** @hidden */
  21179. _trianglePlanes: Plane[];
  21180. /** @hidden */
  21181. _lastColliderTransformMatrix: Nullable<Matrix>;
  21182. /** @hidden */
  21183. _renderId: number;
  21184. /** @hidden */
  21185. _alphaIndex: number;
  21186. /** @hidden */
  21187. _distanceToCamera: number;
  21188. /** @hidden */
  21189. _id: number;
  21190. private _currentMaterial;
  21191. /**
  21192. * Add a new submesh to a mesh
  21193. * @param materialIndex defines the material index to use
  21194. * @param verticesStart defines vertex index start
  21195. * @param verticesCount defines vertices count
  21196. * @param indexStart defines index start
  21197. * @param indexCount defines indices count
  21198. * @param mesh defines the parent mesh
  21199. * @param renderingMesh defines an optional rendering mesh
  21200. * @param createBoundingBox defines if bounding box should be created for this submesh
  21201. * @returns the new submesh
  21202. */
  21203. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21204. /**
  21205. * Creates a new submesh
  21206. * @param materialIndex defines the material index to use
  21207. * @param verticesStart defines vertex index start
  21208. * @param verticesCount defines vertices count
  21209. * @param indexStart defines index start
  21210. * @param indexCount defines indices count
  21211. * @param mesh defines the parent mesh
  21212. * @param renderingMesh defines an optional rendering mesh
  21213. * @param createBoundingBox defines if bounding box should be created for this submesh
  21214. */
  21215. constructor(
  21216. /** the material index to use */
  21217. materialIndex: number,
  21218. /** vertex index start */
  21219. verticesStart: number,
  21220. /** vertices count */
  21221. verticesCount: number,
  21222. /** index start */
  21223. indexStart: number,
  21224. /** indices count */
  21225. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21226. /**
  21227. * Returns true if this submesh covers the entire parent mesh
  21228. * @ignorenaming
  21229. */
  21230. readonly IsGlobal: boolean;
  21231. /**
  21232. * Returns the submesh BoudingInfo object
  21233. * @returns current bounding info (or mesh's one if the submesh is global)
  21234. */
  21235. getBoundingInfo(): BoundingInfo;
  21236. /**
  21237. * Sets the submesh BoundingInfo
  21238. * @param boundingInfo defines the new bounding info to use
  21239. * @returns the SubMesh
  21240. */
  21241. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21242. /**
  21243. * Returns the mesh of the current submesh
  21244. * @return the parent mesh
  21245. */
  21246. getMesh(): AbstractMesh;
  21247. /**
  21248. * Returns the rendering mesh of the submesh
  21249. * @returns the rendering mesh (could be different from parent mesh)
  21250. */
  21251. getRenderingMesh(): Mesh;
  21252. /**
  21253. * Returns the submesh material
  21254. * @returns null or the current material
  21255. */
  21256. getMaterial(): Nullable<Material>;
  21257. /**
  21258. * Sets a new updated BoundingInfo object to the submesh
  21259. * @param data defines an optional position array to use to determine the bounding info
  21260. * @returns the SubMesh
  21261. */
  21262. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21263. /** @hidden */
  21264. _checkCollision(collider: Collider): boolean;
  21265. /**
  21266. * Updates the submesh BoundingInfo
  21267. * @param world defines the world matrix to use to update the bounding info
  21268. * @returns the submesh
  21269. */
  21270. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21271. /**
  21272. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21273. * @param frustumPlanes defines the frustum planes
  21274. * @returns true if the submesh is intersecting with the frustum
  21275. */
  21276. isInFrustum(frustumPlanes: Plane[]): boolean;
  21277. /**
  21278. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21279. * @param frustumPlanes defines the frustum planes
  21280. * @returns true if the submesh is inside the frustum
  21281. */
  21282. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21283. /**
  21284. * Renders the submesh
  21285. * @param enableAlphaMode defines if alpha needs to be used
  21286. * @returns the submesh
  21287. */
  21288. render(enableAlphaMode: boolean): SubMesh;
  21289. /**
  21290. * @hidden
  21291. */
  21292. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21293. /**
  21294. * Checks if the submesh intersects with a ray
  21295. * @param ray defines the ray to test
  21296. * @returns true is the passed ray intersects the submesh bounding box
  21297. */
  21298. canIntersects(ray: Ray): boolean;
  21299. /**
  21300. * Intersects current submesh with a ray
  21301. * @param ray defines the ray to test
  21302. * @param positions defines mesh's positions array
  21303. * @param indices defines mesh's indices array
  21304. * @param fastCheck defines if only bounding info should be used
  21305. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21306. * @returns intersection info or null if no intersection
  21307. */
  21308. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21309. /** @hidden */
  21310. private _intersectLines;
  21311. /** @hidden */
  21312. private _intersectUnIndexedLines;
  21313. /** @hidden */
  21314. private _intersectTriangles;
  21315. /** @hidden */
  21316. private _intersectUnIndexedTriangles;
  21317. /** @hidden */
  21318. _rebuild(): void;
  21319. /**
  21320. * Creates a new submesh from the passed mesh
  21321. * @param newMesh defines the new hosting mesh
  21322. * @param newRenderingMesh defines an optional rendering mesh
  21323. * @returns the new submesh
  21324. */
  21325. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21326. /**
  21327. * Release associated resources
  21328. */
  21329. dispose(): void;
  21330. /**
  21331. * Gets the class name
  21332. * @returns the string "SubMesh".
  21333. */
  21334. getClassName(): string;
  21335. /**
  21336. * Creates a new submesh from indices data
  21337. * @param materialIndex the index of the main mesh material
  21338. * @param startIndex the index where to start the copy in the mesh indices array
  21339. * @param indexCount the number of indices to copy then from the startIndex
  21340. * @param mesh the main mesh to create the submesh from
  21341. * @param renderingMesh the optional rendering mesh
  21342. * @returns a new submesh
  21343. */
  21344. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21345. }
  21346. }
  21347. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21348. /**
  21349. * Class used to represent data loading progression
  21350. */
  21351. export class SceneLoaderFlags {
  21352. private static _ForceFullSceneLoadingForIncremental;
  21353. private static _ShowLoadingScreen;
  21354. private static _CleanBoneMatrixWeights;
  21355. private static _loggingLevel;
  21356. /**
  21357. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21358. */
  21359. static ForceFullSceneLoadingForIncremental: boolean;
  21360. /**
  21361. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21362. */
  21363. static ShowLoadingScreen: boolean;
  21364. /**
  21365. * Defines the current logging level (while loading the scene)
  21366. * @ignorenaming
  21367. */
  21368. static loggingLevel: number;
  21369. /**
  21370. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21371. */
  21372. static CleanBoneMatrixWeights: boolean;
  21373. }
  21374. }
  21375. declare module "babylonjs/Meshes/geometry" {
  21376. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21377. import { Scene } from "babylonjs/scene";
  21378. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21379. import { Engine } from "babylonjs/Engines/engine";
  21380. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21381. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21382. import { Effect } from "babylonjs/Materials/effect";
  21383. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21384. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21385. import { Mesh } from "babylonjs/Meshes/mesh";
  21386. /**
  21387. * Class used to store geometry data (vertex buffers + index buffer)
  21388. */
  21389. export class Geometry implements IGetSetVerticesData {
  21390. /**
  21391. * Gets or sets the ID of the geometry
  21392. */
  21393. id: string;
  21394. /**
  21395. * Gets or sets the unique ID of the geometry
  21396. */
  21397. uniqueId: number;
  21398. /**
  21399. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21400. */
  21401. delayLoadState: number;
  21402. /**
  21403. * Gets the file containing the data to load when running in delay load state
  21404. */
  21405. delayLoadingFile: Nullable<string>;
  21406. /**
  21407. * Callback called when the geometry is updated
  21408. */
  21409. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21410. private _scene;
  21411. private _engine;
  21412. private _meshes;
  21413. private _totalVertices;
  21414. /** @hidden */
  21415. _indices: IndicesArray;
  21416. /** @hidden */
  21417. _vertexBuffers: {
  21418. [key: string]: VertexBuffer;
  21419. };
  21420. private _isDisposed;
  21421. private _extend;
  21422. private _boundingBias;
  21423. /** @hidden */
  21424. _delayInfo: Array<string>;
  21425. private _indexBuffer;
  21426. private _indexBufferIsUpdatable;
  21427. /** @hidden */
  21428. _boundingInfo: Nullable<BoundingInfo>;
  21429. /** @hidden */
  21430. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21431. /** @hidden */
  21432. _softwareSkinningFrameId: number;
  21433. private _vertexArrayObjects;
  21434. private _updatable;
  21435. /** @hidden */
  21436. _positions: Nullable<Vector3[]>;
  21437. /**
  21438. * 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
  21439. */
  21440. /**
  21441. * 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
  21442. */
  21443. boundingBias: Vector2;
  21444. /**
  21445. * Static function used to attach a new empty geometry to a mesh
  21446. * @param mesh defines the mesh to attach the geometry to
  21447. * @returns the new Geometry
  21448. */
  21449. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21450. /**
  21451. * Creates a new geometry
  21452. * @param id defines the unique ID
  21453. * @param scene defines the hosting scene
  21454. * @param vertexData defines the VertexData used to get geometry data
  21455. * @param updatable defines if geometry must be updatable (false by default)
  21456. * @param mesh defines the mesh that will be associated with the geometry
  21457. */
  21458. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21459. /**
  21460. * Gets the current extend of the geometry
  21461. */
  21462. readonly extend: {
  21463. minimum: Vector3;
  21464. maximum: Vector3;
  21465. };
  21466. /**
  21467. * Gets the hosting scene
  21468. * @returns the hosting Scene
  21469. */
  21470. getScene(): Scene;
  21471. /**
  21472. * Gets the hosting engine
  21473. * @returns the hosting Engine
  21474. */
  21475. getEngine(): Engine;
  21476. /**
  21477. * Defines if the geometry is ready to use
  21478. * @returns true if the geometry is ready to be used
  21479. */
  21480. isReady(): boolean;
  21481. /**
  21482. * Gets a value indicating that the geometry should not be serialized
  21483. */
  21484. readonly doNotSerialize: boolean;
  21485. /** @hidden */
  21486. _rebuild(): void;
  21487. /**
  21488. * Affects all geometry data in one call
  21489. * @param vertexData defines the geometry data
  21490. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21491. */
  21492. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21493. /**
  21494. * Set specific vertex data
  21495. * @param kind defines the data kind (Position, normal, etc...)
  21496. * @param data defines the vertex data to use
  21497. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21498. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21499. */
  21500. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21501. /**
  21502. * Removes a specific vertex data
  21503. * @param kind defines the data kind (Position, normal, etc...)
  21504. */
  21505. removeVerticesData(kind: string): void;
  21506. /**
  21507. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21508. * @param buffer defines the vertex buffer to use
  21509. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21510. */
  21511. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21512. /**
  21513. * Update a specific vertex buffer
  21514. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21515. * It will do nothing if the buffer is not updatable
  21516. * @param kind defines the data kind (Position, normal, etc...)
  21517. * @param data defines the data to use
  21518. * @param offset defines the offset in the target buffer where to store the data
  21519. * @param useBytes set to true if the offset is in bytes
  21520. */
  21521. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21522. /**
  21523. * Update a specific vertex buffer
  21524. * This function will create a new buffer if the current one is not updatable
  21525. * @param kind defines the data kind (Position, normal, etc...)
  21526. * @param data defines the data to use
  21527. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21528. */
  21529. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21530. private _updateBoundingInfo;
  21531. /** @hidden */
  21532. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21533. /**
  21534. * Gets total number of vertices
  21535. * @returns the total number of vertices
  21536. */
  21537. getTotalVertices(): number;
  21538. /**
  21539. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21540. * @param kind defines the data kind (Position, normal, etc...)
  21541. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21542. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21543. * @returns a float array containing vertex data
  21544. */
  21545. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21546. /**
  21547. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21548. * @param kind defines the data kind (Position, normal, etc...)
  21549. * @returns true if the vertex buffer with the specified kind is updatable
  21550. */
  21551. isVertexBufferUpdatable(kind: string): boolean;
  21552. /**
  21553. * Gets a specific vertex buffer
  21554. * @param kind defines the data kind (Position, normal, etc...)
  21555. * @returns a VertexBuffer
  21556. */
  21557. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21558. /**
  21559. * Returns all vertex buffers
  21560. * @return an object holding all vertex buffers indexed by kind
  21561. */
  21562. getVertexBuffers(): Nullable<{
  21563. [key: string]: VertexBuffer;
  21564. }>;
  21565. /**
  21566. * Gets a boolean indicating if specific vertex buffer is present
  21567. * @param kind defines the data kind (Position, normal, etc...)
  21568. * @returns true if data is present
  21569. */
  21570. isVerticesDataPresent(kind: string): boolean;
  21571. /**
  21572. * Gets a list of all attached data kinds (Position, normal, etc...)
  21573. * @returns a list of string containing all kinds
  21574. */
  21575. getVerticesDataKinds(): string[];
  21576. /**
  21577. * Update index buffer
  21578. * @param indices defines the indices to store in the index buffer
  21579. * @param offset defines the offset in the target buffer where to store the data
  21580. * @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)
  21581. */
  21582. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  21583. /**
  21584. * Creates a new index buffer
  21585. * @param indices defines the indices to store in the index buffer
  21586. * @param totalVertices defines the total number of vertices (could be null)
  21587. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21588. */
  21589. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  21590. /**
  21591. * Return the total number of indices
  21592. * @returns the total number of indices
  21593. */
  21594. getTotalIndices(): number;
  21595. /**
  21596. * Gets the index buffer array
  21597. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21598. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21599. * @returns the index buffer array
  21600. */
  21601. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21602. /**
  21603. * Gets the index buffer
  21604. * @return the index buffer
  21605. */
  21606. getIndexBuffer(): Nullable<DataBuffer>;
  21607. /** @hidden */
  21608. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  21609. /**
  21610. * Release the associated resources for a specific mesh
  21611. * @param mesh defines the source mesh
  21612. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  21613. */
  21614. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  21615. /**
  21616. * Apply current geometry to a given mesh
  21617. * @param mesh defines the mesh to apply geometry to
  21618. */
  21619. applyToMesh(mesh: Mesh): void;
  21620. private _updateExtend;
  21621. private _applyToMesh;
  21622. private notifyUpdate;
  21623. /**
  21624. * Load the geometry if it was flagged as delay loaded
  21625. * @param scene defines the hosting scene
  21626. * @param onLoaded defines a callback called when the geometry is loaded
  21627. */
  21628. load(scene: Scene, onLoaded?: () => void): void;
  21629. private _queueLoad;
  21630. /**
  21631. * Invert the geometry to move from a right handed system to a left handed one.
  21632. */
  21633. toLeftHanded(): void;
  21634. /** @hidden */
  21635. _resetPointsArrayCache(): void;
  21636. /** @hidden */
  21637. _generatePointsArray(): boolean;
  21638. /**
  21639. * Gets a value indicating if the geometry is disposed
  21640. * @returns true if the geometry was disposed
  21641. */
  21642. isDisposed(): boolean;
  21643. private _disposeVertexArrayObjects;
  21644. /**
  21645. * Free all associated resources
  21646. */
  21647. dispose(): void;
  21648. /**
  21649. * Clone the current geometry into a new geometry
  21650. * @param id defines the unique ID of the new geometry
  21651. * @returns a new geometry object
  21652. */
  21653. copy(id: string): Geometry;
  21654. /**
  21655. * Serialize the current geometry info (and not the vertices data) into a JSON object
  21656. * @return a JSON representation of the current geometry data (without the vertices data)
  21657. */
  21658. serialize(): any;
  21659. private toNumberArray;
  21660. /**
  21661. * Serialize all vertices data into a JSON oject
  21662. * @returns a JSON representation of the current geometry data
  21663. */
  21664. serializeVerticeData(): any;
  21665. /**
  21666. * Extracts a clone of a mesh geometry
  21667. * @param mesh defines the source mesh
  21668. * @param id defines the unique ID of the new geometry object
  21669. * @returns the new geometry object
  21670. */
  21671. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  21672. /**
  21673. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  21674. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  21675. * Be aware Math.random() could cause collisions, but:
  21676. * "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"
  21677. * @returns a string containing a new GUID
  21678. */
  21679. static RandomId(): string;
  21680. /** @hidden */
  21681. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  21682. private static _CleanMatricesWeights;
  21683. /**
  21684. * Create a new geometry from persisted data (Using .babylon file format)
  21685. * @param parsedVertexData defines the persisted data
  21686. * @param scene defines the hosting scene
  21687. * @param rootUrl defines the root url to use to load assets (like delayed data)
  21688. * @returns the new geometry object
  21689. */
  21690. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  21691. }
  21692. }
  21693. declare module "babylonjs/Meshes/mesh.vertexData" {
  21694. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  21695. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  21696. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  21697. import { Geometry } from "babylonjs/Meshes/geometry";
  21698. import { Mesh } from "babylonjs/Meshes/mesh";
  21699. /**
  21700. * Define an interface for all classes that will get and set the data on vertices
  21701. */
  21702. export interface IGetSetVerticesData {
  21703. /**
  21704. * Gets a boolean indicating if specific vertex data is present
  21705. * @param kind defines the vertex data kind to use
  21706. * @returns true is data kind is present
  21707. */
  21708. isVerticesDataPresent(kind: string): boolean;
  21709. /**
  21710. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21711. * @param kind defines the data kind (Position, normal, etc...)
  21712. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21713. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21714. * @returns a float array containing vertex data
  21715. */
  21716. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21717. /**
  21718. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  21719. * @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.
  21720. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21721. * @returns the indices array or an empty array if the mesh has no geometry
  21722. */
  21723. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21724. /**
  21725. * Set specific vertex data
  21726. * @param kind defines the data kind (Position, normal, etc...)
  21727. * @param data defines the vertex data to use
  21728. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21729. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21730. */
  21731. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  21732. /**
  21733. * Update a specific associated vertex buffer
  21734. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  21735. * - VertexBuffer.PositionKind
  21736. * - VertexBuffer.UVKind
  21737. * - VertexBuffer.UV2Kind
  21738. * - VertexBuffer.UV3Kind
  21739. * - VertexBuffer.UV4Kind
  21740. * - VertexBuffer.UV5Kind
  21741. * - VertexBuffer.UV6Kind
  21742. * - VertexBuffer.ColorKind
  21743. * - VertexBuffer.MatricesIndicesKind
  21744. * - VertexBuffer.MatricesIndicesExtraKind
  21745. * - VertexBuffer.MatricesWeightsKind
  21746. * - VertexBuffer.MatricesWeightsExtraKind
  21747. * @param data defines the data source
  21748. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  21749. * @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)
  21750. */
  21751. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  21752. /**
  21753. * Creates a new index buffer
  21754. * @param indices defines the indices to store in the index buffer
  21755. * @param totalVertices defines the total number of vertices (could be null)
  21756. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21757. */
  21758. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  21759. }
  21760. /**
  21761. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  21762. */
  21763. export class VertexData {
  21764. /**
  21765. * Mesh side orientation : usually the external or front surface
  21766. */
  21767. static readonly FRONTSIDE: number;
  21768. /**
  21769. * Mesh side orientation : usually the internal or back surface
  21770. */
  21771. static readonly BACKSIDE: number;
  21772. /**
  21773. * Mesh side orientation : both internal and external or front and back surfaces
  21774. */
  21775. static readonly DOUBLESIDE: number;
  21776. /**
  21777. * Mesh side orientation : by default, `FRONTSIDE`
  21778. */
  21779. static readonly DEFAULTSIDE: number;
  21780. /**
  21781. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  21782. */
  21783. positions: Nullable<FloatArray>;
  21784. /**
  21785. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  21786. */
  21787. normals: Nullable<FloatArray>;
  21788. /**
  21789. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  21790. */
  21791. tangents: Nullable<FloatArray>;
  21792. /**
  21793. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21794. */
  21795. uvs: Nullable<FloatArray>;
  21796. /**
  21797. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21798. */
  21799. uvs2: Nullable<FloatArray>;
  21800. /**
  21801. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21802. */
  21803. uvs3: Nullable<FloatArray>;
  21804. /**
  21805. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21806. */
  21807. uvs4: Nullable<FloatArray>;
  21808. /**
  21809. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21810. */
  21811. uvs5: Nullable<FloatArray>;
  21812. /**
  21813. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21814. */
  21815. uvs6: Nullable<FloatArray>;
  21816. /**
  21817. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  21818. */
  21819. colors: Nullable<FloatArray>;
  21820. /**
  21821. * 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).
  21822. */
  21823. matricesIndices: Nullable<FloatArray>;
  21824. /**
  21825. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  21826. */
  21827. matricesWeights: Nullable<FloatArray>;
  21828. /**
  21829. * An array extending the number of possible indices
  21830. */
  21831. matricesIndicesExtra: Nullable<FloatArray>;
  21832. /**
  21833. * An array extending the number of possible weights when the number of indices is extended
  21834. */
  21835. matricesWeightsExtra: Nullable<FloatArray>;
  21836. /**
  21837. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  21838. */
  21839. indices: Nullable<IndicesArray>;
  21840. /**
  21841. * Uses the passed data array to set the set the values for the specified kind of data
  21842. * @param data a linear array of floating numbers
  21843. * @param kind the type of data that is being set, eg positions, colors etc
  21844. */
  21845. set(data: FloatArray, kind: string): void;
  21846. /**
  21847. * Associates the vertexData to the passed Mesh.
  21848. * Sets it as updatable or not (default `false`)
  21849. * @param mesh the mesh the vertexData is applied to
  21850. * @param updatable when used and having the value true allows new data to update the vertexData
  21851. * @returns the VertexData
  21852. */
  21853. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  21854. /**
  21855. * Associates the vertexData to the passed Geometry.
  21856. * Sets it as updatable or not (default `false`)
  21857. * @param geometry the geometry the vertexData is applied to
  21858. * @param updatable when used and having the value true allows new data to update the vertexData
  21859. * @returns VertexData
  21860. */
  21861. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  21862. /**
  21863. * Updates the associated mesh
  21864. * @param mesh the mesh to be updated
  21865. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21866. * @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
  21867. * @returns VertexData
  21868. */
  21869. updateMesh(mesh: Mesh): VertexData;
  21870. /**
  21871. * Updates the associated geometry
  21872. * @param geometry the geometry to be updated
  21873. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21874. * @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
  21875. * @returns VertexData.
  21876. */
  21877. updateGeometry(geometry: Geometry): VertexData;
  21878. private _applyTo;
  21879. private _update;
  21880. /**
  21881. * Transforms each position and each normal of the vertexData according to the passed Matrix
  21882. * @param matrix the transforming matrix
  21883. * @returns the VertexData
  21884. */
  21885. transform(matrix: Matrix): VertexData;
  21886. /**
  21887. * Merges the passed VertexData into the current one
  21888. * @param other the VertexData to be merged into the current one
  21889. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  21890. * @returns the modified VertexData
  21891. */
  21892. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  21893. private _mergeElement;
  21894. private _validate;
  21895. /**
  21896. * Serializes the VertexData
  21897. * @returns a serialized object
  21898. */
  21899. serialize(): any;
  21900. /**
  21901. * Extracts the vertexData from a mesh
  21902. * @param mesh the mesh from which to extract the VertexData
  21903. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  21904. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21905. * @returns the object VertexData associated to the passed mesh
  21906. */
  21907. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21908. /**
  21909. * Extracts the vertexData from the geometry
  21910. * @param geometry the geometry from which to extract the VertexData
  21911. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  21912. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21913. * @returns the object VertexData associated to the passed mesh
  21914. */
  21915. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21916. private static _ExtractFrom;
  21917. /**
  21918. * Creates the VertexData for a Ribbon
  21919. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  21920. * * pathArray array of paths, each of which an array of successive Vector3
  21921. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  21922. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  21923. * * 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
  21924. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21925. * * 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)
  21926. * * 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)
  21927. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  21928. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  21929. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  21930. * @returns the VertexData of the ribbon
  21931. */
  21932. static CreateRibbon(options: {
  21933. pathArray: Vector3[][];
  21934. closeArray?: boolean;
  21935. closePath?: boolean;
  21936. offset?: number;
  21937. sideOrientation?: number;
  21938. frontUVs?: Vector4;
  21939. backUVs?: Vector4;
  21940. invertUV?: boolean;
  21941. uvs?: Vector2[];
  21942. colors?: Color4[];
  21943. }): VertexData;
  21944. /**
  21945. * Creates the VertexData for a box
  21946. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21947. * * size sets the width, height and depth of the box to the value of size, optional default 1
  21948. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  21949. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  21950. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  21951. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21952. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21953. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21954. * * 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)
  21955. * * 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)
  21956. * @returns the VertexData of the box
  21957. */
  21958. static CreateBox(options: {
  21959. size?: number;
  21960. width?: number;
  21961. height?: number;
  21962. depth?: number;
  21963. faceUV?: Vector4[];
  21964. faceColors?: Color4[];
  21965. sideOrientation?: number;
  21966. frontUVs?: Vector4;
  21967. backUVs?: Vector4;
  21968. }): VertexData;
  21969. /**
  21970. * Creates the VertexData for a tiled box
  21971. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21972. * * faceTiles sets the pattern, tile size and number of tiles for a face
  21973. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21974. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21975. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21976. * @returns the VertexData of the box
  21977. */
  21978. static CreateTiledBox(options: {
  21979. pattern?: number;
  21980. width?: number;
  21981. height?: number;
  21982. depth?: number;
  21983. tileSize?: number;
  21984. tileWidth?: number;
  21985. tileHeight?: number;
  21986. alignHorizontal?: number;
  21987. alignVertical?: number;
  21988. faceUV?: Vector4[];
  21989. faceColors?: Color4[];
  21990. sideOrientation?: number;
  21991. }): VertexData;
  21992. /**
  21993. * Creates the VertexData for a tiled plane
  21994. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21995. * * pattern a limited pattern arrangement depending on the number
  21996. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  21997. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  21998. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  21999. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22000. * * 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)
  22001. * * 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)
  22002. * @returns the VertexData of the tiled plane
  22003. */
  22004. static CreateTiledPlane(options: {
  22005. pattern?: number;
  22006. tileSize?: number;
  22007. tileWidth?: number;
  22008. tileHeight?: number;
  22009. size?: number;
  22010. width?: number;
  22011. height?: number;
  22012. alignHorizontal?: number;
  22013. alignVertical?: number;
  22014. sideOrientation?: number;
  22015. frontUVs?: Vector4;
  22016. backUVs?: Vector4;
  22017. }): VertexData;
  22018. /**
  22019. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22020. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22021. * * segments sets the number of horizontal strips optional, default 32
  22022. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22023. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22024. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22025. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22026. * * 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
  22027. * * 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
  22028. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22029. * * 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)
  22030. * * 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)
  22031. * @returns the VertexData of the ellipsoid
  22032. */
  22033. static CreateSphere(options: {
  22034. segments?: number;
  22035. diameter?: number;
  22036. diameterX?: number;
  22037. diameterY?: number;
  22038. diameterZ?: number;
  22039. arc?: number;
  22040. slice?: number;
  22041. sideOrientation?: number;
  22042. frontUVs?: Vector4;
  22043. backUVs?: Vector4;
  22044. }): VertexData;
  22045. /**
  22046. * Creates the VertexData for a cylinder, cone or prism
  22047. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22048. * * height sets the height (y direction) of the cylinder, optional, default 2
  22049. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22050. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22051. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22052. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22053. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22054. * * 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
  22055. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22056. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22057. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22058. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22059. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22060. * * 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)
  22061. * * 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)
  22062. * @returns the VertexData of the cylinder, cone or prism
  22063. */
  22064. static CreateCylinder(options: {
  22065. height?: number;
  22066. diameterTop?: number;
  22067. diameterBottom?: number;
  22068. diameter?: number;
  22069. tessellation?: number;
  22070. subdivisions?: number;
  22071. arc?: number;
  22072. faceColors?: Color4[];
  22073. faceUV?: Vector4[];
  22074. hasRings?: boolean;
  22075. enclose?: boolean;
  22076. sideOrientation?: number;
  22077. frontUVs?: Vector4;
  22078. backUVs?: Vector4;
  22079. }): VertexData;
  22080. /**
  22081. * Creates the VertexData for a torus
  22082. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22083. * * diameter the diameter of the torus, optional default 1
  22084. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22085. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22086. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22087. * * 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)
  22088. * * 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)
  22089. * @returns the VertexData of the torus
  22090. */
  22091. static CreateTorus(options: {
  22092. diameter?: number;
  22093. thickness?: number;
  22094. tessellation?: number;
  22095. sideOrientation?: number;
  22096. frontUVs?: Vector4;
  22097. backUVs?: Vector4;
  22098. }): VertexData;
  22099. /**
  22100. * Creates the VertexData of the LineSystem
  22101. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22102. * - lines an array of lines, each line being an array of successive Vector3
  22103. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22104. * @returns the VertexData of the LineSystem
  22105. */
  22106. static CreateLineSystem(options: {
  22107. lines: Vector3[][];
  22108. colors?: Nullable<Color4[][]>;
  22109. }): VertexData;
  22110. /**
  22111. * Create the VertexData for a DashedLines
  22112. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22113. * - points an array successive Vector3
  22114. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22115. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22116. * - dashNb the intended total number of dashes, optional, default 200
  22117. * @returns the VertexData for the DashedLines
  22118. */
  22119. static CreateDashedLines(options: {
  22120. points: Vector3[];
  22121. dashSize?: number;
  22122. gapSize?: number;
  22123. dashNb?: number;
  22124. }): VertexData;
  22125. /**
  22126. * Creates the VertexData for a Ground
  22127. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22128. * - width the width (x direction) of the ground, optional, default 1
  22129. * - height the height (z direction) of the ground, optional, default 1
  22130. * - subdivisions the number of subdivisions per side, optional, default 1
  22131. * @returns the VertexData of the Ground
  22132. */
  22133. static CreateGround(options: {
  22134. width?: number;
  22135. height?: number;
  22136. subdivisions?: number;
  22137. subdivisionsX?: number;
  22138. subdivisionsY?: number;
  22139. }): VertexData;
  22140. /**
  22141. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22142. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22143. * * xmin the ground minimum X coordinate, optional, default -1
  22144. * * zmin the ground minimum Z coordinate, optional, default -1
  22145. * * xmax the ground maximum X coordinate, optional, default 1
  22146. * * zmax the ground maximum Z coordinate, optional, default 1
  22147. * * 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}
  22148. * * 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}
  22149. * @returns the VertexData of the TiledGround
  22150. */
  22151. static CreateTiledGround(options: {
  22152. xmin: number;
  22153. zmin: number;
  22154. xmax: number;
  22155. zmax: number;
  22156. subdivisions?: {
  22157. w: number;
  22158. h: number;
  22159. };
  22160. precision?: {
  22161. w: number;
  22162. h: number;
  22163. };
  22164. }): VertexData;
  22165. /**
  22166. * Creates the VertexData of the Ground designed from a heightmap
  22167. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22168. * * width the width (x direction) of the ground
  22169. * * height the height (z direction) of the ground
  22170. * * subdivisions the number of subdivisions per side
  22171. * * minHeight the minimum altitude on the ground, optional, default 0
  22172. * * maxHeight the maximum altitude on the ground, optional default 1
  22173. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22174. * * buffer the array holding the image color data
  22175. * * bufferWidth the width of image
  22176. * * bufferHeight the height of image
  22177. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22178. * @returns the VertexData of the Ground designed from a heightmap
  22179. */
  22180. static CreateGroundFromHeightMap(options: {
  22181. width: number;
  22182. height: number;
  22183. subdivisions: number;
  22184. minHeight: number;
  22185. maxHeight: number;
  22186. colorFilter: Color3;
  22187. buffer: Uint8Array;
  22188. bufferWidth: number;
  22189. bufferHeight: number;
  22190. alphaFilter: number;
  22191. }): VertexData;
  22192. /**
  22193. * Creates the VertexData for a Plane
  22194. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22195. * * size sets the width and height of the plane to the value of size, optional default 1
  22196. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22197. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22198. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22199. * * 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)
  22200. * * 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)
  22201. * @returns the VertexData of the box
  22202. */
  22203. static CreatePlane(options: {
  22204. size?: number;
  22205. width?: number;
  22206. height?: number;
  22207. sideOrientation?: number;
  22208. frontUVs?: Vector4;
  22209. backUVs?: Vector4;
  22210. }): VertexData;
  22211. /**
  22212. * Creates the VertexData of the Disc or regular Polygon
  22213. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22214. * * radius the radius of the disc, optional default 0.5
  22215. * * tessellation the number of polygon sides, optional, default 64
  22216. * * 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
  22217. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22218. * * 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)
  22219. * * 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)
  22220. * @returns the VertexData of the box
  22221. */
  22222. static CreateDisc(options: {
  22223. radius?: number;
  22224. tessellation?: number;
  22225. arc?: number;
  22226. sideOrientation?: number;
  22227. frontUVs?: Vector4;
  22228. backUVs?: Vector4;
  22229. }): VertexData;
  22230. /**
  22231. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22232. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22233. * @param polygon a mesh built from polygonTriangulation.build()
  22234. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22235. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22236. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22237. * @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)
  22238. * @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)
  22239. * @returns the VertexData of the Polygon
  22240. */
  22241. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22242. /**
  22243. * Creates the VertexData of the IcoSphere
  22244. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22245. * * radius the radius of the IcoSphere, optional default 1
  22246. * * radiusX allows stretching in the x direction, optional, default radius
  22247. * * radiusY allows stretching in the y direction, optional, default radius
  22248. * * radiusZ allows stretching in the z direction, optional, default radius
  22249. * * flat when true creates a flat shaded mesh, optional, default true
  22250. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22251. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22252. * * 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)
  22253. * * 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)
  22254. * @returns the VertexData of the IcoSphere
  22255. */
  22256. static CreateIcoSphere(options: {
  22257. radius?: number;
  22258. radiusX?: number;
  22259. radiusY?: number;
  22260. radiusZ?: number;
  22261. flat?: boolean;
  22262. subdivisions?: number;
  22263. sideOrientation?: number;
  22264. frontUVs?: Vector4;
  22265. backUVs?: Vector4;
  22266. }): VertexData;
  22267. /**
  22268. * Creates the VertexData for a Polyhedron
  22269. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22270. * * type provided types are:
  22271. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22272. * * 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)
  22273. * * size the size of the IcoSphere, optional default 1
  22274. * * sizeX allows stretching in the x direction, optional, default size
  22275. * * sizeY allows stretching in the y direction, optional, default size
  22276. * * sizeZ allows stretching in the z direction, optional, default size
  22277. * * 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
  22278. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22279. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22280. * * flat when true creates a flat shaded mesh, optional, default true
  22281. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22282. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22283. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22284. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22285. * @returns the VertexData of the Polyhedron
  22286. */
  22287. static CreatePolyhedron(options: {
  22288. type?: number;
  22289. size?: number;
  22290. sizeX?: number;
  22291. sizeY?: number;
  22292. sizeZ?: number;
  22293. custom?: any;
  22294. faceUV?: Vector4[];
  22295. faceColors?: Color4[];
  22296. flat?: boolean;
  22297. sideOrientation?: number;
  22298. frontUVs?: Vector4;
  22299. backUVs?: Vector4;
  22300. }): VertexData;
  22301. /**
  22302. * Creates the VertexData for a TorusKnot
  22303. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22304. * * radius the radius of the torus knot, optional, default 2
  22305. * * tube the thickness of the tube, optional, default 0.5
  22306. * * radialSegments the number of sides on each tube segments, optional, default 32
  22307. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22308. * * p the number of windings around the z axis, optional, default 2
  22309. * * q the number of windings around the x axis, optional, default 3
  22310. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22311. * * 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)
  22312. * * 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)
  22313. * @returns the VertexData of the Torus Knot
  22314. */
  22315. static CreateTorusKnot(options: {
  22316. radius?: number;
  22317. tube?: number;
  22318. radialSegments?: number;
  22319. tubularSegments?: number;
  22320. p?: number;
  22321. q?: number;
  22322. sideOrientation?: number;
  22323. frontUVs?: Vector4;
  22324. backUVs?: Vector4;
  22325. }): VertexData;
  22326. /**
  22327. * Compute normals for given positions and indices
  22328. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22329. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22330. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22331. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22332. * * facetNormals : optional array of facet normals (vector3)
  22333. * * facetPositions : optional array of facet positions (vector3)
  22334. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22335. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22336. * * bInfo : optional bounding info, required for facetPartitioning computation
  22337. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22338. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22339. * * useRightHandedSystem: optional boolean to for right handed system computation
  22340. * * depthSort : optional boolean to enable the facet depth sort computation
  22341. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22342. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22343. */
  22344. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22345. facetNormals?: any;
  22346. facetPositions?: any;
  22347. facetPartitioning?: any;
  22348. ratio?: number;
  22349. bInfo?: any;
  22350. bbSize?: Vector3;
  22351. subDiv?: any;
  22352. useRightHandedSystem?: boolean;
  22353. depthSort?: boolean;
  22354. distanceTo?: Vector3;
  22355. depthSortedFacets?: any;
  22356. }): void;
  22357. /** @hidden */
  22358. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22359. /**
  22360. * Applies VertexData created from the imported parameters to the geometry
  22361. * @param parsedVertexData the parsed data from an imported file
  22362. * @param geometry the geometry to apply the VertexData to
  22363. */
  22364. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22365. }
  22366. }
  22367. declare module "babylonjs/Morph/morphTarget" {
  22368. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22369. import { Observable } from "babylonjs/Misc/observable";
  22370. import { Nullable, FloatArray } from "babylonjs/types";
  22371. import { Scene } from "babylonjs/scene";
  22372. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22373. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22374. /**
  22375. * Defines a target to use with MorphTargetManager
  22376. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22377. */
  22378. export class MorphTarget implements IAnimatable {
  22379. /** defines the name of the target */
  22380. name: string;
  22381. /**
  22382. * Gets or sets the list of animations
  22383. */
  22384. animations: import("babylonjs/Animations/animation").Animation[];
  22385. private _scene;
  22386. private _positions;
  22387. private _normals;
  22388. private _tangents;
  22389. private _uvs;
  22390. private _influence;
  22391. /**
  22392. * Observable raised when the influence changes
  22393. */
  22394. onInfluenceChanged: Observable<boolean>;
  22395. /** @hidden */
  22396. _onDataLayoutChanged: Observable<void>;
  22397. /**
  22398. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22399. */
  22400. influence: number;
  22401. /**
  22402. * Gets or sets the id of the morph Target
  22403. */
  22404. id: string;
  22405. private _animationPropertiesOverride;
  22406. /**
  22407. * Gets or sets the animation properties override
  22408. */
  22409. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22410. /**
  22411. * Creates a new MorphTarget
  22412. * @param name defines the name of the target
  22413. * @param influence defines the influence to use
  22414. * @param scene defines the scene the morphtarget belongs to
  22415. */
  22416. constructor(
  22417. /** defines the name of the target */
  22418. name: string, influence?: number, scene?: Nullable<Scene>);
  22419. /**
  22420. * Gets a boolean defining if the target contains position data
  22421. */
  22422. readonly hasPositions: boolean;
  22423. /**
  22424. * Gets a boolean defining if the target contains normal data
  22425. */
  22426. readonly hasNormals: boolean;
  22427. /**
  22428. * Gets a boolean defining if the target contains tangent data
  22429. */
  22430. readonly hasTangents: boolean;
  22431. /**
  22432. * Gets a boolean defining if the target contains texture coordinates data
  22433. */
  22434. readonly hasUVs: boolean;
  22435. /**
  22436. * Affects position data to this target
  22437. * @param data defines the position data to use
  22438. */
  22439. setPositions(data: Nullable<FloatArray>): void;
  22440. /**
  22441. * Gets the position data stored in this target
  22442. * @returns a FloatArray containing the position data (or null if not present)
  22443. */
  22444. getPositions(): Nullable<FloatArray>;
  22445. /**
  22446. * Affects normal data to this target
  22447. * @param data defines the normal data to use
  22448. */
  22449. setNormals(data: Nullable<FloatArray>): void;
  22450. /**
  22451. * Gets the normal data stored in this target
  22452. * @returns a FloatArray containing the normal data (or null if not present)
  22453. */
  22454. getNormals(): Nullable<FloatArray>;
  22455. /**
  22456. * Affects tangent data to this target
  22457. * @param data defines the tangent data to use
  22458. */
  22459. setTangents(data: Nullable<FloatArray>): void;
  22460. /**
  22461. * Gets the tangent data stored in this target
  22462. * @returns a FloatArray containing the tangent data (or null if not present)
  22463. */
  22464. getTangents(): Nullable<FloatArray>;
  22465. /**
  22466. * Affects texture coordinates data to this target
  22467. * @param data defines the texture coordinates data to use
  22468. */
  22469. setUVs(data: Nullable<FloatArray>): void;
  22470. /**
  22471. * Gets the texture coordinates data stored in this target
  22472. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22473. */
  22474. getUVs(): Nullable<FloatArray>;
  22475. /**
  22476. * Serializes the current target into a Serialization object
  22477. * @returns the serialized object
  22478. */
  22479. serialize(): any;
  22480. /**
  22481. * Returns the string "MorphTarget"
  22482. * @returns "MorphTarget"
  22483. */
  22484. getClassName(): string;
  22485. /**
  22486. * Creates a new target from serialized data
  22487. * @param serializationObject defines the serialized data to use
  22488. * @returns a new MorphTarget
  22489. */
  22490. static Parse(serializationObject: any): MorphTarget;
  22491. /**
  22492. * Creates a MorphTarget from mesh data
  22493. * @param mesh defines the source mesh
  22494. * @param name defines the name to use for the new target
  22495. * @param influence defines the influence to attach to the target
  22496. * @returns a new MorphTarget
  22497. */
  22498. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22499. }
  22500. }
  22501. declare module "babylonjs/Morph/morphTargetManager" {
  22502. import { Nullable } from "babylonjs/types";
  22503. import { Scene } from "babylonjs/scene";
  22504. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22505. /**
  22506. * This class is used to deform meshes using morphing between different targets
  22507. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22508. */
  22509. export class MorphTargetManager {
  22510. private _targets;
  22511. private _targetInfluenceChangedObservers;
  22512. private _targetDataLayoutChangedObservers;
  22513. private _activeTargets;
  22514. private _scene;
  22515. private _influences;
  22516. private _supportsNormals;
  22517. private _supportsTangents;
  22518. private _supportsUVs;
  22519. private _vertexCount;
  22520. private _uniqueId;
  22521. private _tempInfluences;
  22522. /**
  22523. * Gets or sets a boolean indicating if normals must be morphed
  22524. */
  22525. enableNormalMorphing: boolean;
  22526. /**
  22527. * Gets or sets a boolean indicating if tangents must be morphed
  22528. */
  22529. enableTangentMorphing: boolean;
  22530. /**
  22531. * Gets or sets a boolean indicating if UV must be morphed
  22532. */
  22533. enableUVMorphing: boolean;
  22534. /**
  22535. * Creates a new MorphTargetManager
  22536. * @param scene defines the current scene
  22537. */
  22538. constructor(scene?: Nullable<Scene>);
  22539. /**
  22540. * Gets the unique ID of this manager
  22541. */
  22542. readonly uniqueId: number;
  22543. /**
  22544. * Gets the number of vertices handled by this manager
  22545. */
  22546. readonly vertexCount: number;
  22547. /**
  22548. * Gets a boolean indicating if this manager supports morphing of normals
  22549. */
  22550. readonly supportsNormals: boolean;
  22551. /**
  22552. * Gets a boolean indicating if this manager supports morphing of tangents
  22553. */
  22554. readonly supportsTangents: boolean;
  22555. /**
  22556. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22557. */
  22558. readonly supportsUVs: boolean;
  22559. /**
  22560. * Gets the number of targets stored in this manager
  22561. */
  22562. readonly numTargets: number;
  22563. /**
  22564. * Gets the number of influencers (ie. the number of targets with influences > 0)
  22565. */
  22566. readonly numInfluencers: number;
  22567. /**
  22568. * Gets the list of influences (one per target)
  22569. */
  22570. readonly influences: Float32Array;
  22571. /**
  22572. * Gets the active target at specified index. An active target is a target with an influence > 0
  22573. * @param index defines the index to check
  22574. * @returns the requested target
  22575. */
  22576. getActiveTarget(index: number): MorphTarget;
  22577. /**
  22578. * Gets the target at specified index
  22579. * @param index defines the index to check
  22580. * @returns the requested target
  22581. */
  22582. getTarget(index: number): MorphTarget;
  22583. /**
  22584. * Add a new target to this manager
  22585. * @param target defines the target to add
  22586. */
  22587. addTarget(target: MorphTarget): void;
  22588. /**
  22589. * Removes a target from the manager
  22590. * @param target defines the target to remove
  22591. */
  22592. removeTarget(target: MorphTarget): void;
  22593. /**
  22594. * Serializes the current manager into a Serialization object
  22595. * @returns the serialized object
  22596. */
  22597. serialize(): any;
  22598. private _syncActiveTargets;
  22599. /**
  22600. * Syncrhonize the targets with all the meshes using this morph target manager
  22601. */
  22602. synchronize(): void;
  22603. /**
  22604. * Creates a new MorphTargetManager from serialized data
  22605. * @param serializationObject defines the serialized data
  22606. * @param scene defines the hosting scene
  22607. * @returns the new MorphTargetManager
  22608. */
  22609. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  22610. }
  22611. }
  22612. declare module "babylonjs/Meshes/meshLODLevel" {
  22613. import { Mesh } from "babylonjs/Meshes/mesh";
  22614. import { Nullable } from "babylonjs/types";
  22615. /**
  22616. * Class used to represent a specific level of detail of a mesh
  22617. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  22618. */
  22619. export class MeshLODLevel {
  22620. /** Defines the distance where this level should star being displayed */
  22621. distance: number;
  22622. /** Defines the mesh to use to render this level */
  22623. mesh: Nullable<Mesh>;
  22624. /**
  22625. * Creates a new LOD level
  22626. * @param distance defines the distance where this level should star being displayed
  22627. * @param mesh defines the mesh to use to render this level
  22628. */
  22629. constructor(
  22630. /** Defines the distance where this level should star being displayed */
  22631. distance: number,
  22632. /** Defines the mesh to use to render this level */
  22633. mesh: Nullable<Mesh>);
  22634. }
  22635. }
  22636. declare module "babylonjs/Meshes/groundMesh" {
  22637. import { Scene } from "babylonjs/scene";
  22638. import { Vector3 } from "babylonjs/Maths/math.vector";
  22639. import { Mesh } from "babylonjs/Meshes/mesh";
  22640. /**
  22641. * Mesh representing the gorund
  22642. */
  22643. export class GroundMesh extends Mesh {
  22644. /** If octree should be generated */
  22645. generateOctree: boolean;
  22646. private _heightQuads;
  22647. /** @hidden */
  22648. _subdivisionsX: number;
  22649. /** @hidden */
  22650. _subdivisionsY: number;
  22651. /** @hidden */
  22652. _width: number;
  22653. /** @hidden */
  22654. _height: number;
  22655. /** @hidden */
  22656. _minX: number;
  22657. /** @hidden */
  22658. _maxX: number;
  22659. /** @hidden */
  22660. _minZ: number;
  22661. /** @hidden */
  22662. _maxZ: number;
  22663. constructor(name: string, scene: Scene);
  22664. /**
  22665. * "GroundMesh"
  22666. * @returns "GroundMesh"
  22667. */
  22668. getClassName(): string;
  22669. /**
  22670. * The minimum of x and y subdivisions
  22671. */
  22672. readonly subdivisions: number;
  22673. /**
  22674. * X subdivisions
  22675. */
  22676. readonly subdivisionsX: number;
  22677. /**
  22678. * Y subdivisions
  22679. */
  22680. readonly subdivisionsY: number;
  22681. /**
  22682. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  22683. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  22684. * @param chunksCount the number of subdivisions for x and y
  22685. * @param octreeBlocksSize (Default: 32)
  22686. */
  22687. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  22688. /**
  22689. * Returns a height (y) value in the Worl system :
  22690. * the ground altitude at the coordinates (x, z) expressed in the World system.
  22691. * @param x x coordinate
  22692. * @param z z coordinate
  22693. * @returns the ground y position if (x, z) are outside the ground surface.
  22694. */
  22695. getHeightAtCoordinates(x: number, z: number): number;
  22696. /**
  22697. * Returns a normalized vector (Vector3) orthogonal to the ground
  22698. * at the ground coordinates (x, z) expressed in the World system.
  22699. * @param x x coordinate
  22700. * @param z z coordinate
  22701. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  22702. */
  22703. getNormalAtCoordinates(x: number, z: number): Vector3;
  22704. /**
  22705. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  22706. * at the ground coordinates (x, z) expressed in the World system.
  22707. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  22708. * @param x x coordinate
  22709. * @param z z coordinate
  22710. * @param ref vector to store the result
  22711. * @returns the GroundMesh.
  22712. */
  22713. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  22714. /**
  22715. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  22716. * if the ground has been updated.
  22717. * This can be used in the render loop.
  22718. * @returns the GroundMesh.
  22719. */
  22720. updateCoordinateHeights(): GroundMesh;
  22721. private _getFacetAt;
  22722. private _initHeightQuads;
  22723. private _computeHeightQuads;
  22724. /**
  22725. * Serializes this ground mesh
  22726. * @param serializationObject object to write serialization to
  22727. */
  22728. serialize(serializationObject: any): void;
  22729. /**
  22730. * Parses a serialized ground mesh
  22731. * @param parsedMesh the serialized mesh
  22732. * @param scene the scene to create the ground mesh in
  22733. * @returns the created ground mesh
  22734. */
  22735. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  22736. }
  22737. }
  22738. declare module "babylonjs/Physics/physicsJoint" {
  22739. import { Vector3 } from "babylonjs/Maths/math.vector";
  22740. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  22741. /**
  22742. * Interface for Physics-Joint data
  22743. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22744. */
  22745. export interface PhysicsJointData {
  22746. /**
  22747. * The main pivot of the joint
  22748. */
  22749. mainPivot?: Vector3;
  22750. /**
  22751. * The connected pivot of the joint
  22752. */
  22753. connectedPivot?: Vector3;
  22754. /**
  22755. * The main axis of the joint
  22756. */
  22757. mainAxis?: Vector3;
  22758. /**
  22759. * The connected axis of the joint
  22760. */
  22761. connectedAxis?: Vector3;
  22762. /**
  22763. * The collision of the joint
  22764. */
  22765. collision?: boolean;
  22766. /**
  22767. * Native Oimo/Cannon/Energy data
  22768. */
  22769. nativeParams?: any;
  22770. }
  22771. /**
  22772. * This is a holder class for the physics joint created by the physics plugin
  22773. * It holds a set of functions to control the underlying joint
  22774. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22775. */
  22776. export class PhysicsJoint {
  22777. /**
  22778. * The type of the physics joint
  22779. */
  22780. type: number;
  22781. /**
  22782. * The data for the physics joint
  22783. */
  22784. jointData: PhysicsJointData;
  22785. private _physicsJoint;
  22786. protected _physicsPlugin: IPhysicsEnginePlugin;
  22787. /**
  22788. * Initializes the physics joint
  22789. * @param type The type of the physics joint
  22790. * @param jointData The data for the physics joint
  22791. */
  22792. constructor(
  22793. /**
  22794. * The type of the physics joint
  22795. */
  22796. type: number,
  22797. /**
  22798. * The data for the physics joint
  22799. */
  22800. jointData: PhysicsJointData);
  22801. /**
  22802. * Gets the physics joint
  22803. */
  22804. /**
  22805. * Sets the physics joint
  22806. */
  22807. physicsJoint: any;
  22808. /**
  22809. * Sets the physics plugin
  22810. */
  22811. physicsPlugin: IPhysicsEnginePlugin;
  22812. /**
  22813. * Execute a function that is physics-plugin specific.
  22814. * @param {Function} func the function that will be executed.
  22815. * It accepts two parameters: the physics world and the physics joint
  22816. */
  22817. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  22818. /**
  22819. * Distance-Joint type
  22820. */
  22821. static DistanceJoint: number;
  22822. /**
  22823. * Hinge-Joint type
  22824. */
  22825. static HingeJoint: number;
  22826. /**
  22827. * Ball-and-Socket joint type
  22828. */
  22829. static BallAndSocketJoint: number;
  22830. /**
  22831. * Wheel-Joint type
  22832. */
  22833. static WheelJoint: number;
  22834. /**
  22835. * Slider-Joint type
  22836. */
  22837. static SliderJoint: number;
  22838. /**
  22839. * Prismatic-Joint type
  22840. */
  22841. static PrismaticJoint: number;
  22842. /**
  22843. * Universal-Joint type
  22844. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  22845. */
  22846. static UniversalJoint: number;
  22847. /**
  22848. * Hinge-Joint 2 type
  22849. */
  22850. static Hinge2Joint: number;
  22851. /**
  22852. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  22853. */
  22854. static PointToPointJoint: number;
  22855. /**
  22856. * Spring-Joint type
  22857. */
  22858. static SpringJoint: number;
  22859. /**
  22860. * Lock-Joint type
  22861. */
  22862. static LockJoint: number;
  22863. }
  22864. /**
  22865. * A class representing a physics distance joint
  22866. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22867. */
  22868. export class DistanceJoint extends PhysicsJoint {
  22869. /**
  22870. *
  22871. * @param jointData The data for the Distance-Joint
  22872. */
  22873. constructor(jointData: DistanceJointData);
  22874. /**
  22875. * Update the predefined distance.
  22876. * @param maxDistance The maximum preferred distance
  22877. * @param minDistance The minimum preferred distance
  22878. */
  22879. updateDistance(maxDistance: number, minDistance?: number): void;
  22880. }
  22881. /**
  22882. * Represents a Motor-Enabled Joint
  22883. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22884. */
  22885. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  22886. /**
  22887. * Initializes the Motor-Enabled Joint
  22888. * @param type The type of the joint
  22889. * @param jointData The physica joint data for the joint
  22890. */
  22891. constructor(type: number, jointData: PhysicsJointData);
  22892. /**
  22893. * Set the motor values.
  22894. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22895. * @param force the force to apply
  22896. * @param maxForce max force for this motor.
  22897. */
  22898. setMotor(force?: number, maxForce?: number): void;
  22899. /**
  22900. * Set the motor's limits.
  22901. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22902. * @param upperLimit The upper limit of the motor
  22903. * @param lowerLimit The lower limit of the motor
  22904. */
  22905. setLimit(upperLimit: number, lowerLimit?: number): void;
  22906. }
  22907. /**
  22908. * This class represents a single physics Hinge-Joint
  22909. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22910. */
  22911. export class HingeJoint extends MotorEnabledJoint {
  22912. /**
  22913. * Initializes the Hinge-Joint
  22914. * @param jointData The joint data for the Hinge-Joint
  22915. */
  22916. constructor(jointData: PhysicsJointData);
  22917. /**
  22918. * Set the motor values.
  22919. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22920. * @param {number} force the force to apply
  22921. * @param {number} maxForce max force for this motor.
  22922. */
  22923. setMotor(force?: number, maxForce?: number): void;
  22924. /**
  22925. * Set the motor's limits.
  22926. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22927. * @param upperLimit The upper limit of the motor
  22928. * @param lowerLimit The lower limit of the motor
  22929. */
  22930. setLimit(upperLimit: number, lowerLimit?: number): void;
  22931. }
  22932. /**
  22933. * This class represents a dual hinge physics joint (same as wheel joint)
  22934. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22935. */
  22936. export class Hinge2Joint extends MotorEnabledJoint {
  22937. /**
  22938. * Initializes the Hinge2-Joint
  22939. * @param jointData The joint data for the Hinge2-Joint
  22940. */
  22941. constructor(jointData: PhysicsJointData);
  22942. /**
  22943. * Set the motor values.
  22944. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22945. * @param {number} targetSpeed the speed the motor is to reach
  22946. * @param {number} maxForce max force for this motor.
  22947. * @param {motorIndex} the motor's index, 0 or 1.
  22948. */
  22949. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  22950. /**
  22951. * Set the motor limits.
  22952. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22953. * @param {number} upperLimit the upper limit
  22954. * @param {number} lowerLimit lower limit
  22955. * @param {motorIndex} the motor's index, 0 or 1.
  22956. */
  22957. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22958. }
  22959. /**
  22960. * Interface for a motor enabled joint
  22961. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22962. */
  22963. export interface IMotorEnabledJoint {
  22964. /**
  22965. * Physics joint
  22966. */
  22967. physicsJoint: any;
  22968. /**
  22969. * Sets the motor of the motor-enabled joint
  22970. * @param force The force of the motor
  22971. * @param maxForce The maximum force of the motor
  22972. * @param motorIndex The index of the motor
  22973. */
  22974. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  22975. /**
  22976. * Sets the limit of the motor
  22977. * @param upperLimit The upper limit of the motor
  22978. * @param lowerLimit The lower limit of the motor
  22979. * @param motorIndex The index of the motor
  22980. */
  22981. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22982. }
  22983. /**
  22984. * Joint data for a Distance-Joint
  22985. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22986. */
  22987. export interface DistanceJointData extends PhysicsJointData {
  22988. /**
  22989. * Max distance the 2 joint objects can be apart
  22990. */
  22991. maxDistance: number;
  22992. }
  22993. /**
  22994. * Joint data from a spring joint
  22995. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22996. */
  22997. export interface SpringJointData extends PhysicsJointData {
  22998. /**
  22999. * Length of the spring
  23000. */
  23001. length: number;
  23002. /**
  23003. * Stiffness of the spring
  23004. */
  23005. stiffness: number;
  23006. /**
  23007. * Damping of the spring
  23008. */
  23009. damping: number;
  23010. /** this callback will be called when applying the force to the impostors. */
  23011. forceApplicationCallback: () => void;
  23012. }
  23013. }
  23014. declare module "babylonjs/Physics/physicsRaycastResult" {
  23015. import { Vector3 } from "babylonjs/Maths/math.vector";
  23016. /**
  23017. * Holds the data for the raycast result
  23018. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23019. */
  23020. export class PhysicsRaycastResult {
  23021. private _hasHit;
  23022. private _hitDistance;
  23023. private _hitNormalWorld;
  23024. private _hitPointWorld;
  23025. private _rayFromWorld;
  23026. private _rayToWorld;
  23027. /**
  23028. * Gets if there was a hit
  23029. */
  23030. readonly hasHit: boolean;
  23031. /**
  23032. * Gets the distance from the hit
  23033. */
  23034. readonly hitDistance: number;
  23035. /**
  23036. * Gets the hit normal/direction in the world
  23037. */
  23038. readonly hitNormalWorld: Vector3;
  23039. /**
  23040. * Gets the hit point in the world
  23041. */
  23042. readonly hitPointWorld: Vector3;
  23043. /**
  23044. * Gets the ray "start point" of the ray in the world
  23045. */
  23046. readonly rayFromWorld: Vector3;
  23047. /**
  23048. * Gets the ray "end point" of the ray in the world
  23049. */
  23050. readonly rayToWorld: Vector3;
  23051. /**
  23052. * Sets the hit data (normal & point in world space)
  23053. * @param hitNormalWorld defines the normal in world space
  23054. * @param hitPointWorld defines the point in world space
  23055. */
  23056. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23057. /**
  23058. * Sets the distance from the start point to the hit point
  23059. * @param distance
  23060. */
  23061. setHitDistance(distance: number): void;
  23062. /**
  23063. * Calculates the distance manually
  23064. */
  23065. calculateHitDistance(): void;
  23066. /**
  23067. * Resets all the values to default
  23068. * @param from The from point on world space
  23069. * @param to The to point on world space
  23070. */
  23071. reset(from?: Vector3, to?: Vector3): void;
  23072. }
  23073. /**
  23074. * Interface for the size containing width and height
  23075. */
  23076. interface IXYZ {
  23077. /**
  23078. * X
  23079. */
  23080. x: number;
  23081. /**
  23082. * Y
  23083. */
  23084. y: number;
  23085. /**
  23086. * Z
  23087. */
  23088. z: number;
  23089. }
  23090. }
  23091. declare module "babylonjs/Physics/IPhysicsEngine" {
  23092. import { Nullable } from "babylonjs/types";
  23093. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23094. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23095. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23096. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23097. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23098. /**
  23099. * Interface used to describe a physics joint
  23100. */
  23101. export interface PhysicsImpostorJoint {
  23102. /** Defines the main impostor to which the joint is linked */
  23103. mainImpostor: PhysicsImpostor;
  23104. /** Defines the impostor that is connected to the main impostor using this joint */
  23105. connectedImpostor: PhysicsImpostor;
  23106. /** Defines the joint itself */
  23107. joint: PhysicsJoint;
  23108. }
  23109. /** @hidden */
  23110. export interface IPhysicsEnginePlugin {
  23111. world: any;
  23112. name: string;
  23113. setGravity(gravity: Vector3): void;
  23114. setTimeStep(timeStep: number): void;
  23115. getTimeStep(): number;
  23116. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23117. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23118. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23119. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23120. removePhysicsBody(impostor: PhysicsImpostor): void;
  23121. generateJoint(joint: PhysicsImpostorJoint): void;
  23122. removeJoint(joint: PhysicsImpostorJoint): void;
  23123. isSupported(): boolean;
  23124. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23125. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23126. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23127. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23128. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23129. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23130. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23131. getBodyMass(impostor: PhysicsImpostor): number;
  23132. getBodyFriction(impostor: PhysicsImpostor): number;
  23133. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23134. getBodyRestitution(impostor: PhysicsImpostor): number;
  23135. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23136. getBodyPressure?(impostor: PhysicsImpostor): number;
  23137. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23138. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23139. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23140. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23141. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23142. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23143. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23144. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23145. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23146. sleepBody(impostor: PhysicsImpostor): void;
  23147. wakeUpBody(impostor: PhysicsImpostor): void;
  23148. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23149. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23150. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23151. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23152. getRadius(impostor: PhysicsImpostor): number;
  23153. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23154. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23155. dispose(): void;
  23156. }
  23157. /**
  23158. * Interface used to define a physics engine
  23159. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23160. */
  23161. export interface IPhysicsEngine {
  23162. /**
  23163. * Gets the gravity vector used by the simulation
  23164. */
  23165. gravity: Vector3;
  23166. /**
  23167. * Sets the gravity vector used by the simulation
  23168. * @param gravity defines the gravity vector to use
  23169. */
  23170. setGravity(gravity: Vector3): void;
  23171. /**
  23172. * Set the time step of the physics engine.
  23173. * Default is 1/60.
  23174. * To slow it down, enter 1/600 for example.
  23175. * To speed it up, 1/30
  23176. * @param newTimeStep the new timestep to apply to this world.
  23177. */
  23178. setTimeStep(newTimeStep: number): void;
  23179. /**
  23180. * Get the time step of the physics engine.
  23181. * @returns the current time step
  23182. */
  23183. getTimeStep(): number;
  23184. /**
  23185. * Release all resources
  23186. */
  23187. dispose(): void;
  23188. /**
  23189. * Gets the name of the current physics plugin
  23190. * @returns the name of the plugin
  23191. */
  23192. getPhysicsPluginName(): string;
  23193. /**
  23194. * Adding a new impostor for the impostor tracking.
  23195. * This will be done by the impostor itself.
  23196. * @param impostor the impostor to add
  23197. */
  23198. addImpostor(impostor: PhysicsImpostor): void;
  23199. /**
  23200. * Remove an impostor from the engine.
  23201. * This impostor and its mesh will not longer be updated by the physics engine.
  23202. * @param impostor the impostor to remove
  23203. */
  23204. removeImpostor(impostor: PhysicsImpostor): void;
  23205. /**
  23206. * Add a joint to the physics engine
  23207. * @param mainImpostor defines the main impostor to which the joint is added.
  23208. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23209. * @param joint defines the joint that will connect both impostors.
  23210. */
  23211. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23212. /**
  23213. * Removes a joint from the simulation
  23214. * @param mainImpostor defines the impostor used with the joint
  23215. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23216. * @param joint defines the joint to remove
  23217. */
  23218. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23219. /**
  23220. * Gets the current plugin used to run the simulation
  23221. * @returns current plugin
  23222. */
  23223. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23224. /**
  23225. * Gets the list of physic impostors
  23226. * @returns an array of PhysicsImpostor
  23227. */
  23228. getImpostors(): Array<PhysicsImpostor>;
  23229. /**
  23230. * Gets the impostor for a physics enabled object
  23231. * @param object defines the object impersonated by the impostor
  23232. * @returns the PhysicsImpostor or null if not found
  23233. */
  23234. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23235. /**
  23236. * Gets the impostor for a physics body object
  23237. * @param body defines physics body used by the impostor
  23238. * @returns the PhysicsImpostor or null if not found
  23239. */
  23240. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23241. /**
  23242. * Does a raycast in the physics world
  23243. * @param from when should the ray start?
  23244. * @param to when should the ray end?
  23245. * @returns PhysicsRaycastResult
  23246. */
  23247. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23248. /**
  23249. * Called by the scene. No need to call it.
  23250. * @param delta defines the timespam between frames
  23251. */
  23252. _step(delta: number): void;
  23253. }
  23254. }
  23255. declare module "babylonjs/Physics/physicsImpostor" {
  23256. import { Nullable, IndicesArray } from "babylonjs/types";
  23257. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23258. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23259. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23260. import { Scene } from "babylonjs/scene";
  23261. import { Bone } from "babylonjs/Bones/bone";
  23262. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23263. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23264. import { Space } from "babylonjs/Maths/math.axis";
  23265. /**
  23266. * The interface for the physics imposter parameters
  23267. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23268. */
  23269. export interface PhysicsImpostorParameters {
  23270. /**
  23271. * The mass of the physics imposter
  23272. */
  23273. mass: number;
  23274. /**
  23275. * The friction of the physics imposter
  23276. */
  23277. friction?: number;
  23278. /**
  23279. * The coefficient of restitution of the physics imposter
  23280. */
  23281. restitution?: number;
  23282. /**
  23283. * The native options of the physics imposter
  23284. */
  23285. nativeOptions?: any;
  23286. /**
  23287. * Specifies if the parent should be ignored
  23288. */
  23289. ignoreParent?: boolean;
  23290. /**
  23291. * Specifies if bi-directional transformations should be disabled
  23292. */
  23293. disableBidirectionalTransformation?: boolean;
  23294. /**
  23295. * The pressure inside the physics imposter, soft object only
  23296. */
  23297. pressure?: number;
  23298. /**
  23299. * The stiffness the physics imposter, soft object only
  23300. */
  23301. stiffness?: number;
  23302. /**
  23303. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23304. */
  23305. velocityIterations?: number;
  23306. /**
  23307. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23308. */
  23309. positionIterations?: number;
  23310. /**
  23311. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23312. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23313. * Add to fix multiple points
  23314. */
  23315. fixedPoints?: number;
  23316. /**
  23317. * The collision margin around a soft object
  23318. */
  23319. margin?: number;
  23320. /**
  23321. * The collision margin around a soft object
  23322. */
  23323. damping?: number;
  23324. /**
  23325. * The path for a rope based on an extrusion
  23326. */
  23327. path?: any;
  23328. /**
  23329. * The shape of an extrusion used for a rope based on an extrusion
  23330. */
  23331. shape?: any;
  23332. }
  23333. /**
  23334. * Interface for a physics-enabled object
  23335. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23336. */
  23337. export interface IPhysicsEnabledObject {
  23338. /**
  23339. * The position of the physics-enabled object
  23340. */
  23341. position: Vector3;
  23342. /**
  23343. * The rotation of the physics-enabled object
  23344. */
  23345. rotationQuaternion: Nullable<Quaternion>;
  23346. /**
  23347. * The scale of the physics-enabled object
  23348. */
  23349. scaling: Vector3;
  23350. /**
  23351. * The rotation of the physics-enabled object
  23352. */
  23353. rotation?: Vector3;
  23354. /**
  23355. * The parent of the physics-enabled object
  23356. */
  23357. parent?: any;
  23358. /**
  23359. * The bounding info of the physics-enabled object
  23360. * @returns The bounding info of the physics-enabled object
  23361. */
  23362. getBoundingInfo(): BoundingInfo;
  23363. /**
  23364. * Computes the world matrix
  23365. * @param force Specifies if the world matrix should be computed by force
  23366. * @returns A world matrix
  23367. */
  23368. computeWorldMatrix(force: boolean): Matrix;
  23369. /**
  23370. * Gets the world matrix
  23371. * @returns A world matrix
  23372. */
  23373. getWorldMatrix?(): Matrix;
  23374. /**
  23375. * Gets the child meshes
  23376. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23377. * @returns An array of abstract meshes
  23378. */
  23379. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23380. /**
  23381. * Gets the vertex data
  23382. * @param kind The type of vertex data
  23383. * @returns A nullable array of numbers, or a float32 array
  23384. */
  23385. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23386. /**
  23387. * Gets the indices from the mesh
  23388. * @returns A nullable array of index arrays
  23389. */
  23390. getIndices?(): Nullable<IndicesArray>;
  23391. /**
  23392. * Gets the scene from the mesh
  23393. * @returns the indices array or null
  23394. */
  23395. getScene?(): Scene;
  23396. /**
  23397. * Gets the absolute position from the mesh
  23398. * @returns the absolute position
  23399. */
  23400. getAbsolutePosition(): Vector3;
  23401. /**
  23402. * Gets the absolute pivot point from the mesh
  23403. * @returns the absolute pivot point
  23404. */
  23405. getAbsolutePivotPoint(): Vector3;
  23406. /**
  23407. * Rotates the mesh
  23408. * @param axis The axis of rotation
  23409. * @param amount The amount of rotation
  23410. * @param space The space of the rotation
  23411. * @returns The rotation transform node
  23412. */
  23413. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23414. /**
  23415. * Translates the mesh
  23416. * @param axis The axis of translation
  23417. * @param distance The distance of translation
  23418. * @param space The space of the translation
  23419. * @returns The transform node
  23420. */
  23421. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23422. /**
  23423. * Sets the absolute position of the mesh
  23424. * @param absolutePosition The absolute position of the mesh
  23425. * @returns The transform node
  23426. */
  23427. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23428. /**
  23429. * Gets the class name of the mesh
  23430. * @returns The class name
  23431. */
  23432. getClassName(): string;
  23433. }
  23434. /**
  23435. * Represents a physics imposter
  23436. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23437. */
  23438. export class PhysicsImpostor {
  23439. /**
  23440. * The physics-enabled object used as the physics imposter
  23441. */
  23442. object: IPhysicsEnabledObject;
  23443. /**
  23444. * The type of the physics imposter
  23445. */
  23446. type: number;
  23447. private _options;
  23448. private _scene?;
  23449. /**
  23450. * The default object size of the imposter
  23451. */
  23452. static DEFAULT_OBJECT_SIZE: Vector3;
  23453. /**
  23454. * The identity quaternion of the imposter
  23455. */
  23456. static IDENTITY_QUATERNION: Quaternion;
  23457. /** @hidden */
  23458. _pluginData: any;
  23459. private _physicsEngine;
  23460. private _physicsBody;
  23461. private _bodyUpdateRequired;
  23462. private _onBeforePhysicsStepCallbacks;
  23463. private _onAfterPhysicsStepCallbacks;
  23464. /** @hidden */
  23465. _onPhysicsCollideCallbacks: Array<{
  23466. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23467. otherImpostors: Array<PhysicsImpostor>;
  23468. }>;
  23469. private _deltaPosition;
  23470. private _deltaRotation;
  23471. private _deltaRotationConjugated;
  23472. /** @hidden */
  23473. _isFromLine: boolean;
  23474. private _parent;
  23475. private _isDisposed;
  23476. private static _tmpVecs;
  23477. private static _tmpQuat;
  23478. /**
  23479. * Specifies if the physics imposter is disposed
  23480. */
  23481. readonly isDisposed: boolean;
  23482. /**
  23483. * Gets the mass of the physics imposter
  23484. */
  23485. mass: number;
  23486. /**
  23487. * Gets the coefficient of friction
  23488. */
  23489. /**
  23490. * Sets the coefficient of friction
  23491. */
  23492. friction: number;
  23493. /**
  23494. * Gets the coefficient of restitution
  23495. */
  23496. /**
  23497. * Sets the coefficient of restitution
  23498. */
  23499. restitution: number;
  23500. /**
  23501. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23502. */
  23503. /**
  23504. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23505. */
  23506. pressure: number;
  23507. /**
  23508. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23509. */
  23510. /**
  23511. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23512. */
  23513. stiffness: number;
  23514. /**
  23515. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23516. */
  23517. /**
  23518. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23519. */
  23520. velocityIterations: number;
  23521. /**
  23522. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23523. */
  23524. /**
  23525. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23526. */
  23527. positionIterations: number;
  23528. /**
  23529. * The unique id of the physics imposter
  23530. * set by the physics engine when adding this impostor to the array
  23531. */
  23532. uniqueId: number;
  23533. /**
  23534. * @hidden
  23535. */
  23536. soft: boolean;
  23537. /**
  23538. * @hidden
  23539. */
  23540. segments: number;
  23541. private _joints;
  23542. /**
  23543. * Initializes the physics imposter
  23544. * @param object The physics-enabled object used as the physics imposter
  23545. * @param type The type of the physics imposter
  23546. * @param _options The options for the physics imposter
  23547. * @param _scene The Babylon scene
  23548. */
  23549. constructor(
  23550. /**
  23551. * The physics-enabled object used as the physics imposter
  23552. */
  23553. object: IPhysicsEnabledObject,
  23554. /**
  23555. * The type of the physics imposter
  23556. */
  23557. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  23558. /**
  23559. * This function will completly initialize this impostor.
  23560. * It will create a new body - but only if this mesh has no parent.
  23561. * If it has, this impostor will not be used other than to define the impostor
  23562. * of the child mesh.
  23563. * @hidden
  23564. */
  23565. _init(): void;
  23566. private _getPhysicsParent;
  23567. /**
  23568. * Should a new body be generated.
  23569. * @returns boolean specifying if body initialization is required
  23570. */
  23571. isBodyInitRequired(): boolean;
  23572. /**
  23573. * Sets the updated scaling
  23574. * @param updated Specifies if the scaling is updated
  23575. */
  23576. setScalingUpdated(): void;
  23577. /**
  23578. * Force a regeneration of this or the parent's impostor's body.
  23579. * Use under cautious - This will remove all joints already implemented.
  23580. */
  23581. forceUpdate(): void;
  23582. /**
  23583. * Gets the body that holds this impostor. Either its own, or its parent.
  23584. */
  23585. /**
  23586. * Set the physics body. Used mainly by the physics engine/plugin
  23587. */
  23588. physicsBody: any;
  23589. /**
  23590. * Get the parent of the physics imposter
  23591. * @returns Physics imposter or null
  23592. */
  23593. /**
  23594. * Sets the parent of the physics imposter
  23595. */
  23596. parent: Nullable<PhysicsImpostor>;
  23597. /**
  23598. * Resets the update flags
  23599. */
  23600. resetUpdateFlags(): void;
  23601. /**
  23602. * Gets the object extend size
  23603. * @returns the object extend size
  23604. */
  23605. getObjectExtendSize(): Vector3;
  23606. /**
  23607. * Gets the object center
  23608. * @returns The object center
  23609. */
  23610. getObjectCenter(): Vector3;
  23611. /**
  23612. * Get a specific parametes from the options parameter
  23613. * @param paramName The object parameter name
  23614. * @returns The object parameter
  23615. */
  23616. getParam(paramName: string): any;
  23617. /**
  23618. * Sets a specific parameter in the options given to the physics plugin
  23619. * @param paramName The parameter name
  23620. * @param value The value of the parameter
  23621. */
  23622. setParam(paramName: string, value: number): void;
  23623. /**
  23624. * Specifically change the body's mass option. Won't recreate the physics body object
  23625. * @param mass The mass of the physics imposter
  23626. */
  23627. setMass(mass: number): void;
  23628. /**
  23629. * Gets the linear velocity
  23630. * @returns linear velocity or null
  23631. */
  23632. getLinearVelocity(): Nullable<Vector3>;
  23633. /**
  23634. * Sets the linear velocity
  23635. * @param velocity linear velocity or null
  23636. */
  23637. setLinearVelocity(velocity: Nullable<Vector3>): void;
  23638. /**
  23639. * Gets the angular velocity
  23640. * @returns angular velocity or null
  23641. */
  23642. getAngularVelocity(): Nullable<Vector3>;
  23643. /**
  23644. * Sets the angular velocity
  23645. * @param velocity The velocity or null
  23646. */
  23647. setAngularVelocity(velocity: Nullable<Vector3>): void;
  23648. /**
  23649. * Execute a function with the physics plugin native code
  23650. * Provide a function the will have two variables - the world object and the physics body object
  23651. * @param func The function to execute with the physics plugin native code
  23652. */
  23653. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  23654. /**
  23655. * Register a function that will be executed before the physics world is stepping forward
  23656. * @param func The function to execute before the physics world is stepped forward
  23657. */
  23658. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23659. /**
  23660. * Unregister a function that will be executed before the physics world is stepping forward
  23661. * @param func The function to execute before the physics world is stepped forward
  23662. */
  23663. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23664. /**
  23665. * Register a function that will be executed after the physics step
  23666. * @param func The function to execute after physics step
  23667. */
  23668. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23669. /**
  23670. * Unregisters a function that will be executed after the physics step
  23671. * @param func The function to execute after physics step
  23672. */
  23673. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23674. /**
  23675. * register a function that will be executed when this impostor collides against a different body
  23676. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  23677. * @param func Callback that is executed on collision
  23678. */
  23679. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  23680. /**
  23681. * Unregisters the physics imposter on contact
  23682. * @param collideAgainst The physics object to collide against
  23683. * @param func Callback to execute on collision
  23684. */
  23685. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  23686. private _tmpQuat;
  23687. private _tmpQuat2;
  23688. /**
  23689. * Get the parent rotation
  23690. * @returns The parent rotation
  23691. */
  23692. getParentsRotation(): Quaternion;
  23693. /**
  23694. * this function is executed by the physics engine.
  23695. */
  23696. beforeStep: () => void;
  23697. /**
  23698. * this function is executed by the physics engine
  23699. */
  23700. afterStep: () => void;
  23701. /**
  23702. * Legacy collision detection event support
  23703. */
  23704. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  23705. /**
  23706. * event and body object due to cannon's event-based architecture.
  23707. */
  23708. onCollide: (e: {
  23709. body: any;
  23710. }) => void;
  23711. /**
  23712. * Apply a force
  23713. * @param force The force to apply
  23714. * @param contactPoint The contact point for the force
  23715. * @returns The physics imposter
  23716. */
  23717. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23718. /**
  23719. * Apply an impulse
  23720. * @param force The impulse force
  23721. * @param contactPoint The contact point for the impulse force
  23722. * @returns The physics imposter
  23723. */
  23724. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23725. /**
  23726. * A help function to create a joint
  23727. * @param otherImpostor A physics imposter used to create a joint
  23728. * @param jointType The type of joint
  23729. * @param jointData The data for the joint
  23730. * @returns The physics imposter
  23731. */
  23732. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  23733. /**
  23734. * Add a joint to this impostor with a different impostor
  23735. * @param otherImpostor A physics imposter used to add a joint
  23736. * @param joint The joint to add
  23737. * @returns The physics imposter
  23738. */
  23739. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  23740. /**
  23741. * Add an anchor to a cloth impostor
  23742. * @param otherImpostor rigid impostor to anchor to
  23743. * @param width ratio across width from 0 to 1
  23744. * @param height ratio up height from 0 to 1
  23745. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  23746. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  23747. * @returns impostor the soft imposter
  23748. */
  23749. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23750. /**
  23751. * Add a hook to a rope impostor
  23752. * @param otherImpostor rigid impostor to anchor to
  23753. * @param length ratio across rope from 0 to 1
  23754. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  23755. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  23756. * @returns impostor the rope imposter
  23757. */
  23758. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23759. /**
  23760. * Will keep this body still, in a sleep mode.
  23761. * @returns the physics imposter
  23762. */
  23763. sleep(): PhysicsImpostor;
  23764. /**
  23765. * Wake the body up.
  23766. * @returns The physics imposter
  23767. */
  23768. wakeUp(): PhysicsImpostor;
  23769. /**
  23770. * Clones the physics imposter
  23771. * @param newObject The physics imposter clones to this physics-enabled object
  23772. * @returns A nullable physics imposter
  23773. */
  23774. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23775. /**
  23776. * Disposes the physics imposter
  23777. */
  23778. dispose(): void;
  23779. /**
  23780. * Sets the delta position
  23781. * @param position The delta position amount
  23782. */
  23783. setDeltaPosition(position: Vector3): void;
  23784. /**
  23785. * Sets the delta rotation
  23786. * @param rotation The delta rotation amount
  23787. */
  23788. setDeltaRotation(rotation: Quaternion): void;
  23789. /**
  23790. * Gets the box size of the physics imposter and stores the result in the input parameter
  23791. * @param result Stores the box size
  23792. * @returns The physics imposter
  23793. */
  23794. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  23795. /**
  23796. * Gets the radius of the physics imposter
  23797. * @returns Radius of the physics imposter
  23798. */
  23799. getRadius(): number;
  23800. /**
  23801. * Sync a bone with this impostor
  23802. * @param bone The bone to sync to the impostor.
  23803. * @param boneMesh The mesh that the bone is influencing.
  23804. * @param jointPivot The pivot of the joint / bone in local space.
  23805. * @param distToJoint Optional distance from the impostor to the joint.
  23806. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23807. */
  23808. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  23809. /**
  23810. * Sync impostor to a bone
  23811. * @param bone The bone that the impostor will be synced to.
  23812. * @param boneMesh The mesh that the bone is influencing.
  23813. * @param jointPivot The pivot of the joint / bone in local space.
  23814. * @param distToJoint Optional distance from the impostor to the joint.
  23815. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23816. * @param boneAxis Optional vector3 axis the bone is aligned with
  23817. */
  23818. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  23819. /**
  23820. * No-Imposter type
  23821. */
  23822. static NoImpostor: number;
  23823. /**
  23824. * Sphere-Imposter type
  23825. */
  23826. static SphereImpostor: number;
  23827. /**
  23828. * Box-Imposter type
  23829. */
  23830. static BoxImpostor: number;
  23831. /**
  23832. * Plane-Imposter type
  23833. */
  23834. static PlaneImpostor: number;
  23835. /**
  23836. * Mesh-imposter type
  23837. */
  23838. static MeshImpostor: number;
  23839. /**
  23840. * Capsule-Impostor type (Ammo.js plugin only)
  23841. */
  23842. static CapsuleImpostor: number;
  23843. /**
  23844. * Cylinder-Imposter type
  23845. */
  23846. static CylinderImpostor: number;
  23847. /**
  23848. * Particle-Imposter type
  23849. */
  23850. static ParticleImpostor: number;
  23851. /**
  23852. * Heightmap-Imposter type
  23853. */
  23854. static HeightmapImpostor: number;
  23855. /**
  23856. * ConvexHull-Impostor type (Ammo.js plugin only)
  23857. */
  23858. static ConvexHullImpostor: number;
  23859. /**
  23860. * Rope-Imposter type
  23861. */
  23862. static RopeImpostor: number;
  23863. /**
  23864. * Cloth-Imposter type
  23865. */
  23866. static ClothImpostor: number;
  23867. /**
  23868. * Softbody-Imposter type
  23869. */
  23870. static SoftbodyImpostor: number;
  23871. }
  23872. }
  23873. declare module "babylonjs/Meshes/mesh" {
  23874. import { Observable } from "babylonjs/Misc/observable";
  23875. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  23876. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  23877. import { Camera } from "babylonjs/Cameras/camera";
  23878. import { Scene } from "babylonjs/scene";
  23879. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  23880. import { Color4 } from "babylonjs/Maths/math.color";
  23881. import { Engine } from "babylonjs/Engines/engine";
  23882. import { Node } from "babylonjs/node";
  23883. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  23884. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  23885. import { Buffer } from "babylonjs/Meshes/buffer";
  23886. import { Geometry } from "babylonjs/Meshes/geometry";
  23887. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23888. import { SubMesh } from "babylonjs/Meshes/subMesh";
  23889. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  23890. import { Effect } from "babylonjs/Materials/effect";
  23891. import { Material } from "babylonjs/Materials/material";
  23892. import { Skeleton } from "babylonjs/Bones/skeleton";
  23893. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  23894. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  23895. import { Path3D } from "babylonjs/Maths/math.path";
  23896. import { Plane } from "babylonjs/Maths/math.plane";
  23897. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23898. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  23899. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  23900. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  23901. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23902. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  23903. /**
  23904. * @hidden
  23905. **/
  23906. export class _CreationDataStorage {
  23907. closePath?: boolean;
  23908. closeArray?: boolean;
  23909. idx: number[];
  23910. dashSize: number;
  23911. gapSize: number;
  23912. path3D: Path3D;
  23913. pathArray: Vector3[][];
  23914. arc: number;
  23915. radius: number;
  23916. cap: number;
  23917. tessellation: number;
  23918. }
  23919. /**
  23920. * @hidden
  23921. **/
  23922. class _InstanceDataStorage {
  23923. visibleInstances: any;
  23924. batchCache: _InstancesBatch;
  23925. instancesBufferSize: number;
  23926. instancesBuffer: Nullable<Buffer>;
  23927. instancesData: Float32Array;
  23928. overridenInstanceCount: number;
  23929. isFrozen: boolean;
  23930. previousBatch: Nullable<_InstancesBatch>;
  23931. hardwareInstancedRendering: boolean;
  23932. sideOrientation: number;
  23933. }
  23934. /**
  23935. * @hidden
  23936. **/
  23937. export class _InstancesBatch {
  23938. mustReturn: boolean;
  23939. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  23940. renderSelf: boolean[];
  23941. hardwareInstancedRendering: boolean[];
  23942. }
  23943. /**
  23944. * Class used to represent renderable models
  23945. */
  23946. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  23947. /**
  23948. * Mesh side orientation : usually the external or front surface
  23949. */
  23950. static readonly FRONTSIDE: number;
  23951. /**
  23952. * Mesh side orientation : usually the internal or back surface
  23953. */
  23954. static readonly BACKSIDE: number;
  23955. /**
  23956. * Mesh side orientation : both internal and external or front and back surfaces
  23957. */
  23958. static readonly DOUBLESIDE: number;
  23959. /**
  23960. * Mesh side orientation : by default, `FRONTSIDE`
  23961. */
  23962. static readonly DEFAULTSIDE: number;
  23963. /**
  23964. * Mesh cap setting : no cap
  23965. */
  23966. static readonly NO_CAP: number;
  23967. /**
  23968. * Mesh cap setting : one cap at the beginning of the mesh
  23969. */
  23970. static readonly CAP_START: number;
  23971. /**
  23972. * Mesh cap setting : one cap at the end of the mesh
  23973. */
  23974. static readonly CAP_END: number;
  23975. /**
  23976. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  23977. */
  23978. static readonly CAP_ALL: number;
  23979. /**
  23980. * Mesh pattern setting : no flip or rotate
  23981. */
  23982. static readonly NO_FLIP: number;
  23983. /**
  23984. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  23985. */
  23986. static readonly FLIP_TILE: number;
  23987. /**
  23988. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  23989. */
  23990. static readonly ROTATE_TILE: number;
  23991. /**
  23992. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  23993. */
  23994. static readonly FLIP_ROW: number;
  23995. /**
  23996. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  23997. */
  23998. static readonly ROTATE_ROW: number;
  23999. /**
  24000. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  24001. */
  24002. static readonly FLIP_N_ROTATE_TILE: number;
  24003. /**
  24004. * Mesh pattern setting : rotate pattern and rotate
  24005. */
  24006. static readonly FLIP_N_ROTATE_ROW: number;
  24007. /**
  24008. * Mesh tile positioning : part tiles same on left/right or top/bottom
  24009. */
  24010. static readonly CENTER: number;
  24011. /**
  24012. * Mesh tile positioning : part tiles on left
  24013. */
  24014. static readonly LEFT: number;
  24015. /**
  24016. * Mesh tile positioning : part tiles on right
  24017. */
  24018. static readonly RIGHT: number;
  24019. /**
  24020. * Mesh tile positioning : part tiles on top
  24021. */
  24022. static readonly TOP: number;
  24023. /**
  24024. * Mesh tile positioning : part tiles on bottom
  24025. */
  24026. static readonly BOTTOM: number;
  24027. /**
  24028. * Gets the default side orientation.
  24029. * @param orientation the orientation to value to attempt to get
  24030. * @returns the default orientation
  24031. * @hidden
  24032. */
  24033. static _GetDefaultSideOrientation(orientation?: number): number;
  24034. private _internalMeshDataInfo;
  24035. /**
  24036. * An event triggered before rendering the mesh
  24037. */
  24038. readonly onBeforeRenderObservable: Observable<Mesh>;
  24039. /**
  24040. * An event triggered before binding the mesh
  24041. */
  24042. readonly onBeforeBindObservable: Observable<Mesh>;
  24043. /**
  24044. * An event triggered after rendering the mesh
  24045. */
  24046. readonly onAfterRenderObservable: Observable<Mesh>;
  24047. /**
  24048. * An event triggered before drawing the mesh
  24049. */
  24050. readonly onBeforeDrawObservable: Observable<Mesh>;
  24051. private _onBeforeDrawObserver;
  24052. /**
  24053. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24054. */
  24055. onBeforeDraw: () => void;
  24056. readonly hasInstances: boolean;
  24057. /**
  24058. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24059. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24060. */
  24061. delayLoadState: number;
  24062. /**
  24063. * Gets the list of instances created from this mesh
  24064. * it is not supposed to be modified manually.
  24065. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24066. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24067. */
  24068. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24069. /**
  24070. * Gets the file containing delay loading data for this mesh
  24071. */
  24072. delayLoadingFile: string;
  24073. /** @hidden */
  24074. _binaryInfo: any;
  24075. /**
  24076. * User defined function used to change how LOD level selection is done
  24077. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24078. */
  24079. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24080. /**
  24081. * Gets or sets the morph target manager
  24082. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24083. */
  24084. morphTargetManager: Nullable<MorphTargetManager>;
  24085. /** @hidden */
  24086. _creationDataStorage: Nullable<_CreationDataStorage>;
  24087. /** @hidden */
  24088. _geometry: Nullable<Geometry>;
  24089. /** @hidden */
  24090. _delayInfo: Array<string>;
  24091. /** @hidden */
  24092. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24093. /** @hidden */
  24094. _instanceDataStorage: _InstanceDataStorage;
  24095. private _effectiveMaterial;
  24096. /** @hidden */
  24097. _shouldGenerateFlatShading: boolean;
  24098. /** @hidden */
  24099. _originalBuilderSideOrientation: number;
  24100. /**
  24101. * Use this property to change the original side orientation defined at construction time
  24102. */
  24103. overrideMaterialSideOrientation: Nullable<number>;
  24104. /**
  24105. * Gets the source mesh (the one used to clone this one from)
  24106. */
  24107. readonly source: Nullable<Mesh>;
  24108. /**
  24109. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24110. */
  24111. isUnIndexed: boolean;
  24112. /**
  24113. * @constructor
  24114. * @param name The value used by scene.getMeshByName() to do a lookup.
  24115. * @param scene The scene to add this mesh to.
  24116. * @param parent The parent of this mesh, if it has one
  24117. * @param source An optional Mesh from which geometry is shared, cloned.
  24118. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24119. * When false, achieved by calling a clone(), also passing False.
  24120. * This will make creation of children, recursive.
  24121. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24122. */
  24123. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24124. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  24125. /**
  24126. * Gets the class name
  24127. * @returns the string "Mesh".
  24128. */
  24129. getClassName(): string;
  24130. /** @hidden */
  24131. readonly _isMesh: boolean;
  24132. /**
  24133. * Returns a description of this mesh
  24134. * @param fullDetails define if full details about this mesh must be used
  24135. * @returns a descriptive string representing this mesh
  24136. */
  24137. toString(fullDetails?: boolean): string;
  24138. /** @hidden */
  24139. _unBindEffect(): void;
  24140. /**
  24141. * Gets a boolean indicating if this mesh has LOD
  24142. */
  24143. readonly hasLODLevels: boolean;
  24144. /**
  24145. * Gets the list of MeshLODLevel associated with the current mesh
  24146. * @returns an array of MeshLODLevel
  24147. */
  24148. getLODLevels(): MeshLODLevel[];
  24149. private _sortLODLevels;
  24150. /**
  24151. * Add a mesh as LOD level triggered at the given distance.
  24152. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24153. * @param distance The distance from the center of the object to show this level
  24154. * @param mesh The mesh to be added as LOD level (can be null)
  24155. * @return This mesh (for chaining)
  24156. */
  24157. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24158. /**
  24159. * Returns the LOD level mesh at the passed distance or null if not found.
  24160. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24161. * @param distance The distance from the center of the object to show this level
  24162. * @returns a Mesh or `null`
  24163. */
  24164. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24165. /**
  24166. * Remove a mesh from the LOD array
  24167. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24168. * @param mesh defines the mesh to be removed
  24169. * @return This mesh (for chaining)
  24170. */
  24171. removeLODLevel(mesh: Mesh): Mesh;
  24172. /**
  24173. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24174. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24175. * @param camera defines the camera to use to compute distance
  24176. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24177. * @return This mesh (for chaining)
  24178. */
  24179. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24180. /**
  24181. * Gets the mesh internal Geometry object
  24182. */
  24183. readonly geometry: Nullable<Geometry>;
  24184. /**
  24185. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24186. * @returns the total number of vertices
  24187. */
  24188. getTotalVertices(): number;
  24189. /**
  24190. * Returns the content of an associated vertex buffer
  24191. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24192. * - VertexBuffer.PositionKind
  24193. * - VertexBuffer.UVKind
  24194. * - VertexBuffer.UV2Kind
  24195. * - VertexBuffer.UV3Kind
  24196. * - VertexBuffer.UV4Kind
  24197. * - VertexBuffer.UV5Kind
  24198. * - VertexBuffer.UV6Kind
  24199. * - VertexBuffer.ColorKind
  24200. * - VertexBuffer.MatricesIndicesKind
  24201. * - VertexBuffer.MatricesIndicesExtraKind
  24202. * - VertexBuffer.MatricesWeightsKind
  24203. * - VertexBuffer.MatricesWeightsExtraKind
  24204. * @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
  24205. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24206. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24207. */
  24208. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24209. /**
  24210. * Returns the mesh VertexBuffer object from the requested `kind`
  24211. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24212. * - VertexBuffer.PositionKind
  24213. * - VertexBuffer.NormalKind
  24214. * - VertexBuffer.UVKind
  24215. * - VertexBuffer.UV2Kind
  24216. * - VertexBuffer.UV3Kind
  24217. * - VertexBuffer.UV4Kind
  24218. * - VertexBuffer.UV5Kind
  24219. * - VertexBuffer.UV6Kind
  24220. * - VertexBuffer.ColorKind
  24221. * - VertexBuffer.MatricesIndicesKind
  24222. * - VertexBuffer.MatricesIndicesExtraKind
  24223. * - VertexBuffer.MatricesWeightsKind
  24224. * - VertexBuffer.MatricesWeightsExtraKind
  24225. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24226. */
  24227. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24228. /**
  24229. * Tests if a specific vertex buffer is associated with this mesh
  24230. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24231. * - VertexBuffer.PositionKind
  24232. * - VertexBuffer.NormalKind
  24233. * - VertexBuffer.UVKind
  24234. * - VertexBuffer.UV2Kind
  24235. * - VertexBuffer.UV3Kind
  24236. * - VertexBuffer.UV4Kind
  24237. * - VertexBuffer.UV5Kind
  24238. * - VertexBuffer.UV6Kind
  24239. * - VertexBuffer.ColorKind
  24240. * - VertexBuffer.MatricesIndicesKind
  24241. * - VertexBuffer.MatricesIndicesExtraKind
  24242. * - VertexBuffer.MatricesWeightsKind
  24243. * - VertexBuffer.MatricesWeightsExtraKind
  24244. * @returns a boolean
  24245. */
  24246. isVerticesDataPresent(kind: string): boolean;
  24247. /**
  24248. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24249. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24250. * - VertexBuffer.PositionKind
  24251. * - VertexBuffer.UVKind
  24252. * - VertexBuffer.UV2Kind
  24253. * - VertexBuffer.UV3Kind
  24254. * - VertexBuffer.UV4Kind
  24255. * - VertexBuffer.UV5Kind
  24256. * - VertexBuffer.UV6Kind
  24257. * - VertexBuffer.ColorKind
  24258. * - VertexBuffer.MatricesIndicesKind
  24259. * - VertexBuffer.MatricesIndicesExtraKind
  24260. * - VertexBuffer.MatricesWeightsKind
  24261. * - VertexBuffer.MatricesWeightsExtraKind
  24262. * @returns a boolean
  24263. */
  24264. isVertexBufferUpdatable(kind: string): boolean;
  24265. /**
  24266. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24267. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24268. * - VertexBuffer.PositionKind
  24269. * - VertexBuffer.NormalKind
  24270. * - VertexBuffer.UVKind
  24271. * - VertexBuffer.UV2Kind
  24272. * - VertexBuffer.UV3Kind
  24273. * - VertexBuffer.UV4Kind
  24274. * - VertexBuffer.UV5Kind
  24275. * - VertexBuffer.UV6Kind
  24276. * - VertexBuffer.ColorKind
  24277. * - VertexBuffer.MatricesIndicesKind
  24278. * - VertexBuffer.MatricesIndicesExtraKind
  24279. * - VertexBuffer.MatricesWeightsKind
  24280. * - VertexBuffer.MatricesWeightsExtraKind
  24281. * @returns an array of strings
  24282. */
  24283. getVerticesDataKinds(): string[];
  24284. /**
  24285. * Returns a positive integer : the total number of indices in this mesh geometry.
  24286. * @returns the numner of indices or zero if the mesh has no geometry.
  24287. */
  24288. getTotalIndices(): number;
  24289. /**
  24290. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24291. * @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.
  24292. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24293. * @returns the indices array or an empty array if the mesh has no geometry
  24294. */
  24295. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24296. readonly isBlocked: boolean;
  24297. /**
  24298. * Determine if the current mesh is ready to be rendered
  24299. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24300. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24301. * @returns true if all associated assets are ready (material, textures, shaders)
  24302. */
  24303. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24304. /**
  24305. * 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.
  24306. */
  24307. readonly areNormalsFrozen: boolean;
  24308. /**
  24309. * 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.
  24310. * @returns the current mesh
  24311. */
  24312. freezeNormals(): Mesh;
  24313. /**
  24314. * 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
  24315. * @returns the current mesh
  24316. */
  24317. unfreezeNormals(): Mesh;
  24318. /**
  24319. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24320. */
  24321. overridenInstanceCount: number;
  24322. /** @hidden */
  24323. _preActivate(): Mesh;
  24324. /** @hidden */
  24325. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24326. /** @hidden */
  24327. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24328. /**
  24329. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24330. * This means the mesh underlying bounding box and sphere are recomputed.
  24331. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24332. * @returns the current mesh
  24333. */
  24334. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24335. /** @hidden */
  24336. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24337. /**
  24338. * This function will subdivide the mesh into multiple submeshes
  24339. * @param count defines the expected number of submeshes
  24340. */
  24341. subdivide(count: number): void;
  24342. /**
  24343. * Copy a FloatArray into a specific associated vertex buffer
  24344. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24345. * - VertexBuffer.PositionKind
  24346. * - VertexBuffer.UVKind
  24347. * - VertexBuffer.UV2Kind
  24348. * - VertexBuffer.UV3Kind
  24349. * - VertexBuffer.UV4Kind
  24350. * - VertexBuffer.UV5Kind
  24351. * - VertexBuffer.UV6Kind
  24352. * - VertexBuffer.ColorKind
  24353. * - VertexBuffer.MatricesIndicesKind
  24354. * - VertexBuffer.MatricesIndicesExtraKind
  24355. * - VertexBuffer.MatricesWeightsKind
  24356. * - VertexBuffer.MatricesWeightsExtraKind
  24357. * @param data defines the data source
  24358. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24359. * @param stride defines the data stride size (can be null)
  24360. * @returns the current mesh
  24361. */
  24362. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  24363. /**
  24364. * Flags an associated vertex buffer as updatable
  24365. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24366. * - VertexBuffer.PositionKind
  24367. * - VertexBuffer.UVKind
  24368. * - VertexBuffer.UV2Kind
  24369. * - VertexBuffer.UV3Kind
  24370. * - VertexBuffer.UV4Kind
  24371. * - VertexBuffer.UV5Kind
  24372. * - VertexBuffer.UV6Kind
  24373. * - VertexBuffer.ColorKind
  24374. * - VertexBuffer.MatricesIndicesKind
  24375. * - VertexBuffer.MatricesIndicesExtraKind
  24376. * - VertexBuffer.MatricesWeightsKind
  24377. * - VertexBuffer.MatricesWeightsExtraKind
  24378. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24379. */
  24380. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24381. /**
  24382. * Sets the mesh global Vertex Buffer
  24383. * @param buffer defines the buffer to use
  24384. * @returns the current mesh
  24385. */
  24386. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24387. /**
  24388. * Update a specific associated vertex buffer
  24389. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24390. * - VertexBuffer.PositionKind
  24391. * - VertexBuffer.UVKind
  24392. * - VertexBuffer.UV2Kind
  24393. * - VertexBuffer.UV3Kind
  24394. * - VertexBuffer.UV4Kind
  24395. * - VertexBuffer.UV5Kind
  24396. * - VertexBuffer.UV6Kind
  24397. * - VertexBuffer.ColorKind
  24398. * - VertexBuffer.MatricesIndicesKind
  24399. * - VertexBuffer.MatricesIndicesExtraKind
  24400. * - VertexBuffer.MatricesWeightsKind
  24401. * - VertexBuffer.MatricesWeightsExtraKind
  24402. * @param data defines the data source
  24403. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24404. * @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)
  24405. * @returns the current mesh
  24406. */
  24407. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  24408. /**
  24409. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24410. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24411. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24412. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24413. * @returns the current mesh
  24414. */
  24415. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24416. /**
  24417. * Creates a un-shared specific occurence of the geometry for the mesh.
  24418. * @returns the current mesh
  24419. */
  24420. makeGeometryUnique(): Mesh;
  24421. /**
  24422. * Set the index buffer of this mesh
  24423. * @param indices defines the source data
  24424. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24425. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24426. * @returns the current mesh
  24427. */
  24428. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  24429. /**
  24430. * Update the current index buffer
  24431. * @param indices defines the source data
  24432. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24433. * @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)
  24434. * @returns the current mesh
  24435. */
  24436. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  24437. /**
  24438. * Invert the geometry to move from a right handed system to a left handed one.
  24439. * @returns the current mesh
  24440. */
  24441. toLeftHanded(): Mesh;
  24442. /** @hidden */
  24443. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24444. /** @hidden */
  24445. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24446. /**
  24447. * Registers for this mesh a javascript function called just before the rendering process
  24448. * @param func defines the function to call before rendering this mesh
  24449. * @returns the current mesh
  24450. */
  24451. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24452. /**
  24453. * Disposes a previously registered javascript function called before the rendering
  24454. * @param func defines the function to remove
  24455. * @returns the current mesh
  24456. */
  24457. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24458. /**
  24459. * Registers for this mesh a javascript function called just after the rendering is complete
  24460. * @param func defines the function to call after rendering this mesh
  24461. * @returns the current mesh
  24462. */
  24463. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24464. /**
  24465. * Disposes a previously registered javascript function called after the rendering.
  24466. * @param func defines the function to remove
  24467. * @returns the current mesh
  24468. */
  24469. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24470. /** @hidden */
  24471. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24472. /** @hidden */
  24473. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24474. /** @hidden */
  24475. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24476. /** @hidden */
  24477. _rebuild(): void;
  24478. /** @hidden */
  24479. _freeze(): void;
  24480. /** @hidden */
  24481. _unFreeze(): void;
  24482. /**
  24483. * 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
  24484. * @param subMesh defines the subMesh to render
  24485. * @param enableAlphaMode defines if alpha mode can be changed
  24486. * @returns the current mesh
  24487. */
  24488. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  24489. private _onBeforeDraw;
  24490. /**
  24491. * Renormalize the mesh and patch it up if there are no weights
  24492. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24493. * However in the case of zero weights then we set just a single influence to 1.
  24494. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24495. */
  24496. cleanMatrixWeights(): void;
  24497. private normalizeSkinFourWeights;
  24498. private normalizeSkinWeightsAndExtra;
  24499. /**
  24500. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24501. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24502. * the user know there was an issue with importing the mesh
  24503. * @returns a validation object with skinned, valid and report string
  24504. */
  24505. validateSkinning(): {
  24506. skinned: boolean;
  24507. valid: boolean;
  24508. report: string;
  24509. };
  24510. /** @hidden */
  24511. _checkDelayState(): Mesh;
  24512. private _queueLoad;
  24513. /**
  24514. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24515. * A mesh is in the frustum if its bounding box intersects the frustum
  24516. * @param frustumPlanes defines the frustum to test
  24517. * @returns true if the mesh is in the frustum planes
  24518. */
  24519. isInFrustum(frustumPlanes: Plane[]): boolean;
  24520. /**
  24521. * Sets the mesh material by the material or multiMaterial `id` property
  24522. * @param id is a string identifying the material or the multiMaterial
  24523. * @returns the current mesh
  24524. */
  24525. setMaterialByID(id: string): Mesh;
  24526. /**
  24527. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24528. * @returns an array of IAnimatable
  24529. */
  24530. getAnimatables(): IAnimatable[];
  24531. /**
  24532. * Modifies the mesh geometry according to the passed transformation matrix.
  24533. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  24534. * The mesh normals are modified using the same transformation.
  24535. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24536. * @param transform defines the transform matrix to use
  24537. * @see http://doc.babylonjs.com/resources/baking_transformations
  24538. * @returns the current mesh
  24539. */
  24540. bakeTransformIntoVertices(transform: Matrix): Mesh;
  24541. /**
  24542. * Modifies the mesh geometry according to its own current World Matrix.
  24543. * The mesh World Matrix is then reset.
  24544. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  24545. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24546. * @see http://doc.babylonjs.com/resources/baking_transformations
  24547. * @returns the current mesh
  24548. */
  24549. bakeCurrentTransformIntoVertices(): Mesh;
  24550. /** @hidden */
  24551. readonly _positions: Nullable<Vector3[]>;
  24552. /** @hidden */
  24553. _resetPointsArrayCache(): Mesh;
  24554. /** @hidden */
  24555. _generatePointsArray(): boolean;
  24556. /**
  24557. * Returns a new Mesh object generated from the current mesh properties.
  24558. * This method must not get confused with createInstance()
  24559. * @param name is a string, the name given to the new mesh
  24560. * @param newParent can be any Node object (default `null`)
  24561. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  24562. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  24563. * @returns a new mesh
  24564. */
  24565. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  24566. /**
  24567. * Releases resources associated with this mesh.
  24568. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24569. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24570. */
  24571. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24572. /**
  24573. * Modifies the mesh geometry according to a displacement map.
  24574. * 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.
  24575. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24576. * @param url is a string, the URL from the image file is to be downloaded.
  24577. * @param minHeight is the lower limit of the displacement.
  24578. * @param maxHeight is the upper limit of the displacement.
  24579. * @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.
  24580. * @param uvOffset is an optional vector2 used to offset UV.
  24581. * @param uvScale is an optional vector2 used to scale UV.
  24582. * @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.
  24583. * @returns the Mesh.
  24584. */
  24585. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24586. /**
  24587. * Modifies the mesh geometry according to a displacementMap buffer.
  24588. * 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.
  24589. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24590. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  24591. * @param heightMapWidth is the width of the buffer image.
  24592. * @param heightMapHeight is the height of the buffer image.
  24593. * @param minHeight is the lower limit of the displacement.
  24594. * @param maxHeight is the upper limit of the displacement.
  24595. * @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.
  24596. * @param uvOffset is an optional vector2 used to offset UV.
  24597. * @param uvScale is an optional vector2 used to scale UV.
  24598. * @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.
  24599. * @returns the Mesh.
  24600. */
  24601. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24602. /**
  24603. * Modify the mesh to get a flat shading rendering.
  24604. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  24605. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  24606. * @returns current mesh
  24607. */
  24608. convertToFlatShadedMesh(): Mesh;
  24609. /**
  24610. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  24611. * In other words, more vertices, no more indices and a single bigger VBO.
  24612. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  24613. * @returns current mesh
  24614. */
  24615. convertToUnIndexedMesh(): Mesh;
  24616. /**
  24617. * Inverses facet orientations.
  24618. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24619. * @param flipNormals will also inverts the normals
  24620. * @returns current mesh
  24621. */
  24622. flipFaces(flipNormals?: boolean): Mesh;
  24623. /**
  24624. * Increase the number of facets and hence vertices in a mesh
  24625. * Vertex normals are interpolated from existing vertex normals
  24626. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24627. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  24628. */
  24629. increaseVertices(numberPerEdge: number): void;
  24630. /**
  24631. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  24632. * This will undo any application of covertToFlatShadedMesh
  24633. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24634. */
  24635. forceSharedVertices(): void;
  24636. /** @hidden */
  24637. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  24638. /** @hidden */
  24639. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  24640. /**
  24641. * Creates a new InstancedMesh object from the mesh model.
  24642. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24643. * @param name defines the name of the new instance
  24644. * @returns a new InstancedMesh
  24645. */
  24646. createInstance(name: string): InstancedMesh;
  24647. /**
  24648. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  24649. * After this call, all the mesh instances have the same submeshes than the current mesh.
  24650. * @returns the current mesh
  24651. */
  24652. synchronizeInstances(): Mesh;
  24653. /**
  24654. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  24655. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  24656. * This should be used together with the simplification to avoid disappearing triangles.
  24657. * @param successCallback an optional success callback to be called after the optimization finished.
  24658. * @returns the current mesh
  24659. */
  24660. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  24661. /**
  24662. * Serialize current mesh
  24663. * @param serializationObject defines the object which will receive the serialization data
  24664. */
  24665. serialize(serializationObject: any): void;
  24666. /** @hidden */
  24667. _syncGeometryWithMorphTargetManager(): void;
  24668. /** @hidden */
  24669. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  24670. /**
  24671. * Returns a new Mesh object parsed from the source provided.
  24672. * @param parsedMesh is the source
  24673. * @param scene defines the hosting scene
  24674. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  24675. * @returns a new Mesh
  24676. */
  24677. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  24678. /**
  24679. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  24680. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24681. * @param name defines the name of the mesh to create
  24682. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  24683. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  24684. * @param closePath creates a seam between the first and the last points of each path of the path array
  24685. * @param offset is taken in account only if the `pathArray` is containing a single path
  24686. * @param scene defines the hosting scene
  24687. * @param updatable defines if the mesh must be flagged as updatable
  24688. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24689. * @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)
  24690. * @returns a new Mesh
  24691. */
  24692. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24693. /**
  24694. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  24695. * @param name defines the name of the mesh to create
  24696. * @param radius sets the radius size (float) of the polygon (default 0.5)
  24697. * @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
  24698. * @param scene defines the hosting scene
  24699. * @param updatable defines if the mesh must be flagged as updatable
  24700. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24701. * @returns a new Mesh
  24702. */
  24703. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24704. /**
  24705. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  24706. * @param name defines the name of the mesh to create
  24707. * @param size sets the size (float) of each box side (default 1)
  24708. * @param scene defines the hosting scene
  24709. * @param updatable defines if the mesh must be flagged as updatable
  24710. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24711. * @returns a new Mesh
  24712. */
  24713. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24714. /**
  24715. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  24716. * @param name defines the name of the mesh to create
  24717. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24718. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24719. * @param scene defines the hosting scene
  24720. * @param updatable defines if the mesh must be flagged as updatable
  24721. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24722. * @returns a new Mesh
  24723. */
  24724. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24725. /**
  24726. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  24727. * @param name defines the name of the mesh to create
  24728. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24729. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24730. * @param scene defines the hosting scene
  24731. * @returns a new Mesh
  24732. */
  24733. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  24734. /**
  24735. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  24736. * @param name defines the name of the mesh to create
  24737. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  24738. * @param diameterTop set the top cap diameter (floats, default 1)
  24739. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  24740. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  24741. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  24742. * @param scene defines the hosting scene
  24743. * @param updatable defines if the mesh must be flagged as updatable
  24744. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24745. * @returns a new Mesh
  24746. */
  24747. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  24748. /**
  24749. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  24750. * @param name defines the name of the mesh to create
  24751. * @param diameter sets the diameter size (float) of the torus (default 1)
  24752. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  24753. * @param tessellation sets the number of torus sides (postive integer, default 16)
  24754. * @param scene defines the hosting scene
  24755. * @param updatable defines if the mesh must be flagged as updatable
  24756. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24757. * @returns a new Mesh
  24758. */
  24759. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24760. /**
  24761. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  24762. * @param name defines the name of the mesh to create
  24763. * @param radius sets the global radius size (float) of the torus knot (default 2)
  24764. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  24765. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  24766. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  24767. * @param p the number of windings on X axis (positive integers, default 2)
  24768. * @param q the number of windings on Y axis (positive integers, default 3)
  24769. * @param scene defines the hosting scene
  24770. * @param updatable defines if the mesh must be flagged as updatable
  24771. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24772. * @returns a new Mesh
  24773. */
  24774. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24775. /**
  24776. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  24777. * @param name defines the name of the mesh to create
  24778. * @param points is an array successive Vector3
  24779. * @param scene defines the hosting scene
  24780. * @param updatable defines if the mesh must be flagged as updatable
  24781. * @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).
  24782. * @returns a new Mesh
  24783. */
  24784. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  24785. /**
  24786. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  24787. * @param name defines the name of the mesh to create
  24788. * @param points is an array successive Vector3
  24789. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  24790. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  24791. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  24792. * @param scene defines the hosting scene
  24793. * @param updatable defines if the mesh must be flagged as updatable
  24794. * @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)
  24795. * @returns a new Mesh
  24796. */
  24797. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  24798. /**
  24799. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  24800. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  24801. * 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.
  24802. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24803. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  24804. * Remember you can only change the shape positions, not their number when updating a polygon.
  24805. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  24806. * @param name defines the name of the mesh to create
  24807. * @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
  24808. * @param scene defines the hosting scene
  24809. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24810. * @param updatable defines if the mesh must be flagged as updatable
  24811. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24812. * @param earcutInjection can be used to inject your own earcut reference
  24813. * @returns a new Mesh
  24814. */
  24815. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24816. /**
  24817. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  24818. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  24819. * @param name defines the name of the mesh to create
  24820. * @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
  24821. * @param depth defines the height of extrusion
  24822. * @param scene defines the hosting scene
  24823. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24824. * @param updatable defines if the mesh must be flagged as updatable
  24825. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24826. * @param earcutInjection can be used to inject your own earcut reference
  24827. * @returns a new Mesh
  24828. */
  24829. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24830. /**
  24831. * Creates an extruded shape mesh.
  24832. * 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
  24833. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24834. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24835. * @param name defines the name of the mesh to create
  24836. * @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
  24837. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24838. * @param scale is the value to scale the shape
  24839. * @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
  24840. * @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
  24841. * @param scene defines the hosting scene
  24842. * @param updatable defines if the mesh must be flagged as updatable
  24843. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24844. * @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)
  24845. * @returns a new Mesh
  24846. */
  24847. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24848. /**
  24849. * Creates an custom extruded shape mesh.
  24850. * The custom extrusion is a parametric shape.
  24851. * It has no predefined shape. Its final shape will depend on the input parameters.
  24852. * Please consider using the same method from the MeshBuilder class instead
  24853. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24854. * @param name defines the name of the mesh to create
  24855. * @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
  24856. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24857. * @param scaleFunction is a custom Javascript function called on each path point
  24858. * @param rotationFunction is a custom Javascript function called on each path point
  24859. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  24860. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  24861. * @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
  24862. * @param scene defines the hosting scene
  24863. * @param updatable defines if the mesh must be flagged as updatable
  24864. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24865. * @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)
  24866. * @returns a new Mesh
  24867. */
  24868. 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;
  24869. /**
  24870. * Creates lathe mesh.
  24871. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  24872. * Please consider using the same method from the MeshBuilder class instead
  24873. * @param name defines the name of the mesh to create
  24874. * @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
  24875. * @param radius is the radius value of the lathe
  24876. * @param tessellation is the side number of the lathe.
  24877. * @param scene defines the hosting scene
  24878. * @param updatable defines if the mesh must be flagged as updatable
  24879. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24880. * @returns a new Mesh
  24881. */
  24882. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24883. /**
  24884. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  24885. * @param name defines the name of the mesh to create
  24886. * @param size sets the size (float) of both sides of the plane at once (default 1)
  24887. * @param scene defines the hosting scene
  24888. * @param updatable defines if the mesh must be flagged as updatable
  24889. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24890. * @returns a new Mesh
  24891. */
  24892. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24893. /**
  24894. * Creates a ground mesh.
  24895. * Please consider using the same method from the MeshBuilder class instead
  24896. * @param name defines the name of the mesh to create
  24897. * @param width set the width of the ground
  24898. * @param height set the height of the ground
  24899. * @param subdivisions sets the number of subdivisions per side
  24900. * @param scene defines the hosting scene
  24901. * @param updatable defines if the mesh must be flagged as updatable
  24902. * @returns a new Mesh
  24903. */
  24904. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  24905. /**
  24906. * Creates a tiled ground mesh.
  24907. * Please consider using the same method from the MeshBuilder class instead
  24908. * @param name defines the name of the mesh to create
  24909. * @param xmin set the ground minimum X coordinate
  24910. * @param zmin set the ground minimum Y coordinate
  24911. * @param xmax set the ground maximum X coordinate
  24912. * @param zmax set the ground maximum Z coordinate
  24913. * @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
  24914. * @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
  24915. * @param scene defines the hosting scene
  24916. * @param updatable defines if the mesh must be flagged as updatable
  24917. * @returns a new Mesh
  24918. */
  24919. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  24920. w: number;
  24921. h: number;
  24922. }, precision: {
  24923. w: number;
  24924. h: number;
  24925. }, scene: Scene, updatable?: boolean): Mesh;
  24926. /**
  24927. * Creates a ground mesh from a height map.
  24928. * Please consider using the same method from the MeshBuilder class instead
  24929. * @see http://doc.babylonjs.com/babylon101/height_map
  24930. * @param name defines the name of the mesh to create
  24931. * @param url sets the URL of the height map image resource
  24932. * @param width set the ground width size
  24933. * @param height set the ground height size
  24934. * @param subdivisions sets the number of subdivision per side
  24935. * @param minHeight is the minimum altitude on the ground
  24936. * @param maxHeight is the maximum altitude on the ground
  24937. * @param scene defines the hosting scene
  24938. * @param updatable defines if the mesh must be flagged as updatable
  24939. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  24940. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  24941. * @returns a new Mesh
  24942. */
  24943. 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;
  24944. /**
  24945. * Creates a tube mesh.
  24946. * The tube is a parametric shape.
  24947. * It has no predefined shape. Its final shape will depend on the input parameters.
  24948. * Please consider using the same method from the MeshBuilder class instead
  24949. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24950. * @param name defines the name of the mesh to create
  24951. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  24952. * @param radius sets the tube radius size
  24953. * @param tessellation is the number of sides on the tubular surface
  24954. * @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
  24955. * @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
  24956. * @param scene defines the hosting scene
  24957. * @param updatable defines if the mesh must be flagged as updatable
  24958. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24959. * @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)
  24960. * @returns a new Mesh
  24961. */
  24962. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  24963. (i: number, distance: number): number;
  24964. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24965. /**
  24966. * Creates a polyhedron mesh.
  24967. * Please consider using the same method from the MeshBuilder class instead.
  24968. * * 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
  24969. * * The parameter `size` (positive float, default 1) sets the polygon size
  24970. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  24971. * * 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`
  24972. * * 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
  24973. * * 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)`)
  24974. * * 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
  24975. * * 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
  24976. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24977. * * If you create a double-sided mesh, you can choose what parts of 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
  24978. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  24979. * @param name defines the name of the mesh to create
  24980. * @param options defines the options used to create the mesh
  24981. * @param scene defines the hosting scene
  24982. * @returns a new Mesh
  24983. */
  24984. static CreatePolyhedron(name: string, options: {
  24985. type?: number;
  24986. size?: number;
  24987. sizeX?: number;
  24988. sizeY?: number;
  24989. sizeZ?: number;
  24990. custom?: any;
  24991. faceUV?: Vector4[];
  24992. faceColors?: Color4[];
  24993. updatable?: boolean;
  24994. sideOrientation?: number;
  24995. }, scene: Scene): Mesh;
  24996. /**
  24997. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  24998. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  24999. * * 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`)
  25000. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  25001. * * 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
  25002. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25003. * * If you create a double-sided mesh, you can choose what parts of 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
  25004. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25005. * @param name defines the name of the mesh
  25006. * @param options defines the options used to create the mesh
  25007. * @param scene defines the hosting scene
  25008. * @returns a new Mesh
  25009. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  25010. */
  25011. static CreateIcoSphere(name: string, options: {
  25012. radius?: number;
  25013. flat?: boolean;
  25014. subdivisions?: number;
  25015. sideOrientation?: number;
  25016. updatable?: boolean;
  25017. }, scene: Scene): Mesh;
  25018. /**
  25019. * Creates a decal mesh.
  25020. * Please consider using the same method from the MeshBuilder class instead.
  25021. * A decal is a mesh usually applied as a model onto the surface of another mesh
  25022. * @param name defines the name of the mesh
  25023. * @param sourceMesh defines the mesh receiving the decal
  25024. * @param position sets the position of the decal in world coordinates
  25025. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25026. * @param size sets the decal scaling
  25027. * @param angle sets the angle to rotate the decal
  25028. * @returns a new Mesh
  25029. */
  25030. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25031. /**
  25032. * Prepare internal position array for software CPU skinning
  25033. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25034. */
  25035. setPositionsForCPUSkinning(): Float32Array;
  25036. /**
  25037. * Prepare internal normal array for software CPU skinning
  25038. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25039. */
  25040. setNormalsForCPUSkinning(): Float32Array;
  25041. /**
  25042. * Updates the vertex buffer by applying transformation from the bones
  25043. * @param skeleton defines the skeleton to apply to current mesh
  25044. * @returns the current mesh
  25045. */
  25046. applySkeleton(skeleton: Skeleton): Mesh;
  25047. /**
  25048. * 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
  25049. * @param meshes defines the list of meshes to scan
  25050. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25051. */
  25052. static MinMax(meshes: AbstractMesh[]): {
  25053. min: Vector3;
  25054. max: Vector3;
  25055. };
  25056. /**
  25057. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25058. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25059. * @returns a vector3
  25060. */
  25061. static Center(meshesOrMinMaxVector: {
  25062. min: Vector3;
  25063. max: Vector3;
  25064. } | AbstractMesh[]): Vector3;
  25065. /**
  25066. * Merge the array of meshes into a single mesh for performance reasons.
  25067. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25068. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25069. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25070. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25071. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25072. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25073. * @returns a new mesh
  25074. */
  25075. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25076. /** @hidden */
  25077. addInstance(instance: InstancedMesh): void;
  25078. /** @hidden */
  25079. removeInstance(instance: InstancedMesh): void;
  25080. }
  25081. }
  25082. declare module "babylonjs/Cameras/camera" {
  25083. import { SmartArray } from "babylonjs/Misc/smartArray";
  25084. import { Observable } from "babylonjs/Misc/observable";
  25085. import { Nullable } from "babylonjs/types";
  25086. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25087. import { Scene } from "babylonjs/scene";
  25088. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  25089. import { Node } from "babylonjs/node";
  25090. import { Mesh } from "babylonjs/Meshes/mesh";
  25091. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25092. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25093. import { Viewport } from "babylonjs/Maths/math.viewport";
  25094. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25095. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25096. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25097. import { Ray } from "babylonjs/Culling/ray";
  25098. /**
  25099. * This is the base class of all the camera used in the application.
  25100. * @see http://doc.babylonjs.com/features/cameras
  25101. */
  25102. export class Camera extends Node {
  25103. /** @hidden */
  25104. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25105. /**
  25106. * This is the default projection mode used by the cameras.
  25107. * It helps recreating a feeling of perspective and better appreciate depth.
  25108. * This is the best way to simulate real life cameras.
  25109. */
  25110. static readonly PERSPECTIVE_CAMERA: number;
  25111. /**
  25112. * This helps creating camera with an orthographic mode.
  25113. * 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.
  25114. */
  25115. static readonly ORTHOGRAPHIC_CAMERA: number;
  25116. /**
  25117. * This is the default FOV mode for perspective cameras.
  25118. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25119. */
  25120. static readonly FOVMODE_VERTICAL_FIXED: number;
  25121. /**
  25122. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25123. */
  25124. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25125. /**
  25126. * This specifies ther is no need for a camera rig.
  25127. * Basically only one eye is rendered corresponding to the camera.
  25128. */
  25129. static readonly RIG_MODE_NONE: number;
  25130. /**
  25131. * Simulates a camera Rig with one blue eye and one red eye.
  25132. * This can be use with 3d blue and red glasses.
  25133. */
  25134. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25135. /**
  25136. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25137. */
  25138. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25139. /**
  25140. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25141. */
  25142. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25143. /**
  25144. * Defines that both eyes of the camera will be rendered over under each other.
  25145. */
  25146. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25147. /**
  25148. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25149. */
  25150. static readonly RIG_MODE_VR: number;
  25151. /**
  25152. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25153. */
  25154. static readonly RIG_MODE_WEBVR: number;
  25155. /**
  25156. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25157. */
  25158. static readonly RIG_MODE_CUSTOM: number;
  25159. /**
  25160. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25161. */
  25162. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25163. /**
  25164. * Define the input manager associated with the camera.
  25165. */
  25166. inputs: CameraInputsManager<Camera>;
  25167. /** @hidden */
  25168. _position: Vector3;
  25169. /**
  25170. * Define the current local position of the camera in the scene
  25171. */
  25172. position: Vector3;
  25173. /**
  25174. * The vector the camera should consider as up.
  25175. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25176. */
  25177. upVector: Vector3;
  25178. /**
  25179. * Define the current limit on the left side for an orthographic camera
  25180. * In scene unit
  25181. */
  25182. orthoLeft: Nullable<number>;
  25183. /**
  25184. * Define the current limit on the right side for an orthographic camera
  25185. * In scene unit
  25186. */
  25187. orthoRight: Nullable<number>;
  25188. /**
  25189. * Define the current limit on the bottom side for an orthographic camera
  25190. * In scene unit
  25191. */
  25192. orthoBottom: Nullable<number>;
  25193. /**
  25194. * Define the current limit on the top side for an orthographic camera
  25195. * In scene unit
  25196. */
  25197. orthoTop: Nullable<number>;
  25198. /**
  25199. * Field Of View is set in Radians. (default is 0.8)
  25200. */
  25201. fov: number;
  25202. /**
  25203. * Define the minimum distance the camera can see from.
  25204. * This is important to note that the depth buffer are not infinite and the closer it starts
  25205. * the more your scene might encounter depth fighting issue.
  25206. */
  25207. minZ: number;
  25208. /**
  25209. * Define the maximum distance the camera can see to.
  25210. * This is important to note that the depth buffer are not infinite and the further it end
  25211. * the more your scene might encounter depth fighting issue.
  25212. */
  25213. maxZ: number;
  25214. /**
  25215. * Define the default inertia of the camera.
  25216. * This helps giving a smooth feeling to the camera movement.
  25217. */
  25218. inertia: number;
  25219. /**
  25220. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25221. */
  25222. mode: number;
  25223. /**
  25224. * Define wether the camera is intermediate.
  25225. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25226. */
  25227. isIntermediate: boolean;
  25228. /**
  25229. * Define the viewport of the camera.
  25230. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25231. */
  25232. viewport: Viewport;
  25233. /**
  25234. * Restricts the camera to viewing objects with the same layerMask.
  25235. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25236. */
  25237. layerMask: number;
  25238. /**
  25239. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25240. */
  25241. fovMode: number;
  25242. /**
  25243. * Rig mode of the camera.
  25244. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25245. * This is normally controlled byt the camera themselves as internal use.
  25246. */
  25247. cameraRigMode: number;
  25248. /**
  25249. * Defines the distance between both "eyes" in case of a RIG
  25250. */
  25251. interaxialDistance: number;
  25252. /**
  25253. * Defines if stereoscopic rendering is done side by side or over under.
  25254. */
  25255. isStereoscopicSideBySide: boolean;
  25256. /**
  25257. * 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
  25258. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25259. * else in the scene. (Eg. security camera)
  25260. *
  25261. * 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)
  25262. */
  25263. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25264. /**
  25265. * When set, the camera will render to this render target instead of the default canvas
  25266. *
  25267. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25268. */
  25269. outputRenderTarget: Nullable<RenderTargetTexture>;
  25270. /**
  25271. * Observable triggered when the camera view matrix has changed.
  25272. */
  25273. onViewMatrixChangedObservable: Observable<Camera>;
  25274. /**
  25275. * Observable triggered when the camera Projection matrix has changed.
  25276. */
  25277. onProjectionMatrixChangedObservable: Observable<Camera>;
  25278. /**
  25279. * Observable triggered when the inputs have been processed.
  25280. */
  25281. onAfterCheckInputsObservable: Observable<Camera>;
  25282. /**
  25283. * Observable triggered when reset has been called and applied to the camera.
  25284. */
  25285. onRestoreStateObservable: Observable<Camera>;
  25286. /** @hidden */
  25287. _cameraRigParams: any;
  25288. /** @hidden */
  25289. _rigCameras: Camera[];
  25290. /** @hidden */
  25291. _rigPostProcess: Nullable<PostProcess>;
  25292. protected _webvrViewMatrix: Matrix;
  25293. /** @hidden */
  25294. _skipRendering: boolean;
  25295. /** @hidden */
  25296. _projectionMatrix: Matrix;
  25297. /** @hidden */
  25298. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25299. /** @hidden */
  25300. _activeMeshes: SmartArray<AbstractMesh>;
  25301. protected _globalPosition: Vector3;
  25302. /** @hidden */
  25303. _computedViewMatrix: Matrix;
  25304. private _doNotComputeProjectionMatrix;
  25305. private _transformMatrix;
  25306. private _frustumPlanes;
  25307. private _refreshFrustumPlanes;
  25308. private _storedFov;
  25309. private _stateStored;
  25310. /**
  25311. * Instantiates a new camera object.
  25312. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25313. * @see http://doc.babylonjs.com/features/cameras
  25314. * @param name Defines the name of the camera in the scene
  25315. * @param position Defines the position of the camera
  25316. * @param scene Defines the scene the camera belongs too
  25317. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25318. */
  25319. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25320. /**
  25321. * Store current camera state (fov, position, etc..)
  25322. * @returns the camera
  25323. */
  25324. storeState(): Camera;
  25325. /**
  25326. * Restores the camera state values if it has been stored. You must call storeState() first
  25327. */
  25328. protected _restoreStateValues(): boolean;
  25329. /**
  25330. * Restored camera state. You must call storeState() first.
  25331. * @returns true if restored and false otherwise
  25332. */
  25333. restoreState(): boolean;
  25334. /**
  25335. * Gets the class name of the camera.
  25336. * @returns the class name
  25337. */
  25338. getClassName(): string;
  25339. /** @hidden */
  25340. readonly _isCamera: boolean;
  25341. /**
  25342. * Gets a string representation of the camera useful for debug purpose.
  25343. * @param fullDetails Defines that a more verboe level of logging is required
  25344. * @returns the string representation
  25345. */
  25346. toString(fullDetails?: boolean): string;
  25347. /**
  25348. * Gets the current world space position of the camera.
  25349. */
  25350. readonly globalPosition: Vector3;
  25351. /**
  25352. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25353. * @returns the active meshe list
  25354. */
  25355. getActiveMeshes(): SmartArray<AbstractMesh>;
  25356. /**
  25357. * Check wether a mesh is part of the current active mesh list of the camera
  25358. * @param mesh Defines the mesh to check
  25359. * @returns true if active, false otherwise
  25360. */
  25361. isActiveMesh(mesh: Mesh): boolean;
  25362. /**
  25363. * Is this camera ready to be used/rendered
  25364. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25365. * @return true if the camera is ready
  25366. */
  25367. isReady(completeCheck?: boolean): boolean;
  25368. /** @hidden */
  25369. _initCache(): void;
  25370. /** @hidden */
  25371. _updateCache(ignoreParentClass?: boolean): void;
  25372. /** @hidden */
  25373. _isSynchronized(): boolean;
  25374. /** @hidden */
  25375. _isSynchronizedViewMatrix(): boolean;
  25376. /** @hidden */
  25377. _isSynchronizedProjectionMatrix(): boolean;
  25378. /**
  25379. * Attach the input controls to a specific dom element to get the input from.
  25380. * @param element Defines the element the controls should be listened from
  25381. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25382. */
  25383. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25384. /**
  25385. * Detach the current controls from the specified dom element.
  25386. * @param element Defines the element to stop listening the inputs from
  25387. */
  25388. detachControl(element: HTMLElement): void;
  25389. /**
  25390. * Update the camera state according to the different inputs gathered during the frame.
  25391. */
  25392. update(): void;
  25393. /** @hidden */
  25394. _checkInputs(): void;
  25395. /** @hidden */
  25396. readonly rigCameras: Camera[];
  25397. /**
  25398. * Gets the post process used by the rig cameras
  25399. */
  25400. readonly rigPostProcess: Nullable<PostProcess>;
  25401. /**
  25402. * Internal, gets the first post proces.
  25403. * @returns the first post process to be run on this camera.
  25404. */
  25405. _getFirstPostProcess(): Nullable<PostProcess>;
  25406. private _cascadePostProcessesToRigCams;
  25407. /**
  25408. * Attach a post process to the camera.
  25409. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25410. * @param postProcess The post process to attach to the camera
  25411. * @param insertAt The position of the post process in case several of them are in use in the scene
  25412. * @returns the position the post process has been inserted at
  25413. */
  25414. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25415. /**
  25416. * Detach a post process to the camera.
  25417. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25418. * @param postProcess The post process to detach from the camera
  25419. */
  25420. detachPostProcess(postProcess: PostProcess): void;
  25421. /**
  25422. * Gets the current world matrix of the camera
  25423. */
  25424. getWorldMatrix(): Matrix;
  25425. /** @hidden */
  25426. _getViewMatrix(): Matrix;
  25427. /**
  25428. * Gets the current view matrix of the camera.
  25429. * @param force forces the camera to recompute the matrix without looking at the cached state
  25430. * @returns the view matrix
  25431. */
  25432. getViewMatrix(force?: boolean): Matrix;
  25433. /**
  25434. * Freeze the projection matrix.
  25435. * It will prevent the cache check of the camera projection compute and can speed up perf
  25436. * if no parameter of the camera are meant to change
  25437. * @param projection Defines manually a projection if necessary
  25438. */
  25439. freezeProjectionMatrix(projection?: Matrix): void;
  25440. /**
  25441. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25442. */
  25443. unfreezeProjectionMatrix(): void;
  25444. /**
  25445. * Gets the current projection matrix of the camera.
  25446. * @param force forces the camera to recompute the matrix without looking at the cached state
  25447. * @returns the projection matrix
  25448. */
  25449. getProjectionMatrix(force?: boolean): Matrix;
  25450. /**
  25451. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25452. * @returns a Matrix
  25453. */
  25454. getTransformationMatrix(): Matrix;
  25455. private _updateFrustumPlanes;
  25456. /**
  25457. * Checks if a cullable object (mesh...) is in the camera frustum
  25458. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25459. * @param target The object to check
  25460. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25461. * @returns true if the object is in frustum otherwise false
  25462. */
  25463. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25464. /**
  25465. * Checks if a cullable object (mesh...) is in the camera frustum
  25466. * Unlike isInFrustum this cheks the full bounding box
  25467. * @param target The object to check
  25468. * @returns true if the object is in frustum otherwise false
  25469. */
  25470. isCompletelyInFrustum(target: ICullable): boolean;
  25471. /**
  25472. * Gets a ray in the forward direction from the camera.
  25473. * @param length Defines the length of the ray to create
  25474. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25475. * @param origin Defines the start point of the ray which defaults to the camera position
  25476. * @returns the forward ray
  25477. */
  25478. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25479. /**
  25480. * Releases resources associated with this node.
  25481. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25482. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25483. */
  25484. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25485. /** @hidden */
  25486. _isLeftCamera: boolean;
  25487. /**
  25488. * Gets the left camera of a rig setup in case of Rigged Camera
  25489. */
  25490. readonly isLeftCamera: boolean;
  25491. /** @hidden */
  25492. _isRightCamera: boolean;
  25493. /**
  25494. * Gets the right camera of a rig setup in case of Rigged Camera
  25495. */
  25496. readonly isRightCamera: boolean;
  25497. /**
  25498. * Gets the left camera of a rig setup in case of Rigged Camera
  25499. */
  25500. readonly leftCamera: Nullable<FreeCamera>;
  25501. /**
  25502. * Gets the right camera of a rig setup in case of Rigged Camera
  25503. */
  25504. readonly rightCamera: Nullable<FreeCamera>;
  25505. /**
  25506. * Gets the left camera target of a rig setup in case of Rigged Camera
  25507. * @returns the target position
  25508. */
  25509. getLeftTarget(): Nullable<Vector3>;
  25510. /**
  25511. * Gets the right camera target of a rig setup in case of Rigged Camera
  25512. * @returns the target position
  25513. */
  25514. getRightTarget(): Nullable<Vector3>;
  25515. /**
  25516. * @hidden
  25517. */
  25518. setCameraRigMode(mode: number, rigParams: any): void;
  25519. /** @hidden */
  25520. static _setStereoscopicRigMode(camera: Camera): void;
  25521. /** @hidden */
  25522. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25523. /** @hidden */
  25524. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25525. /** @hidden */
  25526. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25527. /** @hidden */
  25528. _getVRProjectionMatrix(): Matrix;
  25529. protected _updateCameraRotationMatrix(): void;
  25530. protected _updateWebVRCameraRotationMatrix(): void;
  25531. /**
  25532. * This function MUST be overwritten by the different WebVR cameras available.
  25533. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25534. * @hidden
  25535. */
  25536. _getWebVRProjectionMatrix(): Matrix;
  25537. /**
  25538. * This function MUST be overwritten by the different WebVR cameras available.
  25539. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25540. * @hidden
  25541. */
  25542. _getWebVRViewMatrix(): Matrix;
  25543. /** @hidden */
  25544. setCameraRigParameter(name: string, value: any): void;
  25545. /**
  25546. * needs to be overridden by children so sub has required properties to be copied
  25547. * @hidden
  25548. */
  25549. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  25550. /**
  25551. * May need to be overridden by children
  25552. * @hidden
  25553. */
  25554. _updateRigCameras(): void;
  25555. /** @hidden */
  25556. _setupInputs(): void;
  25557. /**
  25558. * Serialiaze the camera setup to a json represention
  25559. * @returns the JSON representation
  25560. */
  25561. serialize(): any;
  25562. /**
  25563. * Clones the current camera.
  25564. * @param name The cloned camera name
  25565. * @returns the cloned camera
  25566. */
  25567. clone(name: string): Camera;
  25568. /**
  25569. * Gets the direction of the camera relative to a given local axis.
  25570. * @param localAxis Defines the reference axis to provide a relative direction.
  25571. * @return the direction
  25572. */
  25573. getDirection(localAxis: Vector3): Vector3;
  25574. /**
  25575. * Gets the direction of the camera relative to a given local axis into a passed vector.
  25576. * @param localAxis Defines the reference axis to provide a relative direction.
  25577. * @param result Defines the vector to store the result in
  25578. */
  25579. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  25580. /**
  25581. * Gets a camera constructor for a given camera type
  25582. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  25583. * @param name The name of the camera the result will be able to instantiate
  25584. * @param scene The scene the result will construct the camera in
  25585. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  25586. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  25587. * @returns a factory method to construc the camera
  25588. */
  25589. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  25590. /**
  25591. * Compute the world matrix of the camera.
  25592. * @returns the camera workd matrix
  25593. */
  25594. computeWorldMatrix(): Matrix;
  25595. /**
  25596. * Parse a JSON and creates the camera from the parsed information
  25597. * @param parsedCamera The JSON to parse
  25598. * @param scene The scene to instantiate the camera in
  25599. * @returns the newly constructed camera
  25600. */
  25601. static Parse(parsedCamera: any, scene: Scene): Camera;
  25602. }
  25603. }
  25604. declare module "babylonjs/Meshes/Builders/discBuilder" {
  25605. import { Nullable } from "babylonjs/types";
  25606. import { Scene } from "babylonjs/scene";
  25607. import { Vector4 } from "babylonjs/Maths/math.vector";
  25608. import { Mesh } from "babylonjs/Meshes/mesh";
  25609. /**
  25610. * Class containing static functions to help procedurally build meshes
  25611. */
  25612. export class DiscBuilder {
  25613. /**
  25614. * Creates a plane polygonal mesh. By default, this is a disc
  25615. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  25616. * * 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
  25617. * * 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
  25618. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  25619. * * If you create a double-sided mesh, you can choose what parts of 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
  25620. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25621. * @param name defines the name of the mesh
  25622. * @param options defines the options used to create the mesh
  25623. * @param scene defines the hosting scene
  25624. * @returns the plane polygonal mesh
  25625. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  25626. */
  25627. static CreateDisc(name: string, options: {
  25628. radius?: number;
  25629. tessellation?: number;
  25630. arc?: number;
  25631. updatable?: boolean;
  25632. sideOrientation?: number;
  25633. frontUVs?: Vector4;
  25634. backUVs?: Vector4;
  25635. }, scene?: Nullable<Scene>): Mesh;
  25636. }
  25637. }
  25638. declare module "babylonjs/Particles/solidParticleSystem" {
  25639. import { Vector3 } from "babylonjs/Maths/math.vector";
  25640. import { Mesh } from "babylonjs/Meshes/mesh";
  25641. import { Scene, IDisposable } from "babylonjs/scene";
  25642. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  25643. /**
  25644. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  25645. *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.
  25646. * The SPS is also a particle system. It provides some methods to manage the particles.
  25647. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  25648. *
  25649. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  25650. */
  25651. export class SolidParticleSystem implements IDisposable {
  25652. /**
  25653. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  25654. * Example : var p = SPS.particles[i];
  25655. */
  25656. particles: SolidParticle[];
  25657. /**
  25658. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  25659. */
  25660. nbParticles: number;
  25661. /**
  25662. * If the particles must ever face the camera (default false). Useful for planar particles.
  25663. */
  25664. billboard: boolean;
  25665. /**
  25666. * Recompute normals when adding a shape
  25667. */
  25668. recomputeNormals: boolean;
  25669. /**
  25670. * This a counter ofr your own usage. It's not set by any SPS functions.
  25671. */
  25672. counter: number;
  25673. /**
  25674. * The SPS name. This name is also given to the underlying mesh.
  25675. */
  25676. name: string;
  25677. /**
  25678. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  25679. */
  25680. mesh: Mesh;
  25681. /**
  25682. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  25683. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  25684. */
  25685. vars: any;
  25686. /**
  25687. * This array is populated when the SPS is set as 'pickable'.
  25688. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  25689. * Each element of this array is an object `{idx: int, faceId: int}`.
  25690. * `idx` is the picked particle index in the `SPS.particles` array
  25691. * `faceId` is the picked face index counted within this particle.
  25692. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  25693. */
  25694. pickedParticles: {
  25695. idx: number;
  25696. faceId: number;
  25697. }[];
  25698. /**
  25699. * This array is populated when `enableDepthSort` is set to true.
  25700. * Each element of this array is an instance of the class DepthSortedParticle.
  25701. */
  25702. depthSortedParticles: DepthSortedParticle[];
  25703. /**
  25704. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  25705. * @hidden
  25706. */
  25707. _bSphereOnly: boolean;
  25708. /**
  25709. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  25710. * @hidden
  25711. */
  25712. _bSphereRadiusFactor: number;
  25713. private _scene;
  25714. private _positions;
  25715. private _indices;
  25716. private _normals;
  25717. private _colors;
  25718. private _uvs;
  25719. private _indices32;
  25720. private _positions32;
  25721. private _normals32;
  25722. private _fixedNormal32;
  25723. private _colors32;
  25724. private _uvs32;
  25725. private _index;
  25726. private _updatable;
  25727. private _pickable;
  25728. private _isVisibilityBoxLocked;
  25729. private _alwaysVisible;
  25730. private _depthSort;
  25731. private _shapeCounter;
  25732. private _copy;
  25733. private _color;
  25734. private _computeParticleColor;
  25735. private _computeParticleTexture;
  25736. private _computeParticleRotation;
  25737. private _computeParticleVertex;
  25738. private _computeBoundingBox;
  25739. private _depthSortParticles;
  25740. private _camera;
  25741. private _mustUnrotateFixedNormals;
  25742. private _particlesIntersect;
  25743. private _needs32Bits;
  25744. /**
  25745. * Creates a SPS (Solid Particle System) object.
  25746. * @param name (String) is the SPS name, this will be the underlying mesh name.
  25747. * @param scene (Scene) is the scene in which the SPS is added.
  25748. * @param options defines the options of the sps e.g.
  25749. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  25750. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  25751. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  25752. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  25753. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  25754. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  25755. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  25756. */
  25757. constructor(name: string, scene: Scene, options?: {
  25758. updatable?: boolean;
  25759. isPickable?: boolean;
  25760. enableDepthSort?: boolean;
  25761. particleIntersection?: boolean;
  25762. boundingSphereOnly?: boolean;
  25763. bSphereRadiusFactor?: number;
  25764. });
  25765. /**
  25766. * Builds the SPS underlying mesh. Returns a standard Mesh.
  25767. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  25768. * @returns the created mesh
  25769. */
  25770. buildMesh(): Mesh;
  25771. /**
  25772. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  25773. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  25774. * Thus the particles generated from `digest()` have their property `position` set yet.
  25775. * @param mesh ( Mesh ) is the mesh to be digested
  25776. * @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
  25777. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  25778. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  25779. * @returns the current SPS
  25780. */
  25781. digest(mesh: Mesh, options?: {
  25782. facetNb?: number;
  25783. number?: number;
  25784. delta?: number;
  25785. }): SolidParticleSystem;
  25786. private _unrotateFixedNormals;
  25787. private _resetCopy;
  25788. private _meshBuilder;
  25789. private _posToShape;
  25790. private _uvsToShapeUV;
  25791. private _addParticle;
  25792. /**
  25793. * Adds some particles to the SPS from the model shape. Returns the shape id.
  25794. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  25795. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  25796. * @param nb (positive integer) the number of particles to be created from this model
  25797. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  25798. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  25799. * @returns the number of shapes in the system
  25800. */
  25801. addShape(mesh: Mesh, nb: number, options?: {
  25802. positionFunction?: any;
  25803. vertexFunction?: any;
  25804. }): number;
  25805. private _rebuildParticle;
  25806. /**
  25807. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  25808. * @returns the SPS.
  25809. */
  25810. rebuildMesh(): SolidParticleSystem;
  25811. /**
  25812. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  25813. * This method calls `updateParticle()` for each particle of the SPS.
  25814. * For an animated SPS, it is usually called within the render loop.
  25815. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  25816. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  25817. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  25818. * @returns the SPS.
  25819. */
  25820. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  25821. /**
  25822. * Disposes the SPS.
  25823. */
  25824. dispose(): void;
  25825. /**
  25826. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  25827. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25828. * @returns the SPS.
  25829. */
  25830. refreshVisibleSize(): SolidParticleSystem;
  25831. /**
  25832. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  25833. * @param size the size (float) of the visibility box
  25834. * note : this doesn't lock the SPS mesh bounding box.
  25835. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25836. */
  25837. setVisibilityBox(size: number): void;
  25838. /**
  25839. * Gets whether the SPS as always visible or not
  25840. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25841. */
  25842. /**
  25843. * Sets the SPS as always visible or not
  25844. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25845. */
  25846. isAlwaysVisible: boolean;
  25847. /**
  25848. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25849. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25850. */
  25851. /**
  25852. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25853. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25854. */
  25855. isVisibilityBoxLocked: boolean;
  25856. /**
  25857. * Tells to `setParticles()` to compute the particle rotations or not.
  25858. * Default value : true. The SPS is faster when it's set to false.
  25859. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25860. */
  25861. /**
  25862. * Gets if `setParticles()` computes the particle rotations or not.
  25863. * Default value : true. The SPS is faster when it's set to false.
  25864. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25865. */
  25866. computeParticleRotation: boolean;
  25867. /**
  25868. * Tells to `setParticles()` to compute the particle colors or not.
  25869. * Default value : true. The SPS is faster when it's set to false.
  25870. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25871. */
  25872. /**
  25873. * Gets if `setParticles()` computes the particle colors or not.
  25874. * Default value : true. The SPS is faster when it's set to false.
  25875. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25876. */
  25877. computeParticleColor: boolean;
  25878. /**
  25879. * Gets if `setParticles()` computes the particle textures or not.
  25880. * Default value : true. The SPS is faster when it's set to false.
  25881. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  25882. */
  25883. computeParticleTexture: boolean;
  25884. /**
  25885. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  25886. * Default value : false. The SPS is faster when it's set to false.
  25887. * Note : the particle custom vertex positions aren't stored values.
  25888. */
  25889. /**
  25890. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  25891. * Default value : false. The SPS is faster when it's set to false.
  25892. * Note : the particle custom vertex positions aren't stored values.
  25893. */
  25894. computeParticleVertex: boolean;
  25895. /**
  25896. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  25897. */
  25898. /**
  25899. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  25900. */
  25901. computeBoundingBox: boolean;
  25902. /**
  25903. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  25904. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25905. * Default : `true`
  25906. */
  25907. /**
  25908. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  25909. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25910. * Default : `true`
  25911. */
  25912. depthSortParticles: boolean;
  25913. /**
  25914. * This function does nothing. It may be overwritten to set all the particle first values.
  25915. * The SPS doesn't call this function, you may have to call it by your own.
  25916. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25917. */
  25918. initParticles(): void;
  25919. /**
  25920. * This function does nothing. It may be overwritten to recycle a particle.
  25921. * The SPS doesn't call this function, you may have to call it by your own.
  25922. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25923. * @param particle The particle to recycle
  25924. * @returns the recycled particle
  25925. */
  25926. recycleParticle(particle: SolidParticle): SolidParticle;
  25927. /**
  25928. * Updates a particle : this function should be overwritten by the user.
  25929. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  25930. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25931. * @example : just set a particle position or velocity and recycle conditions
  25932. * @param particle The particle to update
  25933. * @returns the updated particle
  25934. */
  25935. updateParticle(particle: SolidParticle): SolidParticle;
  25936. /**
  25937. * Updates a vertex of a particle : it can be overwritten by the user.
  25938. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  25939. * @param particle the current particle
  25940. * @param vertex the current index of the current particle
  25941. * @param pt the index of the current vertex in the particle shape
  25942. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  25943. * @example : just set a vertex particle position
  25944. * @returns the updated vertex
  25945. */
  25946. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  25947. /**
  25948. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  25949. * This does nothing and may be overwritten by the user.
  25950. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25951. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25952. * @param update the boolean update value actually passed to setParticles()
  25953. */
  25954. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25955. /**
  25956. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  25957. * This will be passed three parameters.
  25958. * This does nothing and may be overwritten by the user.
  25959. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25960. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25961. * @param update the boolean update value actually passed to setParticles()
  25962. */
  25963. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25964. }
  25965. }
  25966. declare module "babylonjs/Particles/solidParticle" {
  25967. import { Nullable } from "babylonjs/types";
  25968. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  25969. import { Color4 } from "babylonjs/Maths/math.color";
  25970. import { Mesh } from "babylonjs/Meshes/mesh";
  25971. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  25972. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  25973. import { Plane } from "babylonjs/Maths/math.plane";
  25974. /**
  25975. * Represents one particle of a solid particle system.
  25976. */
  25977. export class SolidParticle {
  25978. /**
  25979. * particle global index
  25980. */
  25981. idx: number;
  25982. /**
  25983. * The color of the particle
  25984. */
  25985. color: Nullable<Color4>;
  25986. /**
  25987. * The world space position of the particle.
  25988. */
  25989. position: Vector3;
  25990. /**
  25991. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  25992. */
  25993. rotation: Vector3;
  25994. /**
  25995. * The world space rotation quaternion of the particle.
  25996. */
  25997. rotationQuaternion: Nullable<Quaternion>;
  25998. /**
  25999. * The scaling of the particle.
  26000. */
  26001. scaling: Vector3;
  26002. /**
  26003. * The uvs of the particle.
  26004. */
  26005. uvs: Vector4;
  26006. /**
  26007. * The current speed of the particle.
  26008. */
  26009. velocity: Vector3;
  26010. /**
  26011. * The pivot point in the particle local space.
  26012. */
  26013. pivot: Vector3;
  26014. /**
  26015. * Must the particle be translated from its pivot point in its local space ?
  26016. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  26017. * Default : false
  26018. */
  26019. translateFromPivot: boolean;
  26020. /**
  26021. * Is the particle active or not ?
  26022. */
  26023. alive: boolean;
  26024. /**
  26025. * Is the particle visible or not ?
  26026. */
  26027. isVisible: boolean;
  26028. /**
  26029. * Index of this particle in the global "positions" array (Internal use)
  26030. * @hidden
  26031. */
  26032. _pos: number;
  26033. /**
  26034. * @hidden Index of this particle in the global "indices" array (Internal use)
  26035. */
  26036. _ind: number;
  26037. /**
  26038. * @hidden ModelShape of this particle (Internal use)
  26039. */
  26040. _model: ModelShape;
  26041. /**
  26042. * ModelShape id of this particle
  26043. */
  26044. shapeId: number;
  26045. /**
  26046. * Index of the particle in its shape id (Internal use)
  26047. */
  26048. idxInShape: number;
  26049. /**
  26050. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26051. */
  26052. _modelBoundingInfo: BoundingInfo;
  26053. /**
  26054. * @hidden Particle BoundingInfo object (Internal use)
  26055. */
  26056. _boundingInfo: BoundingInfo;
  26057. /**
  26058. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26059. */
  26060. _sps: SolidParticleSystem;
  26061. /**
  26062. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26063. */
  26064. _stillInvisible: boolean;
  26065. /**
  26066. * @hidden Last computed particle rotation matrix
  26067. */
  26068. _rotationMatrix: number[];
  26069. /**
  26070. * Parent particle Id, if any.
  26071. * Default null.
  26072. */
  26073. parentId: Nullable<number>;
  26074. /**
  26075. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26076. * The possible values are :
  26077. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26078. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26079. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26080. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26081. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26082. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26083. * */
  26084. cullingStrategy: number;
  26085. /**
  26086. * @hidden Internal global position in the SPS.
  26087. */
  26088. _globalPosition: Vector3;
  26089. /**
  26090. * Creates a Solid Particle object.
  26091. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26092. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  26093. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26094. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26095. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26096. * @param shapeId (integer) is the model shape identifier in the SPS.
  26097. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26098. * @param sps defines the sps it is associated to
  26099. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26100. */
  26101. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26102. /**
  26103. * Legacy support, changed scale to scaling
  26104. */
  26105. /**
  26106. * Legacy support, changed scale to scaling
  26107. */
  26108. scale: Vector3;
  26109. /**
  26110. * Legacy support, changed quaternion to rotationQuaternion
  26111. */
  26112. /**
  26113. * Legacy support, changed quaternion to rotationQuaternion
  26114. */
  26115. quaternion: Nullable<Quaternion>;
  26116. /**
  26117. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26118. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26119. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26120. * @returns true if it intersects
  26121. */
  26122. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26123. /**
  26124. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26125. * A particle is in the frustum if its bounding box intersects the frustum
  26126. * @param frustumPlanes defines the frustum to test
  26127. * @returns true if the particle is in the frustum planes
  26128. */
  26129. isInFrustum(frustumPlanes: Plane[]): boolean;
  26130. /**
  26131. * get the rotation matrix of the particle
  26132. * @hidden
  26133. */
  26134. getRotationMatrix(m: Matrix): void;
  26135. }
  26136. /**
  26137. * Represents the shape of the model used by one particle of a solid particle system.
  26138. * SPS internal tool, don't use it manually.
  26139. */
  26140. export class ModelShape {
  26141. /**
  26142. * The shape id
  26143. * @hidden
  26144. */
  26145. shapeID: number;
  26146. /**
  26147. * flat array of model positions (internal use)
  26148. * @hidden
  26149. */
  26150. _shape: Vector3[];
  26151. /**
  26152. * flat array of model UVs (internal use)
  26153. * @hidden
  26154. */
  26155. _shapeUV: number[];
  26156. /**
  26157. * length of the shape in the model indices array (internal use)
  26158. * @hidden
  26159. */
  26160. _indicesLength: number;
  26161. /**
  26162. * Custom position function (internal use)
  26163. * @hidden
  26164. */
  26165. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26166. /**
  26167. * Custom vertex function (internal use)
  26168. * @hidden
  26169. */
  26170. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26171. /**
  26172. * 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.
  26173. * SPS internal tool, don't use it manually.
  26174. * @hidden
  26175. */
  26176. 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>);
  26177. }
  26178. /**
  26179. * Represents a Depth Sorted Particle in the solid particle system.
  26180. */
  26181. export class DepthSortedParticle {
  26182. /**
  26183. * Index of the particle in the "indices" array
  26184. */
  26185. ind: number;
  26186. /**
  26187. * Length of the particle shape in the "indices" array
  26188. */
  26189. indicesLength: number;
  26190. /**
  26191. * Squared distance from the particle to the camera
  26192. */
  26193. sqDistance: number;
  26194. }
  26195. }
  26196. declare module "babylonjs/Collisions/meshCollisionData" {
  26197. import { Collider } from "babylonjs/Collisions/collider";
  26198. import { Vector3 } from "babylonjs/Maths/math.vector";
  26199. import { Nullable } from "babylonjs/types";
  26200. import { Observer } from "babylonjs/Misc/observable";
  26201. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26202. /**
  26203. * @hidden
  26204. */
  26205. export class _MeshCollisionData {
  26206. _checkCollisions: boolean;
  26207. _collisionMask: number;
  26208. _collisionGroup: number;
  26209. _collider: Nullable<Collider>;
  26210. _oldPositionForCollisions: Vector3;
  26211. _diffPositionForCollisions: Vector3;
  26212. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26213. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26214. }
  26215. }
  26216. declare module "babylonjs/Meshes/abstractMesh" {
  26217. import { Observable } from "babylonjs/Misc/observable";
  26218. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26219. import { Camera } from "babylonjs/Cameras/camera";
  26220. import { Scene, IDisposable } from "babylonjs/scene";
  26221. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26222. import { Node } from "babylonjs/node";
  26223. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26224. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26225. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26226. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26227. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26228. import { Material } from "babylonjs/Materials/material";
  26229. import { Light } from "babylonjs/Lights/light";
  26230. import { Skeleton } from "babylonjs/Bones/skeleton";
  26231. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26232. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26233. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26234. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26235. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26236. import { Plane } from "babylonjs/Maths/math.plane";
  26237. import { Ray } from "babylonjs/Culling/ray";
  26238. import { Collider } from "babylonjs/Collisions/collider";
  26239. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26240. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26241. /** @hidden */
  26242. class _FacetDataStorage {
  26243. facetPositions: Vector3[];
  26244. facetNormals: Vector3[];
  26245. facetPartitioning: number[][];
  26246. facetNb: number;
  26247. partitioningSubdivisions: number;
  26248. partitioningBBoxRatio: number;
  26249. facetDataEnabled: boolean;
  26250. facetParameters: any;
  26251. bbSize: Vector3;
  26252. subDiv: {
  26253. max: number;
  26254. X: number;
  26255. Y: number;
  26256. Z: number;
  26257. };
  26258. facetDepthSort: boolean;
  26259. facetDepthSortEnabled: boolean;
  26260. depthSortedIndices: IndicesArray;
  26261. depthSortedFacets: {
  26262. ind: number;
  26263. sqDistance: number;
  26264. }[];
  26265. facetDepthSortFunction: (f1: {
  26266. ind: number;
  26267. sqDistance: number;
  26268. }, f2: {
  26269. ind: number;
  26270. sqDistance: number;
  26271. }) => number;
  26272. facetDepthSortFrom: Vector3;
  26273. facetDepthSortOrigin: Vector3;
  26274. invertedMatrix: Matrix;
  26275. }
  26276. /**
  26277. * @hidden
  26278. **/
  26279. class _InternalAbstractMeshDataInfo {
  26280. _hasVertexAlpha: boolean;
  26281. _useVertexColors: boolean;
  26282. _numBoneInfluencers: number;
  26283. _applyFog: boolean;
  26284. _receiveShadows: boolean;
  26285. _facetData: _FacetDataStorage;
  26286. _visibility: number;
  26287. _skeleton: Nullable<Skeleton>;
  26288. _layerMask: number;
  26289. _computeBonesUsingShaders: boolean;
  26290. _isActive: boolean;
  26291. _onlyForInstances: boolean;
  26292. _isActiveIntermediate: boolean;
  26293. _onlyForInstancesIntermediate: boolean;
  26294. }
  26295. /**
  26296. * Class used to store all common mesh properties
  26297. */
  26298. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26299. /** No occlusion */
  26300. static OCCLUSION_TYPE_NONE: number;
  26301. /** Occlusion set to optimisitic */
  26302. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26303. /** Occlusion set to strict */
  26304. static OCCLUSION_TYPE_STRICT: number;
  26305. /** Use an accurante occlusion algorithm */
  26306. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26307. /** Use a conservative occlusion algorithm */
  26308. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26309. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26310. * Test order :
  26311. * Is the bounding sphere outside the frustum ?
  26312. * If not, are the bounding box vertices outside the frustum ?
  26313. * It not, then the cullable object is in the frustum.
  26314. */
  26315. static readonly CULLINGSTRATEGY_STANDARD: number;
  26316. /** Culling strategy : Bounding Sphere Only.
  26317. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26318. * It's also less accurate than the standard because some not visible objects can still be selected.
  26319. * Test : is the bounding sphere outside the frustum ?
  26320. * If not, then the cullable object is in the frustum.
  26321. */
  26322. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26323. /** Culling strategy : Optimistic Inclusion.
  26324. * This in an inclusion test first, then the standard exclusion test.
  26325. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26326. * 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.
  26327. * Anyway, it's as accurate as the standard strategy.
  26328. * Test :
  26329. * Is the cullable object bounding sphere center in the frustum ?
  26330. * If not, apply the default culling strategy.
  26331. */
  26332. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26333. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26334. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26335. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26336. * 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.
  26337. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26338. * Test :
  26339. * Is the cullable object bounding sphere center in the frustum ?
  26340. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26341. */
  26342. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26343. /**
  26344. * No billboard
  26345. */
  26346. static readonly BILLBOARDMODE_NONE: number;
  26347. /** Billboard on X axis */
  26348. static readonly BILLBOARDMODE_X: number;
  26349. /** Billboard on Y axis */
  26350. static readonly BILLBOARDMODE_Y: number;
  26351. /** Billboard on Z axis */
  26352. static readonly BILLBOARDMODE_Z: number;
  26353. /** Billboard on all axes */
  26354. static readonly BILLBOARDMODE_ALL: number;
  26355. /** Billboard on using position instead of orientation */
  26356. static readonly BILLBOARDMODE_USE_POSITION: number;
  26357. /** @hidden */
  26358. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26359. /**
  26360. * The culling strategy to use to check whether the mesh must be rendered or not.
  26361. * This value can be changed at any time and will be used on the next render mesh selection.
  26362. * The possible values are :
  26363. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26364. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26365. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26366. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26367. * Please read each static variable documentation to get details about the culling process.
  26368. * */
  26369. cullingStrategy: number;
  26370. /**
  26371. * Gets the number of facets in the mesh
  26372. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26373. */
  26374. readonly facetNb: number;
  26375. /**
  26376. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  26377. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26378. */
  26379. partitioningSubdivisions: number;
  26380. /**
  26381. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  26382. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  26383. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26384. */
  26385. partitioningBBoxRatio: number;
  26386. /**
  26387. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  26388. * Works only for updatable meshes.
  26389. * Doesn't work with multi-materials
  26390. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26391. */
  26392. mustDepthSortFacets: boolean;
  26393. /**
  26394. * The location (Vector3) where the facet depth sort must be computed from.
  26395. * By default, the active camera position.
  26396. * Used only when facet depth sort is enabled
  26397. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26398. */
  26399. facetDepthSortFrom: Vector3;
  26400. /**
  26401. * gets a boolean indicating if facetData is enabled
  26402. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26403. */
  26404. readonly isFacetDataEnabled: boolean;
  26405. /** @hidden */
  26406. _updateNonUniformScalingState(value: boolean): boolean;
  26407. /**
  26408. * An event triggered when this mesh collides with another one
  26409. */
  26410. onCollideObservable: Observable<AbstractMesh>;
  26411. /** Set a function to call when this mesh collides with another one */
  26412. onCollide: () => void;
  26413. /**
  26414. * An event triggered when the collision's position changes
  26415. */
  26416. onCollisionPositionChangeObservable: Observable<Vector3>;
  26417. /** Set a function to call when the collision's position changes */
  26418. onCollisionPositionChange: () => void;
  26419. /**
  26420. * An event triggered when material is changed
  26421. */
  26422. onMaterialChangedObservable: Observable<AbstractMesh>;
  26423. /**
  26424. * Gets or sets the orientation for POV movement & rotation
  26425. */
  26426. definedFacingForward: boolean;
  26427. /** @hidden */
  26428. _occlusionQuery: Nullable<WebGLQuery>;
  26429. /** @hidden */
  26430. _renderingGroup: Nullable<RenderingGroup>;
  26431. /**
  26432. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26433. */
  26434. /**
  26435. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26436. */
  26437. visibility: number;
  26438. /** Gets or sets the alpha index used to sort transparent meshes
  26439. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  26440. */
  26441. alphaIndex: number;
  26442. /**
  26443. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  26444. */
  26445. isVisible: boolean;
  26446. /**
  26447. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  26448. */
  26449. isPickable: boolean;
  26450. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  26451. showSubMeshesBoundingBox: boolean;
  26452. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  26453. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  26454. */
  26455. isBlocker: boolean;
  26456. /**
  26457. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  26458. */
  26459. enablePointerMoveEvents: boolean;
  26460. /**
  26461. * Specifies the rendering group id for this mesh (0 by default)
  26462. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  26463. */
  26464. renderingGroupId: number;
  26465. private _material;
  26466. /** Gets or sets current material */
  26467. material: Nullable<Material>;
  26468. /**
  26469. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  26470. * @see http://doc.babylonjs.com/babylon101/shadows
  26471. */
  26472. receiveShadows: boolean;
  26473. /** Defines color to use when rendering outline */
  26474. outlineColor: Color3;
  26475. /** Define width to use when rendering outline */
  26476. outlineWidth: number;
  26477. /** Defines color to use when rendering overlay */
  26478. overlayColor: Color3;
  26479. /** Defines alpha to use when rendering overlay */
  26480. overlayAlpha: number;
  26481. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  26482. hasVertexAlpha: boolean;
  26483. /** 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) */
  26484. useVertexColors: boolean;
  26485. /**
  26486. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  26487. */
  26488. computeBonesUsingShaders: boolean;
  26489. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  26490. numBoneInfluencers: number;
  26491. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  26492. applyFog: boolean;
  26493. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  26494. useOctreeForRenderingSelection: boolean;
  26495. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  26496. useOctreeForPicking: boolean;
  26497. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  26498. useOctreeForCollisions: boolean;
  26499. /**
  26500. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  26501. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  26502. */
  26503. layerMask: number;
  26504. /**
  26505. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  26506. */
  26507. alwaysSelectAsActiveMesh: boolean;
  26508. /**
  26509. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  26510. */
  26511. doNotSyncBoundingInfo: boolean;
  26512. /**
  26513. * Gets or sets the current action manager
  26514. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  26515. */
  26516. actionManager: Nullable<AbstractActionManager>;
  26517. private _meshCollisionData;
  26518. /**
  26519. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  26520. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26521. */
  26522. ellipsoid: Vector3;
  26523. /**
  26524. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  26525. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26526. */
  26527. ellipsoidOffset: Vector3;
  26528. /**
  26529. * Gets or sets a collision mask used to mask collisions (default is -1).
  26530. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26531. */
  26532. collisionMask: number;
  26533. /**
  26534. * Gets or sets the current collision group mask (-1 by default).
  26535. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26536. */
  26537. collisionGroup: number;
  26538. /**
  26539. * Defines edge width used when edgesRenderer is enabled
  26540. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26541. */
  26542. edgesWidth: number;
  26543. /**
  26544. * Defines edge color used when edgesRenderer is enabled
  26545. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26546. */
  26547. edgesColor: Color4;
  26548. /** @hidden */
  26549. _edgesRenderer: Nullable<IEdgesRenderer>;
  26550. /** @hidden */
  26551. _masterMesh: Nullable<AbstractMesh>;
  26552. /** @hidden */
  26553. _boundingInfo: Nullable<BoundingInfo>;
  26554. /** @hidden */
  26555. _renderId: number;
  26556. /**
  26557. * Gets or sets the list of subMeshes
  26558. * @see http://doc.babylonjs.com/how_to/multi_materials
  26559. */
  26560. subMeshes: SubMesh[];
  26561. /** @hidden */
  26562. _intersectionsInProgress: AbstractMesh[];
  26563. /** @hidden */
  26564. _unIndexed: boolean;
  26565. /** @hidden */
  26566. _lightSources: Light[];
  26567. /** Gets the list of lights affecting that mesh */
  26568. readonly lightSources: Light[];
  26569. /** @hidden */
  26570. readonly _positions: Nullable<Vector3[]>;
  26571. /** @hidden */
  26572. _waitingData: {
  26573. lods: Nullable<any>;
  26574. actions: Nullable<any>;
  26575. freezeWorldMatrix: Nullable<boolean>;
  26576. };
  26577. /** @hidden */
  26578. _bonesTransformMatrices: Nullable<Float32Array>;
  26579. /** @hidden */
  26580. _transformMatrixTexture: Nullable<RawTexture>;
  26581. /**
  26582. * Gets or sets a skeleton to apply skining transformations
  26583. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  26584. */
  26585. skeleton: Nullable<Skeleton>;
  26586. /**
  26587. * An event triggered when the mesh is rebuilt.
  26588. */
  26589. onRebuildObservable: Observable<AbstractMesh>;
  26590. /**
  26591. * Creates a new AbstractMesh
  26592. * @param name defines the name of the mesh
  26593. * @param scene defines the hosting scene
  26594. */
  26595. constructor(name: string, scene?: Nullable<Scene>);
  26596. /**
  26597. * Returns the string "AbstractMesh"
  26598. * @returns "AbstractMesh"
  26599. */
  26600. getClassName(): string;
  26601. /**
  26602. * Gets a string representation of the current mesh
  26603. * @param fullDetails defines a boolean indicating if full details must be included
  26604. * @returns a string representation of the current mesh
  26605. */
  26606. toString(fullDetails?: boolean): string;
  26607. /**
  26608. * @hidden
  26609. */
  26610. protected _getEffectiveParent(): Nullable<Node>;
  26611. /** @hidden */
  26612. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  26613. /** @hidden */
  26614. _rebuild(): void;
  26615. /** @hidden */
  26616. _resyncLightSources(): void;
  26617. /** @hidden */
  26618. _resyncLighSource(light: Light): void;
  26619. /** @hidden */
  26620. _unBindEffect(): void;
  26621. /** @hidden */
  26622. _removeLightSource(light: Light): void;
  26623. private _markSubMeshesAsDirty;
  26624. /** @hidden */
  26625. _markSubMeshesAsLightDirty(): void;
  26626. /** @hidden */
  26627. _markSubMeshesAsAttributesDirty(): void;
  26628. /** @hidden */
  26629. _markSubMeshesAsMiscDirty(): void;
  26630. /**
  26631. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  26632. */
  26633. scaling: Vector3;
  26634. /**
  26635. * Returns true if the mesh is blocked. Implemented by child classes
  26636. */
  26637. readonly isBlocked: boolean;
  26638. /**
  26639. * Returns the mesh itself by default. Implemented by child classes
  26640. * @param camera defines the camera to use to pick the right LOD level
  26641. * @returns the currentAbstractMesh
  26642. */
  26643. getLOD(camera: Camera): Nullable<AbstractMesh>;
  26644. /**
  26645. * Returns 0 by default. Implemented by child classes
  26646. * @returns an integer
  26647. */
  26648. getTotalVertices(): number;
  26649. /**
  26650. * Returns a positive integer : the total number of indices in this mesh geometry.
  26651. * @returns the numner of indices or zero if the mesh has no geometry.
  26652. */
  26653. getTotalIndices(): number;
  26654. /**
  26655. * Returns null by default. Implemented by child classes
  26656. * @returns null
  26657. */
  26658. getIndices(): Nullable<IndicesArray>;
  26659. /**
  26660. * Returns the array of the requested vertex data kind. Implemented by child classes
  26661. * @param kind defines the vertex data kind to use
  26662. * @returns null
  26663. */
  26664. getVerticesData(kind: string): Nullable<FloatArray>;
  26665. /**
  26666. * Sets the vertex data of the mesh geometry for the requested `kind`.
  26667. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  26668. * Note that a new underlying VertexBuffer object is created each call.
  26669. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  26670. * @param kind defines vertex data kind:
  26671. * * VertexBuffer.PositionKind
  26672. * * VertexBuffer.UVKind
  26673. * * VertexBuffer.UV2Kind
  26674. * * VertexBuffer.UV3Kind
  26675. * * VertexBuffer.UV4Kind
  26676. * * VertexBuffer.UV5Kind
  26677. * * VertexBuffer.UV6Kind
  26678. * * VertexBuffer.ColorKind
  26679. * * VertexBuffer.MatricesIndicesKind
  26680. * * VertexBuffer.MatricesIndicesExtraKind
  26681. * * VertexBuffer.MatricesWeightsKind
  26682. * * VertexBuffer.MatricesWeightsExtraKind
  26683. * @param data defines the data source
  26684. * @param updatable defines if the data must be flagged as updatable (or static)
  26685. * @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
  26686. * @returns the current mesh
  26687. */
  26688. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  26689. /**
  26690. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  26691. * If the mesh has no geometry, it is simply returned as it is.
  26692. * @param kind defines vertex data kind:
  26693. * * VertexBuffer.PositionKind
  26694. * * VertexBuffer.UVKind
  26695. * * VertexBuffer.UV2Kind
  26696. * * VertexBuffer.UV3Kind
  26697. * * VertexBuffer.UV4Kind
  26698. * * VertexBuffer.UV5Kind
  26699. * * VertexBuffer.UV6Kind
  26700. * * VertexBuffer.ColorKind
  26701. * * VertexBuffer.MatricesIndicesKind
  26702. * * VertexBuffer.MatricesIndicesExtraKind
  26703. * * VertexBuffer.MatricesWeightsKind
  26704. * * VertexBuffer.MatricesWeightsExtraKind
  26705. * @param data defines the data source
  26706. * @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
  26707. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  26708. * @returns the current mesh
  26709. */
  26710. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  26711. /**
  26712. * Sets the mesh indices,
  26713. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  26714. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  26715. * @param totalVertices Defines the total number of vertices
  26716. * @returns the current mesh
  26717. */
  26718. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  26719. /**
  26720. * Gets a boolean indicating if specific vertex data is present
  26721. * @param kind defines the vertex data kind to use
  26722. * @returns true is data kind is present
  26723. */
  26724. isVerticesDataPresent(kind: string): boolean;
  26725. /**
  26726. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  26727. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  26728. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  26729. * @returns a BoundingInfo
  26730. */
  26731. getBoundingInfo(): BoundingInfo;
  26732. /**
  26733. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  26734. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  26735. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  26736. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  26737. * @returns the current mesh
  26738. */
  26739. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  26740. /**
  26741. * Overwrite the current bounding info
  26742. * @param boundingInfo defines the new bounding info
  26743. * @returns the current mesh
  26744. */
  26745. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  26746. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  26747. readonly useBones: boolean;
  26748. /** @hidden */
  26749. _preActivate(): void;
  26750. /** @hidden */
  26751. _preActivateForIntermediateRendering(renderId: number): void;
  26752. /** @hidden */
  26753. _activate(renderId: number, intermediateRendering: boolean): boolean;
  26754. /** @hidden */
  26755. _postActivate(): void;
  26756. /** @hidden */
  26757. _freeze(): void;
  26758. /** @hidden */
  26759. _unFreeze(): void;
  26760. /**
  26761. * Gets the current world matrix
  26762. * @returns a Matrix
  26763. */
  26764. getWorldMatrix(): Matrix;
  26765. /** @hidden */
  26766. _getWorldMatrixDeterminant(): number;
  26767. /**
  26768. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  26769. */
  26770. readonly isAnInstance: boolean;
  26771. /**
  26772. * Gets a boolean indicating if this mesh has instances
  26773. */
  26774. readonly hasInstances: boolean;
  26775. /**
  26776. * Perform relative position change from the point of view of behind the front of the mesh.
  26777. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26778. * Supports definition of mesh facing forward or backward
  26779. * @param amountRight defines the distance on the right axis
  26780. * @param amountUp defines the distance on the up axis
  26781. * @param amountForward defines the distance on the forward axis
  26782. * @returns the current mesh
  26783. */
  26784. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  26785. /**
  26786. * Calculate relative position change from the point of view of behind the front of the mesh.
  26787. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26788. * Supports definition of mesh facing forward or backward
  26789. * @param amountRight defines the distance on the right axis
  26790. * @param amountUp defines the distance on the up axis
  26791. * @param amountForward defines the distance on the forward axis
  26792. * @returns the new displacement vector
  26793. */
  26794. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  26795. /**
  26796. * Perform relative rotation change from the point of view of behind the front of the mesh.
  26797. * Supports definition of mesh facing forward or backward
  26798. * @param flipBack defines the flip
  26799. * @param twirlClockwise defines the twirl
  26800. * @param tiltRight defines the tilt
  26801. * @returns the current mesh
  26802. */
  26803. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  26804. /**
  26805. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  26806. * Supports definition of mesh facing forward or backward.
  26807. * @param flipBack defines the flip
  26808. * @param twirlClockwise defines the twirl
  26809. * @param tiltRight defines the tilt
  26810. * @returns the new rotation vector
  26811. */
  26812. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  26813. /**
  26814. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  26815. * This means the mesh underlying bounding box and sphere are recomputed.
  26816. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  26817. * @returns the current mesh
  26818. */
  26819. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  26820. /** @hidden */
  26821. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  26822. /** @hidden */
  26823. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  26824. /** @hidden */
  26825. _updateBoundingInfo(): AbstractMesh;
  26826. /** @hidden */
  26827. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  26828. /** @hidden */
  26829. protected _afterComputeWorldMatrix(): void;
  26830. /** @hidden */
  26831. readonly _effectiveMesh: AbstractMesh;
  26832. /**
  26833. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  26834. * A mesh is in the frustum if its bounding box intersects the frustum
  26835. * @param frustumPlanes defines the frustum to test
  26836. * @returns true if the mesh is in the frustum planes
  26837. */
  26838. isInFrustum(frustumPlanes: Plane[]): boolean;
  26839. /**
  26840. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  26841. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  26842. * @param frustumPlanes defines the frustum to test
  26843. * @returns true if the mesh is completely in the frustum planes
  26844. */
  26845. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  26846. /**
  26847. * True if the mesh intersects another mesh or a SolidParticle object
  26848. * @param mesh defines a target mesh or SolidParticle to test
  26849. * @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)
  26850. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  26851. * @returns true if there is an intersection
  26852. */
  26853. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  26854. /**
  26855. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  26856. * @param point defines the point to test
  26857. * @returns true if there is an intersection
  26858. */
  26859. intersectsPoint(point: Vector3): boolean;
  26860. /**
  26861. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  26862. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26863. */
  26864. checkCollisions: boolean;
  26865. /**
  26866. * Gets Collider object used to compute collisions (not physics)
  26867. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26868. */
  26869. readonly collider: Nullable<Collider>;
  26870. /**
  26871. * Move the mesh using collision engine
  26872. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26873. * @param displacement defines the requested displacement vector
  26874. * @returns the current mesh
  26875. */
  26876. moveWithCollisions(displacement: Vector3): AbstractMesh;
  26877. private _onCollisionPositionChange;
  26878. /** @hidden */
  26879. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  26880. /** @hidden */
  26881. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  26882. /** @hidden */
  26883. _checkCollision(collider: Collider): AbstractMesh;
  26884. /** @hidden */
  26885. _generatePointsArray(): boolean;
  26886. /**
  26887. * Checks if the passed Ray intersects with the mesh
  26888. * @param ray defines the ray to use
  26889. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  26890. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  26891. * @returns the picking info
  26892. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  26893. */
  26894. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  26895. /**
  26896. * Clones the current mesh
  26897. * @param name defines the mesh name
  26898. * @param newParent defines the new mesh parent
  26899. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  26900. * @returns the new mesh
  26901. */
  26902. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  26903. /**
  26904. * Disposes all the submeshes of the current meshnp
  26905. * @returns the current mesh
  26906. */
  26907. releaseSubMeshes(): AbstractMesh;
  26908. /**
  26909. * Releases resources associated with this abstract mesh.
  26910. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26911. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26912. */
  26913. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26914. /**
  26915. * Adds the passed mesh as a child to the current mesh
  26916. * @param mesh defines the child mesh
  26917. * @returns the current mesh
  26918. */
  26919. addChild(mesh: AbstractMesh): AbstractMesh;
  26920. /**
  26921. * Removes the passed mesh from the current mesh children list
  26922. * @param mesh defines the child mesh
  26923. * @returns the current mesh
  26924. */
  26925. removeChild(mesh: AbstractMesh): AbstractMesh;
  26926. /** @hidden */
  26927. private _initFacetData;
  26928. /**
  26929. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  26930. * This method can be called within the render loop.
  26931. * 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
  26932. * @returns the current mesh
  26933. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26934. */
  26935. updateFacetData(): AbstractMesh;
  26936. /**
  26937. * Returns the facetLocalNormals array.
  26938. * The normals are expressed in the mesh local spac
  26939. * @returns an array of Vector3
  26940. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26941. */
  26942. getFacetLocalNormals(): Vector3[];
  26943. /**
  26944. * Returns the facetLocalPositions array.
  26945. * The facet positions are expressed in the mesh local space
  26946. * @returns an array of Vector3
  26947. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26948. */
  26949. getFacetLocalPositions(): Vector3[];
  26950. /**
  26951. * Returns the facetLocalPartioning array
  26952. * @returns an array of array of numbers
  26953. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26954. */
  26955. getFacetLocalPartitioning(): number[][];
  26956. /**
  26957. * Returns the i-th facet position in the world system.
  26958. * This method allocates a new Vector3 per call
  26959. * @param i defines the facet index
  26960. * @returns a new Vector3
  26961. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26962. */
  26963. getFacetPosition(i: number): Vector3;
  26964. /**
  26965. * Sets the reference Vector3 with the i-th facet position in the world system
  26966. * @param i defines the facet index
  26967. * @param ref defines the target vector
  26968. * @returns the current mesh
  26969. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26970. */
  26971. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  26972. /**
  26973. * Returns the i-th facet normal in the world system.
  26974. * This method allocates a new Vector3 per call
  26975. * @param i defines the facet index
  26976. * @returns a new Vector3
  26977. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26978. */
  26979. getFacetNormal(i: number): Vector3;
  26980. /**
  26981. * Sets the reference Vector3 with the i-th facet normal in the world system
  26982. * @param i defines the facet index
  26983. * @param ref defines the target vector
  26984. * @returns the current mesh
  26985. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26986. */
  26987. getFacetNormalToRef(i: number, ref: Vector3): this;
  26988. /**
  26989. * 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)
  26990. * @param x defines x coordinate
  26991. * @param y defines y coordinate
  26992. * @param z defines z coordinate
  26993. * @returns the array of facet indexes
  26994. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26995. */
  26996. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  26997. /**
  26998. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  26999. * @param projected sets as the (x,y,z) world projection on the facet
  27000. * @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
  27001. * @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
  27002. * @param x defines x coordinate
  27003. * @param y defines y coordinate
  27004. * @param z defines z coordinate
  27005. * @returns the face index if found (or null instead)
  27006. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27007. */
  27008. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27009. /**
  27010. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  27011. * @param projected sets as the (x,y,z) local projection on the facet
  27012. * @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
  27013. * @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
  27014. * @param x defines x coordinate
  27015. * @param y defines y coordinate
  27016. * @param z defines z coordinate
  27017. * @returns the face index if found (or null instead)
  27018. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27019. */
  27020. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27021. /**
  27022. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  27023. * @returns the parameters
  27024. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27025. */
  27026. getFacetDataParameters(): any;
  27027. /**
  27028. * Disables the feature FacetData and frees the related memory
  27029. * @returns the current mesh
  27030. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27031. */
  27032. disableFacetData(): AbstractMesh;
  27033. /**
  27034. * Updates the AbstractMesh indices array
  27035. * @param indices defines the data source
  27036. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27037. * @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)
  27038. * @returns the current mesh
  27039. */
  27040. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27041. /**
  27042. * Creates new normals data for the mesh
  27043. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27044. * @returns the current mesh
  27045. */
  27046. createNormals(updatable: boolean): AbstractMesh;
  27047. /**
  27048. * Align the mesh with a normal
  27049. * @param normal defines the normal to use
  27050. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27051. * @returns the current mesh
  27052. */
  27053. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27054. /** @hidden */
  27055. _checkOcclusionQuery(): boolean;
  27056. /**
  27057. * Disables the mesh edge rendering mode
  27058. * @returns the currentAbstractMesh
  27059. */
  27060. disableEdgesRendering(): AbstractMesh;
  27061. /**
  27062. * Enables the edge rendering mode on the mesh.
  27063. * This mode makes the mesh edges visible
  27064. * @param epsilon defines the maximal distance between two angles to detect a face
  27065. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27066. * @returns the currentAbstractMesh
  27067. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27068. */
  27069. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27070. }
  27071. }
  27072. declare module "babylonjs/Actions/actionEvent" {
  27073. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27074. import { Nullable } from "babylonjs/types";
  27075. import { Sprite } from "babylonjs/Sprites/sprite";
  27076. import { Scene } from "babylonjs/scene";
  27077. import { Vector2 } from "babylonjs/Maths/math.vector";
  27078. /**
  27079. * Interface used to define ActionEvent
  27080. */
  27081. export interface IActionEvent {
  27082. /** The mesh or sprite that triggered the action */
  27083. source: any;
  27084. /** The X mouse cursor position at the time of the event */
  27085. pointerX: number;
  27086. /** The Y mouse cursor position at the time of the event */
  27087. pointerY: number;
  27088. /** The mesh that is currently pointed at (can be null) */
  27089. meshUnderPointer: Nullable<AbstractMesh>;
  27090. /** the original (browser) event that triggered the ActionEvent */
  27091. sourceEvent?: any;
  27092. /** additional data for the event */
  27093. additionalData?: any;
  27094. }
  27095. /**
  27096. * ActionEvent is the event being sent when an action is triggered.
  27097. */
  27098. export class ActionEvent implements IActionEvent {
  27099. /** The mesh or sprite that triggered the action */
  27100. source: any;
  27101. /** The X mouse cursor position at the time of the event */
  27102. pointerX: number;
  27103. /** The Y mouse cursor position at the time of the event */
  27104. pointerY: number;
  27105. /** The mesh that is currently pointed at (can be null) */
  27106. meshUnderPointer: Nullable<AbstractMesh>;
  27107. /** the original (browser) event that triggered the ActionEvent */
  27108. sourceEvent?: any;
  27109. /** additional data for the event */
  27110. additionalData?: any;
  27111. /**
  27112. * Creates a new ActionEvent
  27113. * @param source The mesh or sprite that triggered the action
  27114. * @param pointerX The X mouse cursor position at the time of the event
  27115. * @param pointerY The Y mouse cursor position at the time of the event
  27116. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27117. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27118. * @param additionalData additional data for the event
  27119. */
  27120. constructor(
  27121. /** The mesh or sprite that triggered the action */
  27122. source: any,
  27123. /** The X mouse cursor position at the time of the event */
  27124. pointerX: number,
  27125. /** The Y mouse cursor position at the time of the event */
  27126. pointerY: number,
  27127. /** The mesh that is currently pointed at (can be null) */
  27128. meshUnderPointer: Nullable<AbstractMesh>,
  27129. /** the original (browser) event that triggered the ActionEvent */
  27130. sourceEvent?: any,
  27131. /** additional data for the event */
  27132. additionalData?: any);
  27133. /**
  27134. * Helper function to auto-create an ActionEvent from a source mesh.
  27135. * @param source The source mesh that triggered the event
  27136. * @param evt The original (browser) event
  27137. * @param additionalData additional data for the event
  27138. * @returns the new ActionEvent
  27139. */
  27140. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27141. /**
  27142. * Helper function to auto-create an ActionEvent from a source sprite
  27143. * @param source The source sprite that triggered the event
  27144. * @param scene Scene associated with the sprite
  27145. * @param evt The original (browser) event
  27146. * @param additionalData additional data for the event
  27147. * @returns the new ActionEvent
  27148. */
  27149. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27150. /**
  27151. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27152. * @param scene the scene where the event occurred
  27153. * @param evt The original (browser) event
  27154. * @returns the new ActionEvent
  27155. */
  27156. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27157. /**
  27158. * Helper function to auto-create an ActionEvent from a primitive
  27159. * @param prim defines the target primitive
  27160. * @param pointerPos defines the pointer position
  27161. * @param evt The original (browser) event
  27162. * @param additionalData additional data for the event
  27163. * @returns the new ActionEvent
  27164. */
  27165. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27166. }
  27167. }
  27168. declare module "babylonjs/Actions/abstractActionManager" {
  27169. import { IDisposable } from "babylonjs/scene";
  27170. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27171. import { IAction } from "babylonjs/Actions/action";
  27172. import { Nullable } from "babylonjs/types";
  27173. /**
  27174. * Abstract class used to decouple action Manager from scene and meshes.
  27175. * Do not instantiate.
  27176. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27177. */
  27178. export abstract class AbstractActionManager implements IDisposable {
  27179. /** Gets the list of active triggers */
  27180. static Triggers: {
  27181. [key: string]: number;
  27182. };
  27183. /** Gets the cursor to use when hovering items */
  27184. hoverCursor: string;
  27185. /** Gets the list of actions */
  27186. actions: IAction[];
  27187. /**
  27188. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27189. */
  27190. isRecursive: boolean;
  27191. /**
  27192. * Releases all associated resources
  27193. */
  27194. abstract dispose(): void;
  27195. /**
  27196. * Does this action manager has pointer triggers
  27197. */
  27198. abstract readonly hasPointerTriggers: boolean;
  27199. /**
  27200. * Does this action manager has pick triggers
  27201. */
  27202. abstract readonly hasPickTriggers: boolean;
  27203. /**
  27204. * Process a specific trigger
  27205. * @param trigger defines the trigger to process
  27206. * @param evt defines the event details to be processed
  27207. */
  27208. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27209. /**
  27210. * Does this action manager handles actions of any of the given triggers
  27211. * @param triggers defines the triggers to be tested
  27212. * @return a boolean indicating whether one (or more) of the triggers is handled
  27213. */
  27214. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27215. /**
  27216. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27217. * speed.
  27218. * @param triggerA defines the trigger to be tested
  27219. * @param triggerB defines the trigger to be tested
  27220. * @return a boolean indicating whether one (or more) of the triggers is handled
  27221. */
  27222. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27223. /**
  27224. * Does this action manager handles actions of a given trigger
  27225. * @param trigger defines the trigger to be tested
  27226. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27227. * @return whether the trigger is handled
  27228. */
  27229. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27230. /**
  27231. * Serialize this manager to a JSON object
  27232. * @param name defines the property name to store this manager
  27233. * @returns a JSON representation of this manager
  27234. */
  27235. abstract serialize(name: string): any;
  27236. /**
  27237. * Registers an action to this action manager
  27238. * @param action defines the action to be registered
  27239. * @return the action amended (prepared) after registration
  27240. */
  27241. abstract registerAction(action: IAction): Nullable<IAction>;
  27242. /**
  27243. * Unregisters an action to this action manager
  27244. * @param action defines the action to be unregistered
  27245. * @return a boolean indicating whether the action has been unregistered
  27246. */
  27247. abstract unregisterAction(action: IAction): Boolean;
  27248. /**
  27249. * Does exist one action manager with at least one trigger
  27250. **/
  27251. static readonly HasTriggers: boolean;
  27252. /**
  27253. * Does exist one action manager with at least one pick trigger
  27254. **/
  27255. static readonly HasPickTriggers: boolean;
  27256. /**
  27257. * Does exist one action manager that handles actions of a given trigger
  27258. * @param trigger defines the trigger to be tested
  27259. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27260. **/
  27261. static HasSpecificTrigger(trigger: number): boolean;
  27262. }
  27263. }
  27264. declare module "babylonjs/node" {
  27265. import { Scene } from "babylonjs/scene";
  27266. import { Nullable } from "babylonjs/types";
  27267. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27268. import { Engine } from "babylonjs/Engines/engine";
  27269. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27270. import { Observable } from "babylonjs/Misc/observable";
  27271. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27272. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27273. import { Animatable } from "babylonjs/Animations/animatable";
  27274. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27275. import { Animation } from "babylonjs/Animations/animation";
  27276. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27277. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27278. /**
  27279. * Defines how a node can be built from a string name.
  27280. */
  27281. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27282. /**
  27283. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27284. */
  27285. export class Node implements IBehaviorAware<Node> {
  27286. /** @hidden */
  27287. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27288. private static _NodeConstructors;
  27289. /**
  27290. * Add a new node constructor
  27291. * @param type defines the type name of the node to construct
  27292. * @param constructorFunc defines the constructor function
  27293. */
  27294. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27295. /**
  27296. * Returns a node constructor based on type name
  27297. * @param type defines the type name
  27298. * @param name defines the new node name
  27299. * @param scene defines the hosting scene
  27300. * @param options defines optional options to transmit to constructors
  27301. * @returns the new constructor or null
  27302. */
  27303. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27304. /**
  27305. * Gets or sets the name of the node
  27306. */
  27307. name: string;
  27308. /**
  27309. * Gets or sets the id of the node
  27310. */
  27311. id: string;
  27312. /**
  27313. * Gets or sets the unique id of the node
  27314. */
  27315. uniqueId: number;
  27316. /**
  27317. * Gets or sets a string used to store user defined state for the node
  27318. */
  27319. state: string;
  27320. /**
  27321. * Gets or sets an object used to store user defined information for the node
  27322. */
  27323. metadata: any;
  27324. /**
  27325. * For internal use only. Please do not use.
  27326. */
  27327. reservedDataStore: any;
  27328. /**
  27329. * List of inspectable custom properties (used by the Inspector)
  27330. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27331. */
  27332. inspectableCustomProperties: IInspectable[];
  27333. /**
  27334. * Gets or sets a boolean used to define if the node must be serialized
  27335. */
  27336. doNotSerialize: boolean;
  27337. /** @hidden */
  27338. _isDisposed: boolean;
  27339. /**
  27340. * Gets a list of Animations associated with the node
  27341. */
  27342. animations: import("babylonjs/Animations/animation").Animation[];
  27343. protected _ranges: {
  27344. [name: string]: Nullable<AnimationRange>;
  27345. };
  27346. /**
  27347. * Callback raised when the node is ready to be used
  27348. */
  27349. onReady: Nullable<(node: Node) => void>;
  27350. private _isEnabled;
  27351. private _isParentEnabled;
  27352. private _isReady;
  27353. /** @hidden */
  27354. _currentRenderId: number;
  27355. private _parentUpdateId;
  27356. /** @hidden */
  27357. _childUpdateId: number;
  27358. /** @hidden */
  27359. _waitingParentId: Nullable<string>;
  27360. /** @hidden */
  27361. _scene: Scene;
  27362. /** @hidden */
  27363. _cache: any;
  27364. private _parentNode;
  27365. private _children;
  27366. /** @hidden */
  27367. _worldMatrix: Matrix;
  27368. /** @hidden */
  27369. _worldMatrixDeterminant: number;
  27370. /** @hidden */
  27371. _worldMatrixDeterminantIsDirty: boolean;
  27372. /** @hidden */
  27373. private _sceneRootNodesIndex;
  27374. /**
  27375. * Gets a boolean indicating if the node has been disposed
  27376. * @returns true if the node was disposed
  27377. */
  27378. isDisposed(): boolean;
  27379. /**
  27380. * Gets or sets the parent of the node (without keeping the current position in the scene)
  27381. * @see https://doc.babylonjs.com/how_to/parenting
  27382. */
  27383. parent: Nullable<Node>;
  27384. private addToSceneRootNodes;
  27385. private removeFromSceneRootNodes;
  27386. private _animationPropertiesOverride;
  27387. /**
  27388. * Gets or sets the animation properties override
  27389. */
  27390. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  27391. /**
  27392. * Gets a string idenfifying the name of the class
  27393. * @returns "Node" string
  27394. */
  27395. getClassName(): string;
  27396. /** @hidden */
  27397. readonly _isNode: boolean;
  27398. /**
  27399. * An event triggered when the mesh is disposed
  27400. */
  27401. onDisposeObservable: Observable<Node>;
  27402. private _onDisposeObserver;
  27403. /**
  27404. * Sets a callback that will be raised when the node will be disposed
  27405. */
  27406. onDispose: () => void;
  27407. /**
  27408. * Creates a new Node
  27409. * @param name the name and id to be given to this node
  27410. * @param scene the scene this node will be added to
  27411. * @param addToRootNodes the node will be added to scene.rootNodes
  27412. */
  27413. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  27414. /**
  27415. * Gets the scene of the node
  27416. * @returns a scene
  27417. */
  27418. getScene(): Scene;
  27419. /**
  27420. * Gets the engine of the node
  27421. * @returns a Engine
  27422. */
  27423. getEngine(): Engine;
  27424. private _behaviors;
  27425. /**
  27426. * Attach a behavior to the node
  27427. * @see http://doc.babylonjs.com/features/behaviour
  27428. * @param behavior defines the behavior to attach
  27429. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  27430. * @returns the current Node
  27431. */
  27432. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  27433. /**
  27434. * Remove an attached behavior
  27435. * @see http://doc.babylonjs.com/features/behaviour
  27436. * @param behavior defines the behavior to attach
  27437. * @returns the current Node
  27438. */
  27439. removeBehavior(behavior: Behavior<Node>): Node;
  27440. /**
  27441. * Gets the list of attached behaviors
  27442. * @see http://doc.babylonjs.com/features/behaviour
  27443. */
  27444. readonly behaviors: Behavior<Node>[];
  27445. /**
  27446. * Gets an attached behavior by name
  27447. * @param name defines the name of the behavior to look for
  27448. * @see http://doc.babylonjs.com/features/behaviour
  27449. * @returns null if behavior was not found else the requested behavior
  27450. */
  27451. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  27452. /**
  27453. * Returns the latest update of the World matrix
  27454. * @returns a Matrix
  27455. */
  27456. getWorldMatrix(): Matrix;
  27457. /** @hidden */
  27458. _getWorldMatrixDeterminant(): number;
  27459. /**
  27460. * Returns directly the latest state of the mesh World matrix.
  27461. * A Matrix is returned.
  27462. */
  27463. readonly worldMatrixFromCache: Matrix;
  27464. /** @hidden */
  27465. _initCache(): void;
  27466. /** @hidden */
  27467. updateCache(force?: boolean): void;
  27468. /** @hidden */
  27469. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27470. /** @hidden */
  27471. _updateCache(ignoreParentClass?: boolean): void;
  27472. /** @hidden */
  27473. _isSynchronized(): boolean;
  27474. /** @hidden */
  27475. _markSyncedWithParent(): void;
  27476. /** @hidden */
  27477. isSynchronizedWithParent(): boolean;
  27478. /** @hidden */
  27479. isSynchronized(): boolean;
  27480. /**
  27481. * Is this node ready to be used/rendered
  27482. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  27483. * @return true if the node is ready
  27484. */
  27485. isReady(completeCheck?: boolean): boolean;
  27486. /**
  27487. * Is this node enabled?
  27488. * 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
  27489. * @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
  27490. * @return whether this node (and its parent) is enabled
  27491. */
  27492. isEnabled(checkAncestors?: boolean): boolean;
  27493. /** @hidden */
  27494. protected _syncParentEnabledState(): void;
  27495. /**
  27496. * Set the enabled state of this node
  27497. * @param value defines the new enabled state
  27498. */
  27499. setEnabled(value: boolean): void;
  27500. /**
  27501. * Is this node a descendant of the given node?
  27502. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  27503. * @param ancestor defines the parent node to inspect
  27504. * @returns a boolean indicating if this node is a descendant of the given node
  27505. */
  27506. isDescendantOf(ancestor: Node): boolean;
  27507. /** @hidden */
  27508. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  27509. /**
  27510. * Will return all nodes that have this node as ascendant
  27511. * @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
  27512. * @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
  27513. * @return all children nodes of all types
  27514. */
  27515. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  27516. /**
  27517. * Get all child-meshes of this node
  27518. * @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)
  27519. * @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
  27520. * @returns an array of AbstractMesh
  27521. */
  27522. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  27523. /**
  27524. * Get all direct children of this node
  27525. * @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
  27526. * @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)
  27527. * @returns an array of Node
  27528. */
  27529. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  27530. /** @hidden */
  27531. _setReady(state: boolean): void;
  27532. /**
  27533. * Get an animation by name
  27534. * @param name defines the name of the animation to look for
  27535. * @returns null if not found else the requested animation
  27536. */
  27537. getAnimationByName(name: string): Nullable<Animation>;
  27538. /**
  27539. * Creates an animation range for this node
  27540. * @param name defines the name of the range
  27541. * @param from defines the starting key
  27542. * @param to defines the end key
  27543. */
  27544. createAnimationRange(name: string, from: number, to: number): void;
  27545. /**
  27546. * Delete a specific animation range
  27547. * @param name defines the name of the range to delete
  27548. * @param deleteFrames defines if animation frames from the range must be deleted as well
  27549. */
  27550. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  27551. /**
  27552. * Get an animation range by name
  27553. * @param name defines the name of the animation range to look for
  27554. * @returns null if not found else the requested animation range
  27555. */
  27556. getAnimationRange(name: string): Nullable<AnimationRange>;
  27557. /**
  27558. * Gets the list of all animation ranges defined on this node
  27559. * @returns an array
  27560. */
  27561. getAnimationRanges(): Nullable<AnimationRange>[];
  27562. /**
  27563. * Will start the animation sequence
  27564. * @param name defines the range frames for animation sequence
  27565. * @param loop defines if the animation should loop (false by default)
  27566. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  27567. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  27568. * @returns the object created for this animation. If range does not exist, it will return null
  27569. */
  27570. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  27571. /**
  27572. * Serialize animation ranges into a JSON compatible object
  27573. * @returns serialization object
  27574. */
  27575. serializeAnimationRanges(): any;
  27576. /**
  27577. * Computes the world matrix of the node
  27578. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  27579. * @returns the world matrix
  27580. */
  27581. computeWorldMatrix(force?: boolean): Matrix;
  27582. /**
  27583. * Releases resources associated with this node.
  27584. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27585. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27586. */
  27587. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27588. /**
  27589. * Parse animation range data from a serialization object and store them into a given node
  27590. * @param node defines where to store the animation ranges
  27591. * @param parsedNode defines the serialization object to read data from
  27592. * @param scene defines the hosting scene
  27593. */
  27594. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  27595. /**
  27596. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  27597. * @param includeDescendants Include bounding info from descendants as well (true by default)
  27598. * @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
  27599. * @returns the new bounding vectors
  27600. */
  27601. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  27602. min: Vector3;
  27603. max: Vector3;
  27604. };
  27605. }
  27606. }
  27607. declare module "babylonjs/Animations/animation" {
  27608. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  27609. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  27610. import { Color3 } from "babylonjs/Maths/math.color";
  27611. import { Nullable } from "babylonjs/types";
  27612. import { Scene } from "babylonjs/scene";
  27613. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  27614. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27615. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  27616. import { Node } from "babylonjs/node";
  27617. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  27618. import { Size } from "babylonjs/Maths/math.size";
  27619. import { Animatable } from "babylonjs/Animations/animatable";
  27620. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  27621. /**
  27622. * @hidden
  27623. */
  27624. export class _IAnimationState {
  27625. key: number;
  27626. repeatCount: number;
  27627. workValue?: any;
  27628. loopMode?: number;
  27629. offsetValue?: any;
  27630. highLimitValue?: any;
  27631. }
  27632. /**
  27633. * Class used to store any kind of animation
  27634. */
  27635. export class Animation {
  27636. /**Name of the animation */
  27637. name: string;
  27638. /**Property to animate */
  27639. targetProperty: string;
  27640. /**The frames per second of the animation */
  27641. framePerSecond: number;
  27642. /**The data type of the animation */
  27643. dataType: number;
  27644. /**The loop mode of the animation */
  27645. loopMode?: number | undefined;
  27646. /**Specifies if blending should be enabled */
  27647. enableBlending?: boolean | undefined;
  27648. /**
  27649. * Use matrix interpolation instead of using direct key value when animating matrices
  27650. */
  27651. static AllowMatricesInterpolation: boolean;
  27652. /**
  27653. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  27654. */
  27655. static AllowMatrixDecomposeForInterpolation: boolean;
  27656. /**
  27657. * Stores the key frames of the animation
  27658. */
  27659. private _keys;
  27660. /**
  27661. * Stores the easing function of the animation
  27662. */
  27663. private _easingFunction;
  27664. /**
  27665. * @hidden Internal use only
  27666. */
  27667. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  27668. /**
  27669. * The set of event that will be linked to this animation
  27670. */
  27671. private _events;
  27672. /**
  27673. * Stores an array of target property paths
  27674. */
  27675. targetPropertyPath: string[];
  27676. /**
  27677. * Stores the blending speed of the animation
  27678. */
  27679. blendingSpeed: number;
  27680. /**
  27681. * Stores the animation ranges for the animation
  27682. */
  27683. private _ranges;
  27684. /**
  27685. * @hidden Internal use
  27686. */
  27687. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  27688. /**
  27689. * Sets up an animation
  27690. * @param property The property to animate
  27691. * @param animationType The animation type to apply
  27692. * @param framePerSecond The frames per second of the animation
  27693. * @param easingFunction The easing function used in the animation
  27694. * @returns The created animation
  27695. */
  27696. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  27697. /**
  27698. * Create and start an animation on a node
  27699. * @param name defines the name of the global animation that will be run on all nodes
  27700. * @param node defines the root node where the animation will take place
  27701. * @param targetProperty defines property to animate
  27702. * @param framePerSecond defines the number of frame per second yo use
  27703. * @param totalFrame defines the number of frames in total
  27704. * @param from defines the initial value
  27705. * @param to defines the final value
  27706. * @param loopMode defines which loop mode you want to use (off by default)
  27707. * @param easingFunction defines the easing function to use (linear by default)
  27708. * @param onAnimationEnd defines the callback to call when animation end
  27709. * @returns the animatable created for this animation
  27710. */
  27711. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27712. /**
  27713. * Create and start an animation on a node and its descendants
  27714. * @param name defines the name of the global animation that will be run on all nodes
  27715. * @param node defines the root node where the animation will take place
  27716. * @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
  27717. * @param targetProperty defines property to animate
  27718. * @param framePerSecond defines the number of frame per second to use
  27719. * @param totalFrame defines the number of frames in total
  27720. * @param from defines the initial value
  27721. * @param to defines the final value
  27722. * @param loopMode defines which loop mode you want to use (off by default)
  27723. * @param easingFunction defines the easing function to use (linear by default)
  27724. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27725. * @returns the list of animatables created for all nodes
  27726. * @example https://www.babylonjs-playground.com/#MH0VLI
  27727. */
  27728. 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[]>;
  27729. /**
  27730. * Creates a new animation, merges it with the existing animations and starts it
  27731. * @param name Name of the animation
  27732. * @param node Node which contains the scene that begins the animations
  27733. * @param targetProperty Specifies which property to animate
  27734. * @param framePerSecond The frames per second of the animation
  27735. * @param totalFrame The total number of frames
  27736. * @param from The frame at the beginning of the animation
  27737. * @param to The frame at the end of the animation
  27738. * @param loopMode Specifies the loop mode of the animation
  27739. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  27740. * @param onAnimationEnd Callback to run once the animation is complete
  27741. * @returns Nullable animation
  27742. */
  27743. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27744. /**
  27745. * Transition property of an host to the target Value
  27746. * @param property The property to transition
  27747. * @param targetValue The target Value of the property
  27748. * @param host The object where the property to animate belongs
  27749. * @param scene Scene used to run the animation
  27750. * @param frameRate Framerate (in frame/s) to use
  27751. * @param transition The transition type we want to use
  27752. * @param duration The duration of the animation, in milliseconds
  27753. * @param onAnimationEnd Callback trigger at the end of the animation
  27754. * @returns Nullable animation
  27755. */
  27756. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  27757. /**
  27758. * Return the array of runtime animations currently using this animation
  27759. */
  27760. readonly runtimeAnimations: RuntimeAnimation[];
  27761. /**
  27762. * Specifies if any of the runtime animations are currently running
  27763. */
  27764. readonly hasRunningRuntimeAnimations: boolean;
  27765. /**
  27766. * Initializes the animation
  27767. * @param name Name of the animation
  27768. * @param targetProperty Property to animate
  27769. * @param framePerSecond The frames per second of the animation
  27770. * @param dataType The data type of the animation
  27771. * @param loopMode The loop mode of the animation
  27772. * @param enableBlending Specifies if blending should be enabled
  27773. */
  27774. constructor(
  27775. /**Name of the animation */
  27776. name: string,
  27777. /**Property to animate */
  27778. targetProperty: string,
  27779. /**The frames per second of the animation */
  27780. framePerSecond: number,
  27781. /**The data type of the animation */
  27782. dataType: number,
  27783. /**The loop mode of the animation */
  27784. loopMode?: number | undefined,
  27785. /**Specifies if blending should be enabled */
  27786. enableBlending?: boolean | undefined);
  27787. /**
  27788. * Converts the animation to a string
  27789. * @param fullDetails support for multiple levels of logging within scene loading
  27790. * @returns String form of the animation
  27791. */
  27792. toString(fullDetails?: boolean): string;
  27793. /**
  27794. * Add an event to this animation
  27795. * @param event Event to add
  27796. */
  27797. addEvent(event: AnimationEvent): void;
  27798. /**
  27799. * Remove all events found at the given frame
  27800. * @param frame The frame to remove events from
  27801. */
  27802. removeEvents(frame: number): void;
  27803. /**
  27804. * Retrieves all the events from the animation
  27805. * @returns Events from the animation
  27806. */
  27807. getEvents(): AnimationEvent[];
  27808. /**
  27809. * Creates an animation range
  27810. * @param name Name of the animation range
  27811. * @param from Starting frame of the animation range
  27812. * @param to Ending frame of the animation
  27813. */
  27814. createRange(name: string, from: number, to: number): void;
  27815. /**
  27816. * Deletes an animation range by name
  27817. * @param name Name of the animation range to delete
  27818. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  27819. */
  27820. deleteRange(name: string, deleteFrames?: boolean): void;
  27821. /**
  27822. * Gets the animation range by name, or null if not defined
  27823. * @param name Name of the animation range
  27824. * @returns Nullable animation range
  27825. */
  27826. getRange(name: string): Nullable<AnimationRange>;
  27827. /**
  27828. * Gets the key frames from the animation
  27829. * @returns The key frames of the animation
  27830. */
  27831. getKeys(): Array<IAnimationKey>;
  27832. /**
  27833. * Gets the highest frame rate of the animation
  27834. * @returns Highest frame rate of the animation
  27835. */
  27836. getHighestFrame(): number;
  27837. /**
  27838. * Gets the easing function of the animation
  27839. * @returns Easing function of the animation
  27840. */
  27841. getEasingFunction(): IEasingFunction;
  27842. /**
  27843. * Sets the easing function of the animation
  27844. * @param easingFunction A custom mathematical formula for animation
  27845. */
  27846. setEasingFunction(easingFunction: EasingFunction): void;
  27847. /**
  27848. * Interpolates a scalar linearly
  27849. * @param startValue Start value of the animation curve
  27850. * @param endValue End value of the animation curve
  27851. * @param gradient Scalar amount to interpolate
  27852. * @returns Interpolated scalar value
  27853. */
  27854. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  27855. /**
  27856. * Interpolates a scalar cubically
  27857. * @param startValue Start value of the animation curve
  27858. * @param outTangent End tangent of the animation
  27859. * @param endValue End value of the animation curve
  27860. * @param inTangent Start tangent of the animation curve
  27861. * @param gradient Scalar amount to interpolate
  27862. * @returns Interpolated scalar value
  27863. */
  27864. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  27865. /**
  27866. * Interpolates a quaternion using a spherical linear interpolation
  27867. * @param startValue Start value of the animation curve
  27868. * @param endValue End value of the animation curve
  27869. * @param gradient Scalar amount to interpolate
  27870. * @returns Interpolated quaternion value
  27871. */
  27872. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  27873. /**
  27874. * Interpolates a quaternion cubically
  27875. * @param startValue Start value of the animation curve
  27876. * @param outTangent End tangent of the animation curve
  27877. * @param endValue End value of the animation curve
  27878. * @param inTangent Start tangent of the animation curve
  27879. * @param gradient Scalar amount to interpolate
  27880. * @returns Interpolated quaternion value
  27881. */
  27882. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  27883. /**
  27884. * Interpolates a Vector3 linearl
  27885. * @param startValue Start value of the animation curve
  27886. * @param endValue End value of the animation curve
  27887. * @param gradient Scalar amount to interpolate
  27888. * @returns Interpolated scalar value
  27889. */
  27890. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  27891. /**
  27892. * Interpolates a Vector3 cubically
  27893. * @param startValue Start value of the animation curve
  27894. * @param outTangent End tangent of the animation
  27895. * @param endValue End value of the animation curve
  27896. * @param inTangent Start tangent of the animation curve
  27897. * @param gradient Scalar amount to interpolate
  27898. * @returns InterpolatedVector3 value
  27899. */
  27900. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  27901. /**
  27902. * Interpolates a Vector2 linearly
  27903. * @param startValue Start value of the animation curve
  27904. * @param endValue End value of the animation curve
  27905. * @param gradient Scalar amount to interpolate
  27906. * @returns Interpolated Vector2 value
  27907. */
  27908. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  27909. /**
  27910. * Interpolates a Vector2 cubically
  27911. * @param startValue Start value of the animation curve
  27912. * @param outTangent End tangent of the animation
  27913. * @param endValue End value of the animation curve
  27914. * @param inTangent Start tangent of the animation curve
  27915. * @param gradient Scalar amount to interpolate
  27916. * @returns Interpolated Vector2 value
  27917. */
  27918. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  27919. /**
  27920. * Interpolates a size linearly
  27921. * @param startValue Start value of the animation curve
  27922. * @param endValue End value of the animation curve
  27923. * @param gradient Scalar amount to interpolate
  27924. * @returns Interpolated Size value
  27925. */
  27926. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  27927. /**
  27928. * Interpolates a Color3 linearly
  27929. * @param startValue Start value of the animation curve
  27930. * @param endValue End value of the animation curve
  27931. * @param gradient Scalar amount to interpolate
  27932. * @returns Interpolated Color3 value
  27933. */
  27934. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  27935. /**
  27936. * @hidden Internal use only
  27937. */
  27938. _getKeyValue(value: any): any;
  27939. /**
  27940. * @hidden Internal use only
  27941. */
  27942. _interpolate(currentFrame: number, state: _IAnimationState): any;
  27943. /**
  27944. * Defines the function to use to interpolate matrices
  27945. * @param startValue defines the start matrix
  27946. * @param endValue defines the end matrix
  27947. * @param gradient defines the gradient between both matrices
  27948. * @param result defines an optional target matrix where to store the interpolation
  27949. * @returns the interpolated matrix
  27950. */
  27951. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  27952. /**
  27953. * Makes a copy of the animation
  27954. * @returns Cloned animation
  27955. */
  27956. clone(): Animation;
  27957. /**
  27958. * Sets the key frames of the animation
  27959. * @param values The animation key frames to set
  27960. */
  27961. setKeys(values: Array<IAnimationKey>): void;
  27962. /**
  27963. * Serializes the animation to an object
  27964. * @returns Serialized object
  27965. */
  27966. serialize(): any;
  27967. /**
  27968. * Float animation type
  27969. */
  27970. private static _ANIMATIONTYPE_FLOAT;
  27971. /**
  27972. * Vector3 animation type
  27973. */
  27974. private static _ANIMATIONTYPE_VECTOR3;
  27975. /**
  27976. * Quaternion animation type
  27977. */
  27978. private static _ANIMATIONTYPE_QUATERNION;
  27979. /**
  27980. * Matrix animation type
  27981. */
  27982. private static _ANIMATIONTYPE_MATRIX;
  27983. /**
  27984. * Color3 animation type
  27985. */
  27986. private static _ANIMATIONTYPE_COLOR3;
  27987. /**
  27988. * Vector2 animation type
  27989. */
  27990. private static _ANIMATIONTYPE_VECTOR2;
  27991. /**
  27992. * Size animation type
  27993. */
  27994. private static _ANIMATIONTYPE_SIZE;
  27995. /**
  27996. * Relative Loop Mode
  27997. */
  27998. private static _ANIMATIONLOOPMODE_RELATIVE;
  27999. /**
  28000. * Cycle Loop Mode
  28001. */
  28002. private static _ANIMATIONLOOPMODE_CYCLE;
  28003. /**
  28004. * Constant Loop Mode
  28005. */
  28006. private static _ANIMATIONLOOPMODE_CONSTANT;
  28007. /**
  28008. * Get the float animation type
  28009. */
  28010. static readonly ANIMATIONTYPE_FLOAT: number;
  28011. /**
  28012. * Get the Vector3 animation type
  28013. */
  28014. static readonly ANIMATIONTYPE_VECTOR3: number;
  28015. /**
  28016. * Get the Vector2 animation type
  28017. */
  28018. static readonly ANIMATIONTYPE_VECTOR2: number;
  28019. /**
  28020. * Get the Size animation type
  28021. */
  28022. static readonly ANIMATIONTYPE_SIZE: number;
  28023. /**
  28024. * Get the Quaternion animation type
  28025. */
  28026. static readonly ANIMATIONTYPE_QUATERNION: number;
  28027. /**
  28028. * Get the Matrix animation type
  28029. */
  28030. static readonly ANIMATIONTYPE_MATRIX: number;
  28031. /**
  28032. * Get the Color3 animation type
  28033. */
  28034. static readonly ANIMATIONTYPE_COLOR3: number;
  28035. /**
  28036. * Get the Relative Loop Mode
  28037. */
  28038. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28039. /**
  28040. * Get the Cycle Loop Mode
  28041. */
  28042. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28043. /**
  28044. * Get the Constant Loop Mode
  28045. */
  28046. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28047. /** @hidden */
  28048. static _UniversalLerp(left: any, right: any, amount: number): any;
  28049. /**
  28050. * Parses an animation object and creates an animation
  28051. * @param parsedAnimation Parsed animation object
  28052. * @returns Animation object
  28053. */
  28054. static Parse(parsedAnimation: any): Animation;
  28055. /**
  28056. * Appends the serialized animations from the source animations
  28057. * @param source Source containing the animations
  28058. * @param destination Target to store the animations
  28059. */
  28060. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28061. }
  28062. }
  28063. declare module "babylonjs/Animations/animatable.interface" {
  28064. import { Nullable } from "babylonjs/types";
  28065. import { Animation } from "babylonjs/Animations/animation";
  28066. /**
  28067. * Interface containing an array of animations
  28068. */
  28069. export interface IAnimatable {
  28070. /**
  28071. * Array of animations
  28072. */
  28073. animations: Nullable<Array<Animation>>;
  28074. }
  28075. }
  28076. declare module "babylonjs/Materials/fresnelParameters" {
  28077. import { Color3 } from "babylonjs/Maths/math.color";
  28078. /**
  28079. * This represents all the required information to add a fresnel effect on a material:
  28080. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28081. */
  28082. export class FresnelParameters {
  28083. private _isEnabled;
  28084. /**
  28085. * Define if the fresnel effect is enable or not.
  28086. */
  28087. isEnabled: boolean;
  28088. /**
  28089. * Define the color used on edges (grazing angle)
  28090. */
  28091. leftColor: Color3;
  28092. /**
  28093. * Define the color used on center
  28094. */
  28095. rightColor: Color3;
  28096. /**
  28097. * Define bias applied to computed fresnel term
  28098. */
  28099. bias: number;
  28100. /**
  28101. * Defined the power exponent applied to fresnel term
  28102. */
  28103. power: number;
  28104. /**
  28105. * Clones the current fresnel and its valuues
  28106. * @returns a clone fresnel configuration
  28107. */
  28108. clone(): FresnelParameters;
  28109. /**
  28110. * Serializes the current fresnel parameters to a JSON representation.
  28111. * @return the JSON serialization
  28112. */
  28113. serialize(): any;
  28114. /**
  28115. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28116. * @param parsedFresnelParameters Define the JSON representation
  28117. * @returns the parsed parameters
  28118. */
  28119. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28120. }
  28121. }
  28122. declare module "babylonjs/Misc/decorators" {
  28123. import { Nullable } from "babylonjs/types";
  28124. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28125. import { Scene } from "babylonjs/scene";
  28126. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28127. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28128. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28129. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28130. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28131. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28132. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28133. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28134. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28135. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28136. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28137. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28138. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28139. /**
  28140. * Decorator used to define property that can be serialized as reference to a camera
  28141. * @param sourceName defines the name of the property to decorate
  28142. */
  28143. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28144. /**
  28145. * Class used to help serialization objects
  28146. */
  28147. export class SerializationHelper {
  28148. /** @hidden */
  28149. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28150. /** @hidden */
  28151. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28152. /** @hidden */
  28153. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28154. /** @hidden */
  28155. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28156. /**
  28157. * Appends the serialized animations from the source animations
  28158. * @param source Source containing the animations
  28159. * @param destination Target to store the animations
  28160. */
  28161. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28162. /**
  28163. * Static function used to serialized a specific entity
  28164. * @param entity defines the entity to serialize
  28165. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28166. * @returns a JSON compatible object representing the serialization of the entity
  28167. */
  28168. static Serialize<T>(entity: T, serializationObject?: any): any;
  28169. /**
  28170. * Creates a new entity from a serialization data object
  28171. * @param creationFunction defines a function used to instanciated the new entity
  28172. * @param source defines the source serialization data
  28173. * @param scene defines the hosting scene
  28174. * @param rootUrl defines the root url for resources
  28175. * @returns a new entity
  28176. */
  28177. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28178. /**
  28179. * Clones an object
  28180. * @param creationFunction defines the function used to instanciate the new object
  28181. * @param source defines the source object
  28182. * @returns the cloned object
  28183. */
  28184. static Clone<T>(creationFunction: () => T, source: T): T;
  28185. /**
  28186. * Instanciates a new object based on a source one (some data will be shared between both object)
  28187. * @param creationFunction defines the function used to instanciate the new object
  28188. * @param source defines the source object
  28189. * @returns the new object
  28190. */
  28191. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28192. }
  28193. }
  28194. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  28195. import { Nullable } from "babylonjs/types";
  28196. /**
  28197. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  28198. */
  28199. export interface CubeMapInfo {
  28200. /**
  28201. * The pixel array for the front face.
  28202. * This is stored in format, left to right, up to down format.
  28203. */
  28204. front: Nullable<ArrayBufferView>;
  28205. /**
  28206. * The pixel array for the back face.
  28207. * This is stored in format, left to right, up to down format.
  28208. */
  28209. back: Nullable<ArrayBufferView>;
  28210. /**
  28211. * The pixel array for the left face.
  28212. * This is stored in format, left to right, up to down format.
  28213. */
  28214. left: Nullable<ArrayBufferView>;
  28215. /**
  28216. * The pixel array for the right face.
  28217. * This is stored in format, left to right, up to down format.
  28218. */
  28219. right: Nullable<ArrayBufferView>;
  28220. /**
  28221. * The pixel array for the up face.
  28222. * This is stored in format, left to right, up to down format.
  28223. */
  28224. up: Nullable<ArrayBufferView>;
  28225. /**
  28226. * The pixel array for the down face.
  28227. * This is stored in format, left to right, up to down format.
  28228. */
  28229. down: Nullable<ArrayBufferView>;
  28230. /**
  28231. * The size of the cubemap stored.
  28232. *
  28233. * Each faces will be size * size pixels.
  28234. */
  28235. size: number;
  28236. /**
  28237. * The format of the texture.
  28238. *
  28239. * RGBA, RGB.
  28240. */
  28241. format: number;
  28242. /**
  28243. * The type of the texture data.
  28244. *
  28245. * UNSIGNED_INT, FLOAT.
  28246. */
  28247. type: number;
  28248. /**
  28249. * Specifies whether the texture is in gamma space.
  28250. */
  28251. gammaSpace: boolean;
  28252. }
  28253. /**
  28254. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  28255. */
  28256. export class PanoramaToCubeMapTools {
  28257. private static FACE_FRONT;
  28258. private static FACE_BACK;
  28259. private static FACE_RIGHT;
  28260. private static FACE_LEFT;
  28261. private static FACE_DOWN;
  28262. private static FACE_UP;
  28263. /**
  28264. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  28265. *
  28266. * @param float32Array The source data.
  28267. * @param inputWidth The width of the input panorama.
  28268. * @param inputHeight The height of the input panorama.
  28269. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  28270. * @return The cubemap data
  28271. */
  28272. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  28273. private static CreateCubemapTexture;
  28274. private static CalcProjectionSpherical;
  28275. }
  28276. }
  28277. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  28278. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28279. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28280. import { Nullable } from "babylonjs/types";
  28281. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  28282. /**
  28283. * Helper class dealing with the extraction of spherical polynomial dataArray
  28284. * from a cube map.
  28285. */
  28286. export class CubeMapToSphericalPolynomialTools {
  28287. private static FileFaces;
  28288. /**
  28289. * Converts a texture to the according Spherical Polynomial data.
  28290. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28291. *
  28292. * @param texture The texture to extract the information from.
  28293. * @return The Spherical Polynomial data.
  28294. */
  28295. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  28296. /**
  28297. * Converts a cubemap to the according Spherical Polynomial data.
  28298. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28299. *
  28300. * @param cubeInfo The Cube map to extract the information from.
  28301. * @return The Spherical Polynomial data.
  28302. */
  28303. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  28304. }
  28305. }
  28306. declare module "babylonjs/Misc/guid" {
  28307. /**
  28308. * Class used to manipulate GUIDs
  28309. */
  28310. export class GUID {
  28311. /**
  28312. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28313. * Be aware Math.random() could cause collisions, but:
  28314. * "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"
  28315. * @returns a pseudo random id
  28316. */
  28317. static RandomId(): string;
  28318. }
  28319. }
  28320. declare module "babylonjs/Materials/Textures/baseTexture" {
  28321. import { Observable } from "babylonjs/Misc/observable";
  28322. import { Nullable } from "babylonjs/types";
  28323. import { Scene } from "babylonjs/scene";
  28324. import { Matrix } from "babylonjs/Maths/math.vector";
  28325. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28326. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28327. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28328. import { ISize } from "babylonjs/Maths/math.size";
  28329. /**
  28330. * Base class of all the textures in babylon.
  28331. * It groups all the common properties the materials, post process, lights... might need
  28332. * in order to make a correct use of the texture.
  28333. */
  28334. export class BaseTexture implements IAnimatable {
  28335. /**
  28336. * Default anisotropic filtering level for the application.
  28337. * It is set to 4 as a good tradeoff between perf and quality.
  28338. */
  28339. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28340. /**
  28341. * Gets or sets the unique id of the texture
  28342. */
  28343. uniqueId: number;
  28344. /**
  28345. * Define the name of the texture.
  28346. */
  28347. name: string;
  28348. /**
  28349. * Gets or sets an object used to store user defined information.
  28350. */
  28351. metadata: any;
  28352. /**
  28353. * For internal use only. Please do not use.
  28354. */
  28355. reservedDataStore: any;
  28356. private _hasAlpha;
  28357. /**
  28358. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28359. */
  28360. hasAlpha: boolean;
  28361. /**
  28362. * Defines if the alpha value should be determined via the rgb values.
  28363. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28364. */
  28365. getAlphaFromRGB: boolean;
  28366. /**
  28367. * Intensity or strength of the texture.
  28368. * It is commonly used by materials to fine tune the intensity of the texture
  28369. */
  28370. level: number;
  28371. /**
  28372. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28373. * This is part of the texture as textures usually maps to one uv set.
  28374. */
  28375. coordinatesIndex: number;
  28376. private _coordinatesMode;
  28377. /**
  28378. * How a texture is mapped.
  28379. *
  28380. * | Value | Type | Description |
  28381. * | ----- | ----------------------------------- | ----------- |
  28382. * | 0 | EXPLICIT_MODE | |
  28383. * | 1 | SPHERICAL_MODE | |
  28384. * | 2 | PLANAR_MODE | |
  28385. * | 3 | CUBIC_MODE | |
  28386. * | 4 | PROJECTION_MODE | |
  28387. * | 5 | SKYBOX_MODE | |
  28388. * | 6 | INVCUBIC_MODE | |
  28389. * | 7 | EQUIRECTANGULAR_MODE | |
  28390. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28391. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28392. */
  28393. coordinatesMode: number;
  28394. /**
  28395. * | Value | Type | Description |
  28396. * | ----- | ------------------ | ----------- |
  28397. * | 0 | CLAMP_ADDRESSMODE | |
  28398. * | 1 | WRAP_ADDRESSMODE | |
  28399. * | 2 | MIRROR_ADDRESSMODE | |
  28400. */
  28401. wrapU: number;
  28402. /**
  28403. * | Value | Type | Description |
  28404. * | ----- | ------------------ | ----------- |
  28405. * | 0 | CLAMP_ADDRESSMODE | |
  28406. * | 1 | WRAP_ADDRESSMODE | |
  28407. * | 2 | MIRROR_ADDRESSMODE | |
  28408. */
  28409. wrapV: number;
  28410. /**
  28411. * | Value | Type | Description |
  28412. * | ----- | ------------------ | ----------- |
  28413. * | 0 | CLAMP_ADDRESSMODE | |
  28414. * | 1 | WRAP_ADDRESSMODE | |
  28415. * | 2 | MIRROR_ADDRESSMODE | |
  28416. */
  28417. wrapR: number;
  28418. /**
  28419. * With compliant hardware and browser (supporting anisotropic filtering)
  28420. * this defines the level of anisotropic filtering in the texture.
  28421. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28422. */
  28423. anisotropicFilteringLevel: number;
  28424. /**
  28425. * Define if the texture is a cube texture or if false a 2d texture.
  28426. */
  28427. isCube: boolean;
  28428. /**
  28429. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28430. */
  28431. is3D: boolean;
  28432. /**
  28433. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28434. * HDR texture are usually stored in linear space.
  28435. * This only impacts the PBR and Background materials
  28436. */
  28437. gammaSpace: boolean;
  28438. /**
  28439. * Gets whether or not the texture contains RGBD data.
  28440. */
  28441. readonly isRGBD: boolean;
  28442. /**
  28443. * Is Z inverted in the texture (useful in a cube texture).
  28444. */
  28445. invertZ: boolean;
  28446. /**
  28447. * Are mip maps generated for this texture or not.
  28448. */
  28449. readonly noMipmap: boolean;
  28450. /**
  28451. * @hidden
  28452. */
  28453. lodLevelInAlpha: boolean;
  28454. /**
  28455. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28456. */
  28457. lodGenerationOffset: number;
  28458. /**
  28459. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28460. */
  28461. lodGenerationScale: number;
  28462. /**
  28463. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28464. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28465. * average roughness values.
  28466. */
  28467. linearSpecularLOD: boolean;
  28468. /**
  28469. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28470. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28471. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28472. */
  28473. irradianceTexture: Nullable<BaseTexture>;
  28474. /**
  28475. * Define if the texture is a render target.
  28476. */
  28477. isRenderTarget: boolean;
  28478. /**
  28479. * Define the unique id of the texture in the scene.
  28480. */
  28481. readonly uid: string;
  28482. /**
  28483. * Return a string representation of the texture.
  28484. * @returns the texture as a string
  28485. */
  28486. toString(): string;
  28487. /**
  28488. * Get the class name of the texture.
  28489. * @returns "BaseTexture"
  28490. */
  28491. getClassName(): string;
  28492. /**
  28493. * Define the list of animation attached to the texture.
  28494. */
  28495. animations: import("babylonjs/Animations/animation").Animation[];
  28496. /**
  28497. * An event triggered when the texture is disposed.
  28498. */
  28499. onDisposeObservable: Observable<BaseTexture>;
  28500. private _onDisposeObserver;
  28501. /**
  28502. * Callback triggered when the texture has been disposed.
  28503. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28504. */
  28505. onDispose: () => void;
  28506. /**
  28507. * Define the current state of the loading sequence when in delayed load mode.
  28508. */
  28509. delayLoadState: number;
  28510. private _scene;
  28511. /** @hidden */
  28512. _texture: Nullable<InternalTexture>;
  28513. private _uid;
  28514. /**
  28515. * Define if the texture is preventinga material to render or not.
  28516. * If not and the texture is not ready, the engine will use a default black texture instead.
  28517. */
  28518. readonly isBlocking: boolean;
  28519. /**
  28520. * Instantiates a new BaseTexture.
  28521. * Base class of all the textures in babylon.
  28522. * It groups all the common properties the materials, post process, lights... might need
  28523. * in order to make a correct use of the texture.
  28524. * @param scene Define the scene the texture blongs to
  28525. */
  28526. constructor(scene: Nullable<Scene>);
  28527. /**
  28528. * Get the scene the texture belongs to.
  28529. * @returns the scene or null if undefined
  28530. */
  28531. getScene(): Nullable<Scene>;
  28532. /**
  28533. * Get the texture transform matrix used to offset tile the texture for istance.
  28534. * @returns the transformation matrix
  28535. */
  28536. getTextureMatrix(): Matrix;
  28537. /**
  28538. * Get the texture reflection matrix used to rotate/transform the reflection.
  28539. * @returns the reflection matrix
  28540. */
  28541. getReflectionTextureMatrix(): Matrix;
  28542. /**
  28543. * Get the underlying lower level texture from Babylon.
  28544. * @returns the insternal texture
  28545. */
  28546. getInternalTexture(): Nullable<InternalTexture>;
  28547. /**
  28548. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  28549. * @returns true if ready or not blocking
  28550. */
  28551. isReadyOrNotBlocking(): boolean;
  28552. /**
  28553. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  28554. * @returns true if fully ready
  28555. */
  28556. isReady(): boolean;
  28557. private _cachedSize;
  28558. /**
  28559. * Get the size of the texture.
  28560. * @returns the texture size.
  28561. */
  28562. getSize(): ISize;
  28563. /**
  28564. * Get the base size of the texture.
  28565. * It can be different from the size if the texture has been resized for POT for instance
  28566. * @returns the base size
  28567. */
  28568. getBaseSize(): ISize;
  28569. /**
  28570. * Update the sampling mode of the texture.
  28571. * Default is Trilinear mode.
  28572. *
  28573. * | Value | Type | Description |
  28574. * | ----- | ------------------ | ----------- |
  28575. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  28576. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  28577. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  28578. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  28579. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  28580. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  28581. * | 7 | NEAREST_LINEAR | |
  28582. * | 8 | NEAREST_NEAREST | |
  28583. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  28584. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  28585. * | 11 | LINEAR_LINEAR | |
  28586. * | 12 | LINEAR_NEAREST | |
  28587. *
  28588. * > _mag_: magnification filter (close to the viewer)
  28589. * > _min_: minification filter (far from the viewer)
  28590. * > _mip_: filter used between mip map levels
  28591. *@param samplingMode Define the new sampling mode of the texture
  28592. */
  28593. updateSamplingMode(samplingMode: number): void;
  28594. /**
  28595. * Scales the texture if is `canRescale()`
  28596. * @param ratio the resize factor we want to use to rescale
  28597. */
  28598. scale(ratio: number): void;
  28599. /**
  28600. * Get if the texture can rescale.
  28601. */
  28602. readonly canRescale: boolean;
  28603. /** @hidden */
  28604. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  28605. /** @hidden */
  28606. _rebuild(): void;
  28607. /**
  28608. * Triggers the load sequence in delayed load mode.
  28609. */
  28610. delayLoad(): void;
  28611. /**
  28612. * Clones the texture.
  28613. * @returns the cloned texture
  28614. */
  28615. clone(): Nullable<BaseTexture>;
  28616. /**
  28617. * Get the texture underlying type (INT, FLOAT...)
  28618. */
  28619. readonly textureType: number;
  28620. /**
  28621. * Get the texture underlying format (RGB, RGBA...)
  28622. */
  28623. readonly textureFormat: number;
  28624. /**
  28625. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  28626. * This will returns an RGBA array buffer containing either in values (0-255) or
  28627. * float values (0-1) depending of the underlying buffer type.
  28628. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  28629. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  28630. * @param buffer defines a user defined buffer to fill with data (can be null)
  28631. * @returns The Array buffer containing the pixels data.
  28632. */
  28633. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  28634. /**
  28635. * Release and destroy the underlying lower level texture aka internalTexture.
  28636. */
  28637. releaseInternalTexture(): void;
  28638. /**
  28639. * Get the polynomial representation of the texture data.
  28640. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  28641. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  28642. */
  28643. sphericalPolynomial: Nullable<SphericalPolynomial>;
  28644. /** @hidden */
  28645. readonly _lodTextureHigh: Nullable<BaseTexture>;
  28646. /** @hidden */
  28647. readonly _lodTextureMid: Nullable<BaseTexture>;
  28648. /** @hidden */
  28649. readonly _lodTextureLow: Nullable<BaseTexture>;
  28650. /**
  28651. * Dispose the texture and release its associated resources.
  28652. */
  28653. dispose(): void;
  28654. /**
  28655. * Serialize the texture into a JSON representation that can be parsed later on.
  28656. * @returns the JSON representation of the texture
  28657. */
  28658. serialize(): any;
  28659. /**
  28660. * Helper function to be called back once a list of texture contains only ready textures.
  28661. * @param textures Define the list of textures to wait for
  28662. * @param callback Define the callback triggered once the entire list will be ready
  28663. */
  28664. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  28665. }
  28666. }
  28667. declare module "babylonjs/Materials/Textures/internalTexture" {
  28668. import { Observable } from "babylonjs/Misc/observable";
  28669. import { Nullable, int } from "babylonjs/types";
  28670. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28671. import { Engine } from "babylonjs/Engines/engine";
  28672. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28673. /**
  28674. * Class used to store data associated with WebGL texture data for the engine
  28675. * This class should not be used directly
  28676. */
  28677. export class InternalTexture {
  28678. /** @hidden */
  28679. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  28680. /**
  28681. * The source of the texture data is unknown
  28682. */
  28683. static DATASOURCE_UNKNOWN: number;
  28684. /**
  28685. * Texture data comes from an URL
  28686. */
  28687. static DATASOURCE_URL: number;
  28688. /**
  28689. * Texture data is only used for temporary storage
  28690. */
  28691. static DATASOURCE_TEMP: number;
  28692. /**
  28693. * Texture data comes from raw data (ArrayBuffer)
  28694. */
  28695. static DATASOURCE_RAW: number;
  28696. /**
  28697. * Texture content is dynamic (video or dynamic texture)
  28698. */
  28699. static DATASOURCE_DYNAMIC: number;
  28700. /**
  28701. * Texture content is generated by rendering to it
  28702. */
  28703. static DATASOURCE_RENDERTARGET: number;
  28704. /**
  28705. * Texture content is part of a multi render target process
  28706. */
  28707. static DATASOURCE_MULTIRENDERTARGET: number;
  28708. /**
  28709. * Texture data comes from a cube data file
  28710. */
  28711. static DATASOURCE_CUBE: number;
  28712. /**
  28713. * Texture data comes from a raw cube data
  28714. */
  28715. static DATASOURCE_CUBERAW: number;
  28716. /**
  28717. * Texture data come from a prefiltered cube data file
  28718. */
  28719. static DATASOURCE_CUBEPREFILTERED: number;
  28720. /**
  28721. * Texture content is raw 3D data
  28722. */
  28723. static DATASOURCE_RAW3D: number;
  28724. /**
  28725. * Texture content is a depth texture
  28726. */
  28727. static DATASOURCE_DEPTHTEXTURE: number;
  28728. /**
  28729. * Texture data comes from a raw cube data encoded with RGBD
  28730. */
  28731. static DATASOURCE_CUBERAW_RGBD: number;
  28732. /**
  28733. * Defines if the texture is ready
  28734. */
  28735. isReady: boolean;
  28736. /**
  28737. * Defines if the texture is a cube texture
  28738. */
  28739. isCube: boolean;
  28740. /**
  28741. * Defines if the texture contains 3D data
  28742. */
  28743. is3D: boolean;
  28744. /**
  28745. * Defines if the texture contains multiview data
  28746. */
  28747. isMultiview: boolean;
  28748. /**
  28749. * Gets the URL used to load this texture
  28750. */
  28751. url: string;
  28752. /**
  28753. * Gets the sampling mode of the texture
  28754. */
  28755. samplingMode: number;
  28756. /**
  28757. * Gets a boolean indicating if the texture needs mipmaps generation
  28758. */
  28759. generateMipMaps: boolean;
  28760. /**
  28761. * Gets the number of samples used by the texture (WebGL2+ only)
  28762. */
  28763. samples: number;
  28764. /**
  28765. * Gets the type of the texture (int, float...)
  28766. */
  28767. type: number;
  28768. /**
  28769. * Gets the format of the texture (RGB, RGBA...)
  28770. */
  28771. format: number;
  28772. /**
  28773. * Observable called when the texture is loaded
  28774. */
  28775. onLoadedObservable: Observable<InternalTexture>;
  28776. /**
  28777. * Gets the width of the texture
  28778. */
  28779. width: number;
  28780. /**
  28781. * Gets the height of the texture
  28782. */
  28783. height: number;
  28784. /**
  28785. * Gets the depth of the texture
  28786. */
  28787. depth: number;
  28788. /**
  28789. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  28790. */
  28791. baseWidth: number;
  28792. /**
  28793. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  28794. */
  28795. baseHeight: number;
  28796. /**
  28797. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  28798. */
  28799. baseDepth: number;
  28800. /**
  28801. * Gets a boolean indicating if the texture is inverted on Y axis
  28802. */
  28803. invertY: boolean;
  28804. /** @hidden */
  28805. _invertVScale: boolean;
  28806. /** @hidden */
  28807. _associatedChannel: number;
  28808. /** @hidden */
  28809. _dataSource: number;
  28810. /** @hidden */
  28811. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  28812. /** @hidden */
  28813. _bufferView: Nullable<ArrayBufferView>;
  28814. /** @hidden */
  28815. _bufferViewArray: Nullable<ArrayBufferView[]>;
  28816. /** @hidden */
  28817. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  28818. /** @hidden */
  28819. _size: number;
  28820. /** @hidden */
  28821. _extension: string;
  28822. /** @hidden */
  28823. _files: Nullable<string[]>;
  28824. /** @hidden */
  28825. _workingCanvas: Nullable<HTMLCanvasElement>;
  28826. /** @hidden */
  28827. _workingContext: Nullable<CanvasRenderingContext2D>;
  28828. /** @hidden */
  28829. _framebuffer: Nullable<WebGLFramebuffer>;
  28830. /** @hidden */
  28831. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  28832. /** @hidden */
  28833. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  28834. /** @hidden */
  28835. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  28836. /** @hidden */
  28837. _attachments: Nullable<number[]>;
  28838. /** @hidden */
  28839. _cachedCoordinatesMode: Nullable<number>;
  28840. /** @hidden */
  28841. _cachedWrapU: Nullable<number>;
  28842. /** @hidden */
  28843. _cachedWrapV: Nullable<number>;
  28844. /** @hidden */
  28845. _cachedWrapR: Nullable<number>;
  28846. /** @hidden */
  28847. _cachedAnisotropicFilteringLevel: Nullable<number>;
  28848. /** @hidden */
  28849. _isDisabled: boolean;
  28850. /** @hidden */
  28851. _compression: Nullable<string>;
  28852. /** @hidden */
  28853. _generateStencilBuffer: boolean;
  28854. /** @hidden */
  28855. _generateDepthBuffer: boolean;
  28856. /** @hidden */
  28857. _comparisonFunction: number;
  28858. /** @hidden */
  28859. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  28860. /** @hidden */
  28861. _lodGenerationScale: number;
  28862. /** @hidden */
  28863. _lodGenerationOffset: number;
  28864. /** @hidden */
  28865. _colorTextureArray: Nullable<WebGLTexture>;
  28866. /** @hidden */
  28867. _depthStencilTextureArray: Nullable<WebGLTexture>;
  28868. /** @hidden */
  28869. _lodTextureHigh: Nullable<BaseTexture>;
  28870. /** @hidden */
  28871. _lodTextureMid: Nullable<BaseTexture>;
  28872. /** @hidden */
  28873. _lodTextureLow: Nullable<BaseTexture>;
  28874. /** @hidden */
  28875. _isRGBD: boolean;
  28876. /** @hidden */
  28877. _linearSpecularLOD: boolean;
  28878. /** @hidden */
  28879. _irradianceTexture: Nullable<BaseTexture>;
  28880. /** @hidden */
  28881. _webGLTexture: Nullable<WebGLTexture>;
  28882. /** @hidden */
  28883. _references: number;
  28884. private _engine;
  28885. /**
  28886. * Gets the Engine the texture belongs to.
  28887. * @returns The babylon engine
  28888. */
  28889. getEngine(): Engine;
  28890. /**
  28891. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  28892. */
  28893. readonly dataSource: number;
  28894. /**
  28895. * Creates a new InternalTexture
  28896. * @param engine defines the engine to use
  28897. * @param dataSource defines the type of data that will be used
  28898. * @param delayAllocation if the texture allocation should be delayed (default: false)
  28899. */
  28900. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  28901. /**
  28902. * Increments the number of references (ie. the number of Texture that point to it)
  28903. */
  28904. incrementReferences(): void;
  28905. /**
  28906. * Change the size of the texture (not the size of the content)
  28907. * @param width defines the new width
  28908. * @param height defines the new height
  28909. * @param depth defines the new depth (1 by default)
  28910. */
  28911. updateSize(width: int, height: int, depth?: int): void;
  28912. /** @hidden */
  28913. _rebuild(): void;
  28914. /** @hidden */
  28915. _swapAndDie(target: InternalTexture): void;
  28916. /**
  28917. * Dispose the current allocated resources
  28918. */
  28919. dispose(): void;
  28920. }
  28921. }
  28922. declare module "babylonjs/Materials/effect" {
  28923. import { Observable } from "babylonjs/Misc/observable";
  28924. import { Nullable } from "babylonjs/types";
  28925. import { IDisposable } from "babylonjs/scene";
  28926. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  28927. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  28928. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  28929. import { Engine } from "babylonjs/Engines/engine";
  28930. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28931. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28932. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  28933. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  28934. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28935. /**
  28936. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  28937. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  28938. */
  28939. export class EffectFallbacks {
  28940. private _defines;
  28941. private _currentRank;
  28942. private _maxRank;
  28943. private _mesh;
  28944. /**
  28945. * Removes the fallback from the bound mesh.
  28946. */
  28947. unBindMesh(): void;
  28948. /**
  28949. * Adds a fallback on the specified property.
  28950. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28951. * @param define The name of the define in the shader
  28952. */
  28953. addFallback(rank: number, define: string): void;
  28954. /**
  28955. * Sets the mesh to use CPU skinning when needing to fallback.
  28956. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28957. * @param mesh The mesh to use the fallbacks.
  28958. */
  28959. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  28960. /**
  28961. * Checks to see if more fallbacks are still availible.
  28962. */
  28963. readonly isMoreFallbacks: boolean;
  28964. /**
  28965. * Removes the defines that should be removed when falling back.
  28966. * @param currentDefines defines the current define statements for the shader.
  28967. * @param effect defines the current effect we try to compile
  28968. * @returns The resulting defines with defines of the current rank removed.
  28969. */
  28970. reduce(currentDefines: string, effect: Effect): string;
  28971. }
  28972. /**
  28973. * Options to be used when creating an effect.
  28974. */
  28975. export class EffectCreationOptions {
  28976. /**
  28977. * Atrributes that will be used in the shader.
  28978. */
  28979. attributes: string[];
  28980. /**
  28981. * Uniform varible names that will be set in the shader.
  28982. */
  28983. uniformsNames: string[];
  28984. /**
  28985. * Uniform buffer varible names that will be set in the shader.
  28986. */
  28987. uniformBuffersNames: string[];
  28988. /**
  28989. * Sampler texture variable names that will be set in the shader.
  28990. */
  28991. samplers: string[];
  28992. /**
  28993. * Define statements that will be set in the shader.
  28994. */
  28995. defines: any;
  28996. /**
  28997. * Possible fallbacks for this effect to improve performance when needed.
  28998. */
  28999. fallbacks: Nullable<EffectFallbacks>;
  29000. /**
  29001. * Callback that will be called when the shader is compiled.
  29002. */
  29003. onCompiled: Nullable<(effect: Effect) => void>;
  29004. /**
  29005. * Callback that will be called if an error occurs during shader compilation.
  29006. */
  29007. onError: Nullable<(effect: Effect, errors: string) => void>;
  29008. /**
  29009. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29010. */
  29011. indexParameters: any;
  29012. /**
  29013. * Max number of lights that can be used in the shader.
  29014. */
  29015. maxSimultaneousLights: number;
  29016. /**
  29017. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  29018. */
  29019. transformFeedbackVaryings: Nullable<string[]>;
  29020. }
  29021. /**
  29022. * Effect containing vertex and fragment shader that can be executed on an object.
  29023. */
  29024. export class Effect implements IDisposable {
  29025. /**
  29026. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29027. */
  29028. static ShadersRepository: string;
  29029. /**
  29030. * Name of the effect.
  29031. */
  29032. name: any;
  29033. /**
  29034. * String container all the define statements that should be set on the shader.
  29035. */
  29036. defines: string;
  29037. /**
  29038. * Callback that will be called when the shader is compiled.
  29039. */
  29040. onCompiled: Nullable<(effect: Effect) => void>;
  29041. /**
  29042. * Callback that will be called if an error occurs during shader compilation.
  29043. */
  29044. onError: Nullable<(effect: Effect, errors: string) => void>;
  29045. /**
  29046. * Callback that will be called when effect is bound.
  29047. */
  29048. onBind: Nullable<(effect: Effect) => void>;
  29049. /**
  29050. * Unique ID of the effect.
  29051. */
  29052. uniqueId: number;
  29053. /**
  29054. * Observable that will be called when the shader is compiled.
  29055. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29056. */
  29057. onCompileObservable: Observable<Effect>;
  29058. /**
  29059. * Observable that will be called if an error occurs during shader compilation.
  29060. */
  29061. onErrorObservable: Observable<Effect>;
  29062. /** @hidden */
  29063. _onBindObservable: Nullable<Observable<Effect>>;
  29064. /**
  29065. * Observable that will be called when effect is bound.
  29066. */
  29067. readonly onBindObservable: Observable<Effect>;
  29068. /** @hidden */
  29069. _bonesComputationForcedToCPU: boolean;
  29070. private static _uniqueIdSeed;
  29071. private _engine;
  29072. private _uniformBuffersNames;
  29073. private _uniformsNames;
  29074. private _samplerList;
  29075. private _samplers;
  29076. private _isReady;
  29077. private _compilationError;
  29078. private _attributesNames;
  29079. private _attributes;
  29080. private _uniforms;
  29081. /**
  29082. * Key for the effect.
  29083. * @hidden
  29084. */
  29085. _key: string;
  29086. private _indexParameters;
  29087. private _fallbacks;
  29088. private _vertexSourceCode;
  29089. private _fragmentSourceCode;
  29090. private _vertexSourceCodeOverride;
  29091. private _fragmentSourceCodeOverride;
  29092. private _transformFeedbackVaryings;
  29093. /**
  29094. * Compiled shader to webGL program.
  29095. * @hidden
  29096. */
  29097. _pipelineContext: Nullable<IPipelineContext>;
  29098. private _valueCache;
  29099. private static _baseCache;
  29100. /**
  29101. * Instantiates an effect.
  29102. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29103. * @param baseName Name of the effect.
  29104. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29105. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29106. * @param samplers List of sampler variables that will be passed to the shader.
  29107. * @param engine Engine to be used to render the effect
  29108. * @param defines Define statements to be added to the shader.
  29109. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29110. * @param onCompiled Callback that will be called when the shader is compiled.
  29111. * @param onError Callback that will be called if an error occurs during shader compilation.
  29112. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29113. */
  29114. 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);
  29115. private _useFinalCode;
  29116. /**
  29117. * Unique key for this effect
  29118. */
  29119. readonly key: string;
  29120. /**
  29121. * If the effect has been compiled and prepared.
  29122. * @returns if the effect is compiled and prepared.
  29123. */
  29124. isReady(): boolean;
  29125. /**
  29126. * The engine the effect was initialized with.
  29127. * @returns the engine.
  29128. */
  29129. getEngine(): Engine;
  29130. /**
  29131. * The pipeline context for this effect
  29132. * @returns the associated pipeline context
  29133. */
  29134. getPipelineContext(): Nullable<IPipelineContext>;
  29135. /**
  29136. * The set of names of attribute variables for the shader.
  29137. * @returns An array of attribute names.
  29138. */
  29139. getAttributesNames(): string[];
  29140. /**
  29141. * Returns the attribute at the given index.
  29142. * @param index The index of the attribute.
  29143. * @returns The location of the attribute.
  29144. */
  29145. getAttributeLocation(index: number): number;
  29146. /**
  29147. * Returns the attribute based on the name of the variable.
  29148. * @param name of the attribute to look up.
  29149. * @returns the attribute location.
  29150. */
  29151. getAttributeLocationByName(name: string): number;
  29152. /**
  29153. * The number of attributes.
  29154. * @returns the numnber of attributes.
  29155. */
  29156. getAttributesCount(): number;
  29157. /**
  29158. * Gets the index of a uniform variable.
  29159. * @param uniformName of the uniform to look up.
  29160. * @returns the index.
  29161. */
  29162. getUniformIndex(uniformName: string): number;
  29163. /**
  29164. * Returns the attribute based on the name of the variable.
  29165. * @param uniformName of the uniform to look up.
  29166. * @returns the location of the uniform.
  29167. */
  29168. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29169. /**
  29170. * Returns an array of sampler variable names
  29171. * @returns The array of sampler variable neames.
  29172. */
  29173. getSamplers(): string[];
  29174. /**
  29175. * The error from the last compilation.
  29176. * @returns the error string.
  29177. */
  29178. getCompilationError(): string;
  29179. /**
  29180. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29181. * @param func The callback to be used.
  29182. */
  29183. executeWhenCompiled(func: (effect: Effect) => void): void;
  29184. private _checkIsReady;
  29185. /** @hidden */
  29186. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  29187. /** @hidden */
  29188. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  29189. /** @hidden */
  29190. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  29191. /**
  29192. * Recompiles the webGL program
  29193. * @param vertexSourceCode The source code for the vertex shader.
  29194. * @param fragmentSourceCode The source code for the fragment shader.
  29195. * @param onCompiled Callback called when completed.
  29196. * @param onError Callback called on error.
  29197. * @hidden
  29198. */
  29199. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29200. /**
  29201. * Prepares the effect
  29202. * @hidden
  29203. */
  29204. _prepareEffect(): void;
  29205. /**
  29206. * Checks if the effect is supported. (Must be called after compilation)
  29207. */
  29208. readonly isSupported: boolean;
  29209. /**
  29210. * Binds a texture to the engine to be used as output of the shader.
  29211. * @param channel Name of the output variable.
  29212. * @param texture Texture to bind.
  29213. * @hidden
  29214. */
  29215. _bindTexture(channel: string, texture: InternalTexture): void;
  29216. /**
  29217. * Sets a texture on the engine to be used in the shader.
  29218. * @param channel Name of the sampler variable.
  29219. * @param texture Texture to set.
  29220. */
  29221. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29222. /**
  29223. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29224. * @param channel Name of the sampler variable.
  29225. * @param texture Texture to set.
  29226. */
  29227. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29228. /**
  29229. * Sets an array of textures on the engine to be used in the shader.
  29230. * @param channel Name of the variable.
  29231. * @param textures Textures to set.
  29232. */
  29233. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29234. /**
  29235. * 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)
  29236. * @param channel Name of the sampler variable.
  29237. * @param postProcess Post process to get the input texture from.
  29238. */
  29239. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29240. /**
  29241. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29242. * 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)
  29243. * @param channel Name of the sampler variable.
  29244. * @param postProcess Post process to get the output texture from.
  29245. */
  29246. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29247. /** @hidden */
  29248. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29249. /** @hidden */
  29250. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29251. /** @hidden */
  29252. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29253. /** @hidden */
  29254. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29255. /**
  29256. * Binds a buffer to a uniform.
  29257. * @param buffer Buffer to bind.
  29258. * @param name Name of the uniform variable to bind to.
  29259. */
  29260. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29261. /**
  29262. * Binds block to a uniform.
  29263. * @param blockName Name of the block to bind.
  29264. * @param index Index to bind.
  29265. */
  29266. bindUniformBlock(blockName: string, index: number): void;
  29267. /**
  29268. * Sets an interger value on a uniform variable.
  29269. * @param uniformName Name of the variable.
  29270. * @param value Value to be set.
  29271. * @returns this effect.
  29272. */
  29273. setInt(uniformName: string, value: number): Effect;
  29274. /**
  29275. * Sets an int array on a uniform variable.
  29276. * @param uniformName Name of the variable.
  29277. * @param array array to be set.
  29278. * @returns this effect.
  29279. */
  29280. setIntArray(uniformName: string, array: Int32Array): Effect;
  29281. /**
  29282. * 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)
  29283. * @param uniformName Name of the variable.
  29284. * @param array array to be set.
  29285. * @returns this effect.
  29286. */
  29287. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29288. /**
  29289. * 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)
  29290. * @param uniformName Name of the variable.
  29291. * @param array array to be set.
  29292. * @returns this effect.
  29293. */
  29294. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29295. /**
  29296. * 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)
  29297. * @param uniformName Name of the variable.
  29298. * @param array array to be set.
  29299. * @returns this effect.
  29300. */
  29301. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29302. /**
  29303. * Sets an float array on a uniform variable.
  29304. * @param uniformName Name of the variable.
  29305. * @param array array to be set.
  29306. * @returns this effect.
  29307. */
  29308. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29309. /**
  29310. * 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)
  29311. * @param uniformName Name of the variable.
  29312. * @param array array to be set.
  29313. * @returns this effect.
  29314. */
  29315. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29316. /**
  29317. * 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)
  29318. * @param uniformName Name of the variable.
  29319. * @param array array to be set.
  29320. * @returns this effect.
  29321. */
  29322. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29323. /**
  29324. * 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)
  29325. * @param uniformName Name of the variable.
  29326. * @param array array to be set.
  29327. * @returns this effect.
  29328. */
  29329. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29330. /**
  29331. * Sets an array on a uniform variable.
  29332. * @param uniformName Name of the variable.
  29333. * @param array array to be set.
  29334. * @returns this effect.
  29335. */
  29336. setArray(uniformName: string, array: number[]): Effect;
  29337. /**
  29338. * 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)
  29339. * @param uniformName Name of the variable.
  29340. * @param array array to be set.
  29341. * @returns this effect.
  29342. */
  29343. setArray2(uniformName: string, array: number[]): Effect;
  29344. /**
  29345. * 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)
  29346. * @param uniformName Name of the variable.
  29347. * @param array array to be set.
  29348. * @returns this effect.
  29349. */
  29350. setArray3(uniformName: string, array: number[]): Effect;
  29351. /**
  29352. * 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)
  29353. * @param uniformName Name of the variable.
  29354. * @param array array to be set.
  29355. * @returns this effect.
  29356. */
  29357. setArray4(uniformName: string, array: number[]): Effect;
  29358. /**
  29359. * Sets matrices on a uniform variable.
  29360. * @param uniformName Name of the variable.
  29361. * @param matrices matrices to be set.
  29362. * @returns this effect.
  29363. */
  29364. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29365. /**
  29366. * Sets matrix on a uniform variable.
  29367. * @param uniformName Name of the variable.
  29368. * @param matrix matrix to be set.
  29369. * @returns this effect.
  29370. */
  29371. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29372. /**
  29373. * 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)
  29374. * @param uniformName Name of the variable.
  29375. * @param matrix matrix to be set.
  29376. * @returns this effect.
  29377. */
  29378. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29379. /**
  29380. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29381. * @param uniformName Name of the variable.
  29382. * @param matrix matrix to be set.
  29383. * @returns this effect.
  29384. */
  29385. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29386. /**
  29387. * Sets a float on a uniform variable.
  29388. * @param uniformName Name of the variable.
  29389. * @param value value to be set.
  29390. * @returns this effect.
  29391. */
  29392. setFloat(uniformName: string, value: number): Effect;
  29393. /**
  29394. * Sets a boolean on a uniform variable.
  29395. * @param uniformName Name of the variable.
  29396. * @param bool value to be set.
  29397. * @returns this effect.
  29398. */
  29399. setBool(uniformName: string, bool: boolean): Effect;
  29400. /**
  29401. * Sets a Vector2 on a uniform variable.
  29402. * @param uniformName Name of the variable.
  29403. * @param vector2 vector2 to be set.
  29404. * @returns this effect.
  29405. */
  29406. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29407. /**
  29408. * Sets a float2 on a uniform variable.
  29409. * @param uniformName Name of the variable.
  29410. * @param x First float in float2.
  29411. * @param y Second float in float2.
  29412. * @returns this effect.
  29413. */
  29414. setFloat2(uniformName: string, x: number, y: number): Effect;
  29415. /**
  29416. * Sets a Vector3 on a uniform variable.
  29417. * @param uniformName Name of the variable.
  29418. * @param vector3 Value to be set.
  29419. * @returns this effect.
  29420. */
  29421. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29422. /**
  29423. * Sets a float3 on a uniform variable.
  29424. * @param uniformName Name of the variable.
  29425. * @param x First float in float3.
  29426. * @param y Second float in float3.
  29427. * @param z Third float in float3.
  29428. * @returns this effect.
  29429. */
  29430. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29431. /**
  29432. * Sets a Vector4 on a uniform variable.
  29433. * @param uniformName Name of the variable.
  29434. * @param vector4 Value to be set.
  29435. * @returns this effect.
  29436. */
  29437. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29438. /**
  29439. * Sets a float4 on a uniform variable.
  29440. * @param uniformName Name of the variable.
  29441. * @param x First float in float4.
  29442. * @param y Second float in float4.
  29443. * @param z Third float in float4.
  29444. * @param w Fourth float in float4.
  29445. * @returns this effect.
  29446. */
  29447. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29448. /**
  29449. * Sets a Color3 on a uniform variable.
  29450. * @param uniformName Name of the variable.
  29451. * @param color3 Value to be set.
  29452. * @returns this effect.
  29453. */
  29454. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29455. /**
  29456. * Sets a Color4 on a uniform variable.
  29457. * @param uniformName Name of the variable.
  29458. * @param color3 Value to be set.
  29459. * @param alpha Alpha value to be set.
  29460. * @returns this effect.
  29461. */
  29462. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29463. /**
  29464. * Sets a Color4 on a uniform variable
  29465. * @param uniformName defines the name of the variable
  29466. * @param color4 defines the value to be set
  29467. * @returns this effect.
  29468. */
  29469. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29470. /** Release all associated resources */
  29471. dispose(): void;
  29472. /**
  29473. * This function will add a new shader to the shader store
  29474. * @param name the name of the shader
  29475. * @param pixelShader optional pixel shader content
  29476. * @param vertexShader optional vertex shader content
  29477. */
  29478. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29479. /**
  29480. * Store of each shader (The can be looked up using effect.key)
  29481. */
  29482. static ShadersStore: {
  29483. [key: string]: string;
  29484. };
  29485. /**
  29486. * Store of each included file for a shader (The can be looked up using effect.key)
  29487. */
  29488. static IncludesShadersStore: {
  29489. [key: string]: string;
  29490. };
  29491. /**
  29492. * Resets the cache of effects.
  29493. */
  29494. static ResetCache(): void;
  29495. }
  29496. }
  29497. declare module "babylonjs/Materials/uniformBuffer" {
  29498. import { Nullable, FloatArray } from "babylonjs/types";
  29499. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  29500. import { Engine } from "babylonjs/Engines/engine";
  29501. import { Effect } from "babylonjs/Materials/effect";
  29502. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29503. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29504. import { Color3 } from "babylonjs/Maths/math.color";
  29505. /**
  29506. * Uniform buffer objects.
  29507. *
  29508. * Handles blocks of uniform on the GPU.
  29509. *
  29510. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29511. *
  29512. * For more information, please refer to :
  29513. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29514. */
  29515. export class UniformBuffer {
  29516. private _engine;
  29517. private _buffer;
  29518. private _data;
  29519. private _bufferData;
  29520. private _dynamic?;
  29521. private _uniformLocations;
  29522. private _uniformSizes;
  29523. private _uniformLocationPointer;
  29524. private _needSync;
  29525. private _noUBO;
  29526. private _currentEffect;
  29527. private static _MAX_UNIFORM_SIZE;
  29528. private static _tempBuffer;
  29529. /**
  29530. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  29531. * This is dynamic to allow compat with webgl 1 and 2.
  29532. * You will need to pass the name of the uniform as well as the value.
  29533. */
  29534. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  29535. /**
  29536. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  29537. * This is dynamic to allow compat with webgl 1 and 2.
  29538. * You will need to pass the name of the uniform as well as the value.
  29539. */
  29540. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  29541. /**
  29542. * Lambda to Update a single float in a uniform buffer.
  29543. * This is dynamic to allow compat with webgl 1 and 2.
  29544. * You will need to pass the name of the uniform as well as the value.
  29545. */
  29546. updateFloat: (name: string, x: number) => void;
  29547. /**
  29548. * Lambda to Update a vec2 of float in a uniform buffer.
  29549. * This is dynamic to allow compat with webgl 1 and 2.
  29550. * You will need to pass the name of the uniform as well as the value.
  29551. */
  29552. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  29553. /**
  29554. * Lambda to Update a vec3 of float in a uniform buffer.
  29555. * This is dynamic to allow compat with webgl 1 and 2.
  29556. * You will need to pass the name of the uniform as well as the value.
  29557. */
  29558. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  29559. /**
  29560. * Lambda to Update a vec4 of float in a uniform buffer.
  29561. * This is dynamic to allow compat with webgl 1 and 2.
  29562. * You will need to pass the name of the uniform as well as the value.
  29563. */
  29564. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  29565. /**
  29566. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  29567. * This is dynamic to allow compat with webgl 1 and 2.
  29568. * You will need to pass the name of the uniform as well as the value.
  29569. */
  29570. updateMatrix: (name: string, mat: Matrix) => void;
  29571. /**
  29572. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  29573. * This is dynamic to allow compat with webgl 1 and 2.
  29574. * You will need to pass the name of the uniform as well as the value.
  29575. */
  29576. updateVector3: (name: string, vector: Vector3) => void;
  29577. /**
  29578. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  29579. * This is dynamic to allow compat with webgl 1 and 2.
  29580. * You will need to pass the name of the uniform as well as the value.
  29581. */
  29582. updateVector4: (name: string, vector: Vector4) => void;
  29583. /**
  29584. * Lambda to Update vec3 of float from a Color 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. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  29589. /**
  29590. * Lambda to Update vec4 of float from a Color 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. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  29595. /**
  29596. * Instantiates a new Uniform buffer objects.
  29597. *
  29598. * Handles blocks of uniform on the GPU.
  29599. *
  29600. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29601. *
  29602. * For more information, please refer to :
  29603. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29604. * @param engine Define the engine the buffer is associated with
  29605. * @param data Define the data contained in the buffer
  29606. * @param dynamic Define if the buffer is updatable
  29607. */
  29608. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  29609. /**
  29610. * Indicates if the buffer is using the WebGL2 UBO implementation,
  29611. * or just falling back on setUniformXXX calls.
  29612. */
  29613. readonly useUbo: boolean;
  29614. /**
  29615. * Indicates if the WebGL underlying uniform buffer is in sync
  29616. * with the javascript cache data.
  29617. */
  29618. readonly isSync: boolean;
  29619. /**
  29620. * Indicates if the WebGL underlying uniform buffer is dynamic.
  29621. * Also, a dynamic UniformBuffer will disable cache verification and always
  29622. * update the underlying WebGL uniform buffer to the GPU.
  29623. * @returns if Dynamic, otherwise false
  29624. */
  29625. isDynamic(): boolean;
  29626. /**
  29627. * The data cache on JS side.
  29628. * @returns the underlying data as a float array
  29629. */
  29630. getData(): Float32Array;
  29631. /**
  29632. * The underlying WebGL Uniform buffer.
  29633. * @returns the webgl buffer
  29634. */
  29635. getBuffer(): Nullable<DataBuffer>;
  29636. /**
  29637. * std140 layout specifies how to align data within an UBO structure.
  29638. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  29639. * for specs.
  29640. */
  29641. private _fillAlignment;
  29642. /**
  29643. * Adds an uniform in the buffer.
  29644. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  29645. * for the layout to be correct !
  29646. * @param name Name of the uniform, as used in the uniform block in the shader.
  29647. * @param size Data size, or data directly.
  29648. */
  29649. addUniform(name: string, size: number | number[]): void;
  29650. /**
  29651. * Adds a Matrix 4x4 to the uniform buffer.
  29652. * @param name Name of the uniform, as used in the uniform block in the shader.
  29653. * @param mat A 4x4 matrix.
  29654. */
  29655. addMatrix(name: string, mat: Matrix): void;
  29656. /**
  29657. * Adds a vec2 to the uniform buffer.
  29658. * @param name Name of the uniform, as used in the uniform block in the shader.
  29659. * @param x Define the x component value of the vec2
  29660. * @param y Define the y component value of the vec2
  29661. */
  29662. addFloat2(name: string, x: number, y: number): void;
  29663. /**
  29664. * Adds a vec3 to the uniform buffer.
  29665. * @param name Name of the uniform, as used in the uniform block in the shader.
  29666. * @param x Define the x component value of the vec3
  29667. * @param y Define the y component value of the vec3
  29668. * @param z Define the z component value of the vec3
  29669. */
  29670. addFloat3(name: string, x: number, y: number, z: number): void;
  29671. /**
  29672. * Adds a vec3 to the uniform buffer.
  29673. * @param name Name of the uniform, as used in the uniform block in the shader.
  29674. * @param color Define the vec3 from a Color
  29675. */
  29676. addColor3(name: string, color: Color3): void;
  29677. /**
  29678. * Adds a vec4 to the uniform buffer.
  29679. * @param name Name of the uniform, as used in the uniform block in the shader.
  29680. * @param color Define the rgb components from a Color
  29681. * @param alpha Define the a component of the vec4
  29682. */
  29683. addColor4(name: string, color: Color3, alpha: number): void;
  29684. /**
  29685. * Adds a vec3 to the uniform buffer.
  29686. * @param name Name of the uniform, as used in the uniform block in the shader.
  29687. * @param vector Define the vec3 components from a Vector
  29688. */
  29689. addVector3(name: string, vector: Vector3): void;
  29690. /**
  29691. * Adds a Matrix 3x3 to the uniform buffer.
  29692. * @param name Name of the uniform, as used in the uniform block in the shader.
  29693. */
  29694. addMatrix3x3(name: string): void;
  29695. /**
  29696. * Adds a Matrix 2x2 to the uniform buffer.
  29697. * @param name Name of the uniform, as used in the uniform block in the shader.
  29698. */
  29699. addMatrix2x2(name: string): void;
  29700. /**
  29701. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  29702. */
  29703. create(): void;
  29704. /** @hidden */
  29705. _rebuild(): void;
  29706. /**
  29707. * Updates the WebGL Uniform Buffer on the GPU.
  29708. * If the `dynamic` flag is set to true, no cache comparison is done.
  29709. * Otherwise, the buffer will be updated only if the cache differs.
  29710. */
  29711. update(): void;
  29712. /**
  29713. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  29714. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29715. * @param data Define the flattened data
  29716. * @param size Define the size of the data.
  29717. */
  29718. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  29719. private _valueCache;
  29720. private _cacheMatrix;
  29721. private _updateMatrix3x3ForUniform;
  29722. private _updateMatrix3x3ForEffect;
  29723. private _updateMatrix2x2ForEffect;
  29724. private _updateMatrix2x2ForUniform;
  29725. private _updateFloatForEffect;
  29726. private _updateFloatForUniform;
  29727. private _updateFloat2ForEffect;
  29728. private _updateFloat2ForUniform;
  29729. private _updateFloat3ForEffect;
  29730. private _updateFloat3ForUniform;
  29731. private _updateFloat4ForEffect;
  29732. private _updateFloat4ForUniform;
  29733. private _updateMatrixForEffect;
  29734. private _updateMatrixForUniform;
  29735. private _updateVector3ForEffect;
  29736. private _updateVector3ForUniform;
  29737. private _updateVector4ForEffect;
  29738. private _updateVector4ForUniform;
  29739. private _updateColor3ForEffect;
  29740. private _updateColor3ForUniform;
  29741. private _updateColor4ForEffect;
  29742. private _updateColor4ForUniform;
  29743. /**
  29744. * Sets a sampler uniform on the effect.
  29745. * @param name Define the name of the sampler.
  29746. * @param texture Define the texture to set in the sampler
  29747. */
  29748. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  29749. /**
  29750. * Directly updates the value of the uniform in the cache AND on the GPU.
  29751. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29752. * @param data Define the flattened data
  29753. */
  29754. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  29755. /**
  29756. * Binds this uniform buffer to an effect.
  29757. * @param effect Define the effect to bind the buffer to
  29758. * @param name Name of the uniform block in the shader.
  29759. */
  29760. bindToEffect(effect: Effect, name: string): void;
  29761. /**
  29762. * Disposes the uniform buffer.
  29763. */
  29764. dispose(): void;
  29765. }
  29766. }
  29767. declare module "babylonjs/Audio/analyser" {
  29768. import { Scene } from "babylonjs/scene";
  29769. /**
  29770. * Class used to work with sound analyzer using fast fourier transform (FFT)
  29771. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29772. */
  29773. export class Analyser {
  29774. /**
  29775. * Gets or sets the smoothing
  29776. * @ignorenaming
  29777. */
  29778. SMOOTHING: number;
  29779. /**
  29780. * Gets or sets the FFT table size
  29781. * @ignorenaming
  29782. */
  29783. FFT_SIZE: number;
  29784. /**
  29785. * Gets or sets the bar graph amplitude
  29786. * @ignorenaming
  29787. */
  29788. BARGRAPHAMPLITUDE: number;
  29789. /**
  29790. * Gets or sets the position of the debug canvas
  29791. * @ignorenaming
  29792. */
  29793. DEBUGCANVASPOS: {
  29794. x: number;
  29795. y: number;
  29796. };
  29797. /**
  29798. * Gets or sets the debug canvas size
  29799. * @ignorenaming
  29800. */
  29801. DEBUGCANVASSIZE: {
  29802. width: number;
  29803. height: number;
  29804. };
  29805. private _byteFreqs;
  29806. private _byteTime;
  29807. private _floatFreqs;
  29808. private _webAudioAnalyser;
  29809. private _debugCanvas;
  29810. private _debugCanvasContext;
  29811. private _scene;
  29812. private _registerFunc;
  29813. private _audioEngine;
  29814. /**
  29815. * Creates a new analyser
  29816. * @param scene defines hosting scene
  29817. */
  29818. constructor(scene: Scene);
  29819. /**
  29820. * Get the number of data values you will have to play with for the visualization
  29821. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  29822. * @returns a number
  29823. */
  29824. getFrequencyBinCount(): number;
  29825. /**
  29826. * Gets the current frequency data as a byte array
  29827. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29828. * @returns a Uint8Array
  29829. */
  29830. getByteFrequencyData(): Uint8Array;
  29831. /**
  29832. * Gets the current waveform as a byte array
  29833. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  29834. * @returns a Uint8Array
  29835. */
  29836. getByteTimeDomainData(): Uint8Array;
  29837. /**
  29838. * Gets the current frequency data as a float array
  29839. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29840. * @returns a Float32Array
  29841. */
  29842. getFloatFrequencyData(): Float32Array;
  29843. /**
  29844. * Renders the debug canvas
  29845. */
  29846. drawDebugCanvas(): void;
  29847. /**
  29848. * Stops rendering the debug canvas and removes it
  29849. */
  29850. stopDebugCanvas(): void;
  29851. /**
  29852. * Connects two audio nodes
  29853. * @param inputAudioNode defines first node to connect
  29854. * @param outputAudioNode defines second node to connect
  29855. */
  29856. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  29857. /**
  29858. * Releases all associated resources
  29859. */
  29860. dispose(): void;
  29861. }
  29862. }
  29863. declare module "babylonjs/Audio/audioEngine" {
  29864. import { IDisposable } from "babylonjs/scene";
  29865. import { Analyser } from "babylonjs/Audio/analyser";
  29866. import { Nullable } from "babylonjs/types";
  29867. import { Observable } from "babylonjs/Misc/observable";
  29868. /**
  29869. * This represents an audio engine and it is responsible
  29870. * to play, synchronize and analyse sounds throughout the application.
  29871. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29872. */
  29873. export interface IAudioEngine extends IDisposable {
  29874. /**
  29875. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29876. */
  29877. readonly canUseWebAudio: boolean;
  29878. /**
  29879. * Gets the current AudioContext if available.
  29880. */
  29881. readonly audioContext: Nullable<AudioContext>;
  29882. /**
  29883. * The master gain node defines the global audio volume of your audio engine.
  29884. */
  29885. readonly masterGain: GainNode;
  29886. /**
  29887. * Gets whether or not mp3 are supported by your browser.
  29888. */
  29889. readonly isMP3supported: boolean;
  29890. /**
  29891. * Gets whether or not ogg are supported by your browser.
  29892. */
  29893. readonly isOGGsupported: boolean;
  29894. /**
  29895. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29896. * @ignoreNaming
  29897. */
  29898. WarnedWebAudioUnsupported: boolean;
  29899. /**
  29900. * Defines if the audio engine relies on a custom unlocked button.
  29901. * In this case, the embedded button will not be displayed.
  29902. */
  29903. useCustomUnlockedButton: boolean;
  29904. /**
  29905. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  29906. */
  29907. readonly unlocked: boolean;
  29908. /**
  29909. * Event raised when audio has been unlocked on the browser.
  29910. */
  29911. onAudioUnlockedObservable: Observable<AudioEngine>;
  29912. /**
  29913. * Event raised when audio has been locked on the browser.
  29914. */
  29915. onAudioLockedObservable: Observable<AudioEngine>;
  29916. /**
  29917. * Flags the audio engine in Locked state.
  29918. * This happens due to new browser policies preventing audio to autoplay.
  29919. */
  29920. lock(): void;
  29921. /**
  29922. * Unlocks the audio engine once a user action has been done on the dom.
  29923. * This is helpful to resume play once browser policies have been satisfied.
  29924. */
  29925. unlock(): void;
  29926. }
  29927. /**
  29928. * This represents the default audio engine used in babylon.
  29929. * It is responsible to play, synchronize and analyse sounds throughout the application.
  29930. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29931. */
  29932. export class AudioEngine implements IAudioEngine {
  29933. private _audioContext;
  29934. private _audioContextInitialized;
  29935. private _muteButton;
  29936. private _hostElement;
  29937. /**
  29938. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29939. */
  29940. canUseWebAudio: boolean;
  29941. /**
  29942. * The master gain node defines the global audio volume of your audio engine.
  29943. */
  29944. masterGain: GainNode;
  29945. /**
  29946. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29947. * @ignoreNaming
  29948. */
  29949. WarnedWebAudioUnsupported: boolean;
  29950. /**
  29951. * Gets whether or not mp3 are supported by your browser.
  29952. */
  29953. isMP3supported: boolean;
  29954. /**
  29955. * Gets whether or not ogg are supported by your browser.
  29956. */
  29957. isOGGsupported: boolean;
  29958. /**
  29959. * Gets whether audio has been unlocked on the device.
  29960. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  29961. * a user interaction has happened.
  29962. */
  29963. unlocked: boolean;
  29964. /**
  29965. * Defines if the audio engine relies on a custom unlocked button.
  29966. * In this case, the embedded button will not be displayed.
  29967. */
  29968. useCustomUnlockedButton: boolean;
  29969. /**
  29970. * Event raised when audio has been unlocked on the browser.
  29971. */
  29972. onAudioUnlockedObservable: Observable<AudioEngine>;
  29973. /**
  29974. * Event raised when audio has been locked on the browser.
  29975. */
  29976. onAudioLockedObservable: Observable<AudioEngine>;
  29977. /**
  29978. * Gets the current AudioContext if available.
  29979. */
  29980. readonly audioContext: Nullable<AudioContext>;
  29981. private _connectedAnalyser;
  29982. /**
  29983. * Instantiates a new audio engine.
  29984. *
  29985. * There should be only one per page as some browsers restrict the number
  29986. * of audio contexts you can create.
  29987. * @param hostElement defines the host element where to display the mute icon if necessary
  29988. */
  29989. constructor(hostElement?: Nullable<HTMLElement>);
  29990. /**
  29991. * Flags the audio engine in Locked state.
  29992. * This happens due to new browser policies preventing audio to autoplay.
  29993. */
  29994. lock(): void;
  29995. /**
  29996. * Unlocks the audio engine once a user action has been done on the dom.
  29997. * This is helpful to resume play once browser policies have been satisfied.
  29998. */
  29999. unlock(): void;
  30000. private _resumeAudioContext;
  30001. private _initializeAudioContext;
  30002. private _tryToRun;
  30003. private _triggerRunningState;
  30004. private _triggerSuspendedState;
  30005. private _displayMuteButton;
  30006. private _moveButtonToTopLeft;
  30007. private _onResize;
  30008. private _hideMuteButton;
  30009. /**
  30010. * Destroy and release the resources associated with the audio ccontext.
  30011. */
  30012. dispose(): void;
  30013. /**
  30014. * Gets the global volume sets on the master gain.
  30015. * @returns the global volume if set or -1 otherwise
  30016. */
  30017. getGlobalVolume(): number;
  30018. /**
  30019. * Sets the global volume of your experience (sets on the master gain).
  30020. * @param newVolume Defines the new global volume of the application
  30021. */
  30022. setGlobalVolume(newVolume: number): void;
  30023. /**
  30024. * Connect the audio engine to an audio analyser allowing some amazing
  30025. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  30026. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  30027. * @param analyser The analyser to connect to the engine
  30028. */
  30029. connectToAnalyser(analyser: Analyser): void;
  30030. }
  30031. }
  30032. declare module "babylonjs/Loading/loadingScreen" {
  30033. /**
  30034. * Interface used to present a loading screen while loading a scene
  30035. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30036. */
  30037. export interface ILoadingScreen {
  30038. /**
  30039. * Function called to display the loading screen
  30040. */
  30041. displayLoadingUI: () => void;
  30042. /**
  30043. * Function called to hide the loading screen
  30044. */
  30045. hideLoadingUI: () => void;
  30046. /**
  30047. * Gets or sets the color to use for the background
  30048. */
  30049. loadingUIBackgroundColor: string;
  30050. /**
  30051. * Gets or sets the text to display while loading
  30052. */
  30053. loadingUIText: string;
  30054. }
  30055. /**
  30056. * Class used for the default loading screen
  30057. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30058. */
  30059. export class DefaultLoadingScreen implements ILoadingScreen {
  30060. private _renderingCanvas;
  30061. private _loadingText;
  30062. private _loadingDivBackgroundColor;
  30063. private _loadingDiv;
  30064. private _loadingTextDiv;
  30065. /** Gets or sets the logo url to use for the default loading screen */
  30066. static DefaultLogoUrl: string;
  30067. /** Gets or sets the spinner url to use for the default loading screen */
  30068. static DefaultSpinnerUrl: string;
  30069. /**
  30070. * Creates a new default loading screen
  30071. * @param _renderingCanvas defines the canvas used to render the scene
  30072. * @param _loadingText defines the default text to display
  30073. * @param _loadingDivBackgroundColor defines the default background color
  30074. */
  30075. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  30076. /**
  30077. * Function called to display the loading screen
  30078. */
  30079. displayLoadingUI(): void;
  30080. /**
  30081. * Function called to hide the loading screen
  30082. */
  30083. hideLoadingUI(): void;
  30084. /**
  30085. * Gets or sets the text to display while loading
  30086. */
  30087. loadingUIText: string;
  30088. /**
  30089. * Gets or sets the color to use for the background
  30090. */
  30091. loadingUIBackgroundColor: string;
  30092. private _resizeLoadingUI;
  30093. }
  30094. }
  30095. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  30096. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30097. import { Engine } from "babylonjs/Engines/engine";
  30098. import { Nullable } from "babylonjs/types";
  30099. /** @hidden */
  30100. export class WebGLPipelineContext implements IPipelineContext {
  30101. engine: Engine;
  30102. program: Nullable<WebGLProgram>;
  30103. context?: WebGLRenderingContext;
  30104. vertexShader?: WebGLShader;
  30105. fragmentShader?: WebGLShader;
  30106. isParallelCompiled: boolean;
  30107. onCompiled?: () => void;
  30108. transformFeedback?: WebGLTransformFeedback | null;
  30109. readonly isAsync: boolean;
  30110. readonly isReady: boolean;
  30111. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  30112. }
  30113. }
  30114. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  30115. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30116. /** @hidden */
  30117. export class WebGLDataBuffer extends DataBuffer {
  30118. private _buffer;
  30119. constructor(resource: WebGLBuffer);
  30120. readonly underlyingResource: any;
  30121. }
  30122. }
  30123. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  30124. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30125. /** @hidden */
  30126. export class WebGL2ShaderProcessor implements IShaderProcessor {
  30127. attributeProcessor(attribute: string): string;
  30128. varyingProcessor(varying: string, isFragment: boolean): string;
  30129. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  30130. }
  30131. }
  30132. declare module "babylonjs/Misc/perfCounter" {
  30133. /**
  30134. * This class is used to track a performance counter which is number based.
  30135. * The user has access to many properties which give statistics of different nature.
  30136. *
  30137. * The implementer can track two kinds of Performance Counter: time and count.
  30138. * 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.
  30139. * 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.
  30140. */
  30141. export class PerfCounter {
  30142. /**
  30143. * Gets or sets a global boolean to turn on and off all the counters
  30144. */
  30145. static Enabled: boolean;
  30146. /**
  30147. * Returns the smallest value ever
  30148. */
  30149. readonly min: number;
  30150. /**
  30151. * Returns the biggest value ever
  30152. */
  30153. readonly max: number;
  30154. /**
  30155. * Returns the average value since the performance counter is running
  30156. */
  30157. readonly average: number;
  30158. /**
  30159. * Returns the average value of the last second the counter was monitored
  30160. */
  30161. readonly lastSecAverage: number;
  30162. /**
  30163. * Returns the current value
  30164. */
  30165. readonly current: number;
  30166. /**
  30167. * Gets the accumulated total
  30168. */
  30169. readonly total: number;
  30170. /**
  30171. * Gets the total value count
  30172. */
  30173. readonly count: number;
  30174. /**
  30175. * Creates a new counter
  30176. */
  30177. constructor();
  30178. /**
  30179. * Call this method to start monitoring a new frame.
  30180. * 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.
  30181. */
  30182. fetchNewFrame(): void;
  30183. /**
  30184. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  30185. * @param newCount the count value to add to the monitored count
  30186. * @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.
  30187. */
  30188. addCount(newCount: number, fetchResult: boolean): void;
  30189. /**
  30190. * Start monitoring this performance counter
  30191. */
  30192. beginMonitoring(): void;
  30193. /**
  30194. * Compute the time lapsed since the previous beginMonitoring() call.
  30195. * @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
  30196. */
  30197. endMonitoring(newFrame?: boolean): void;
  30198. private _fetchResult;
  30199. private _startMonitoringTime;
  30200. private _min;
  30201. private _max;
  30202. private _average;
  30203. private _current;
  30204. private _totalValueCount;
  30205. private _totalAccumulated;
  30206. private _lastSecAverage;
  30207. private _lastSecAccumulated;
  30208. private _lastSecTime;
  30209. private _lastSecValueCount;
  30210. }
  30211. }
  30212. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  30213. /**
  30214. * Interface for any object that can request an animation frame
  30215. */
  30216. export interface ICustomAnimationFrameRequester {
  30217. /**
  30218. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  30219. */
  30220. renderFunction?: Function;
  30221. /**
  30222. * Called to request the next frame to render to
  30223. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  30224. */
  30225. requestAnimationFrame: Function;
  30226. /**
  30227. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  30228. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  30229. */
  30230. requestID?: number;
  30231. }
  30232. }
  30233. declare module "babylonjs/Materials/Textures/videoTexture" {
  30234. import { Observable } from "babylonjs/Misc/observable";
  30235. import { Nullable } from "babylonjs/types";
  30236. import { Scene } from "babylonjs/scene";
  30237. import { Texture } from "babylonjs/Materials/Textures/texture";
  30238. /**
  30239. * Settings for finer control over video usage
  30240. */
  30241. export interface VideoTextureSettings {
  30242. /**
  30243. * Applies `autoplay` to video, if specified
  30244. */
  30245. autoPlay?: boolean;
  30246. /**
  30247. * Applies `loop` to video, if specified
  30248. */
  30249. loop?: boolean;
  30250. /**
  30251. * Automatically updates internal texture from video at every frame in the render loop
  30252. */
  30253. autoUpdateTexture: boolean;
  30254. /**
  30255. * Image src displayed during the video loading or until the user interacts with the video.
  30256. */
  30257. poster?: string;
  30258. }
  30259. /**
  30260. * If you want to display a video in your scene, this is the special texture for that.
  30261. * This special texture works similar to other textures, with the exception of a few parameters.
  30262. * @see https://doc.babylonjs.com/how_to/video_texture
  30263. */
  30264. export class VideoTexture extends Texture {
  30265. /**
  30266. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  30267. */
  30268. readonly autoUpdateTexture: boolean;
  30269. /**
  30270. * The video instance used by the texture internally
  30271. */
  30272. readonly video: HTMLVideoElement;
  30273. private _onUserActionRequestedObservable;
  30274. /**
  30275. * Event triggerd when a dom action is required by the user to play the video.
  30276. * This happens due to recent changes in browser policies preventing video to auto start.
  30277. */
  30278. readonly onUserActionRequestedObservable: Observable<Texture>;
  30279. private _generateMipMaps;
  30280. private _engine;
  30281. private _stillImageCaptured;
  30282. private _displayingPosterTexture;
  30283. private _settings;
  30284. private _createInternalTextureOnEvent;
  30285. /**
  30286. * Creates a video texture.
  30287. * If you want to display a video in your scene, this is the special texture for that.
  30288. * This special texture works similar to other textures, with the exception of a few parameters.
  30289. * @see https://doc.babylonjs.com/how_to/video_texture
  30290. * @param name optional name, will detect from video source, if not defined
  30291. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30292. * @param scene is obviously the current scene.
  30293. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30294. * @param invertY is false by default but can be used to invert video on Y axis
  30295. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30296. * @param settings allows finer control over video usage
  30297. */
  30298. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30299. private _getName;
  30300. private _getVideo;
  30301. private _createInternalTexture;
  30302. private reset;
  30303. /**
  30304. * @hidden Internal method to initiate `update`.
  30305. */
  30306. _rebuild(): void;
  30307. /**
  30308. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30309. */
  30310. update(): void;
  30311. /**
  30312. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30313. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30314. */
  30315. updateTexture(isVisible: boolean): void;
  30316. protected _updateInternalTexture: () => void;
  30317. /**
  30318. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30319. * @param url New url.
  30320. */
  30321. updateURL(url: string): void;
  30322. /**
  30323. * Dispose the texture and release its associated resources.
  30324. */
  30325. dispose(): void;
  30326. /**
  30327. * Creates a video texture straight from a stream.
  30328. * @param scene Define the scene the texture should be created in
  30329. * @param stream Define the stream the texture should be created from
  30330. * @returns The created video texture as a promise
  30331. */
  30332. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30333. /**
  30334. * Creates a video texture straight from your WebCam video feed.
  30335. * @param scene Define the scene the texture should be created in
  30336. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30337. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30338. * @returns The created video texture as a promise
  30339. */
  30340. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30341. minWidth: number;
  30342. maxWidth: number;
  30343. minHeight: number;
  30344. maxHeight: number;
  30345. deviceId: string;
  30346. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30347. /**
  30348. * Creates a video texture straight from your WebCam video feed.
  30349. * @param scene Define the scene the texture should be created in
  30350. * @param onReady Define a callback to triggered once the texture will be ready
  30351. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30352. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30353. */
  30354. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30355. minWidth: number;
  30356. maxWidth: number;
  30357. minHeight: number;
  30358. maxHeight: number;
  30359. deviceId: string;
  30360. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30361. }
  30362. }
  30363. declare module "babylonjs/Engines/engine" {
  30364. import { Observable } from "babylonjs/Misc/observable";
  30365. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  30366. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  30367. import { Scene } from "babylonjs/scene";
  30368. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30369. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30370. import { Effect, EffectCreationOptions, EffectFallbacks } from "babylonjs/Materials/effect";
  30371. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30372. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30373. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30374. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  30375. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30376. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  30377. import { _DepthCullingState, _StencilState, _AlphaState } from "babylonjs/States/index";
  30378. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  30379. import { WebRequest } from "babylonjs/Misc/webRequest";
  30380. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  30381. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30382. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30383. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30384. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  30385. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30386. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  30387. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30388. import { Material } from "babylonjs/Materials/material";
  30389. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  30390. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  30391. /**
  30392. * Defines the interface used by objects containing a viewport (like a camera)
  30393. */
  30394. interface IViewportOwnerLike {
  30395. /**
  30396. * Gets or sets the viewport
  30397. */
  30398. viewport: IViewportLike;
  30399. }
  30400. /**
  30401. * Interface for attribute information associated with buffer instanciation
  30402. */
  30403. export class InstancingAttributeInfo {
  30404. /**
  30405. * Index/offset of the attribute in the vertex shader
  30406. */
  30407. index: number;
  30408. /**
  30409. * size of the attribute, 1, 2, 3 or 4
  30410. */
  30411. attributeSize: number;
  30412. /**
  30413. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  30414. * default is FLOAT
  30415. */
  30416. attribyteType: number;
  30417. /**
  30418. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  30419. */
  30420. normalized: boolean;
  30421. /**
  30422. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  30423. */
  30424. offset: number;
  30425. /**
  30426. * Name of the GLSL attribute, for debugging purpose only
  30427. */
  30428. attributeName: string;
  30429. }
  30430. /**
  30431. * Define options used to create a depth texture
  30432. */
  30433. export class DepthTextureCreationOptions {
  30434. /** Specifies whether or not a stencil should be allocated in the texture */
  30435. generateStencil?: boolean;
  30436. /** Specifies whether or not bilinear filtering is enable on the texture */
  30437. bilinearFiltering?: boolean;
  30438. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  30439. comparisonFunction?: number;
  30440. /** Specifies if the created texture is a cube texture */
  30441. isCube?: boolean;
  30442. }
  30443. /**
  30444. * Class used to describe the capabilities of the engine relatively to the current browser
  30445. */
  30446. export class EngineCapabilities {
  30447. /** Maximum textures units per fragment shader */
  30448. maxTexturesImageUnits: number;
  30449. /** Maximum texture units per vertex shader */
  30450. maxVertexTextureImageUnits: number;
  30451. /** Maximum textures units in the entire pipeline */
  30452. maxCombinedTexturesImageUnits: number;
  30453. /** Maximum texture size */
  30454. maxTextureSize: number;
  30455. /** Maximum cube texture size */
  30456. maxCubemapTextureSize: number;
  30457. /** Maximum render texture size */
  30458. maxRenderTextureSize: number;
  30459. /** Maximum number of vertex attributes */
  30460. maxVertexAttribs: number;
  30461. /** Maximum number of varyings */
  30462. maxVaryingVectors: number;
  30463. /** Maximum number of uniforms per vertex shader */
  30464. maxVertexUniformVectors: number;
  30465. /** Maximum number of uniforms per fragment shader */
  30466. maxFragmentUniformVectors: number;
  30467. /** Defines if standard derivates (dx/dy) are supported */
  30468. standardDerivatives: boolean;
  30469. /** Defines if s3tc texture compression is supported */
  30470. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  30471. /** Defines if pvrtc texture compression is supported */
  30472. pvrtc: any;
  30473. /** Defines if etc1 texture compression is supported */
  30474. etc1: any;
  30475. /** Defines if etc2 texture compression is supported */
  30476. etc2: any;
  30477. /** Defines if astc texture compression is supported */
  30478. astc: any;
  30479. /** Defines if float textures are supported */
  30480. textureFloat: boolean;
  30481. /** Defines if vertex array objects are supported */
  30482. vertexArrayObject: boolean;
  30483. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  30484. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  30485. /** Gets the maximum level of anisotropy supported */
  30486. maxAnisotropy: number;
  30487. /** Defines if instancing is supported */
  30488. instancedArrays: boolean;
  30489. /** Defines if 32 bits indices are supported */
  30490. uintIndices: boolean;
  30491. /** Defines if high precision shaders are supported */
  30492. highPrecisionShaderSupported: boolean;
  30493. /** Defines if depth reading in the fragment shader is supported */
  30494. fragmentDepthSupported: boolean;
  30495. /** Defines if float texture linear filtering is supported*/
  30496. textureFloatLinearFiltering: boolean;
  30497. /** Defines if rendering to float textures is supported */
  30498. textureFloatRender: boolean;
  30499. /** Defines if half float textures are supported*/
  30500. textureHalfFloat: boolean;
  30501. /** Defines if half float texture linear filtering is supported*/
  30502. textureHalfFloatLinearFiltering: boolean;
  30503. /** Defines if rendering to half float textures is supported */
  30504. textureHalfFloatRender: boolean;
  30505. /** Defines if textureLOD shader command is supported */
  30506. textureLOD: boolean;
  30507. /** Defines if draw buffers extension is supported */
  30508. drawBuffersExtension: boolean;
  30509. /** Defines if depth textures are supported */
  30510. depthTextureExtension: boolean;
  30511. /** Defines if float color buffer are supported */
  30512. colorBufferFloat: boolean;
  30513. /** Gets disjoint timer query extension (null if not supported) */
  30514. timerQuery: EXT_disjoint_timer_query;
  30515. /** Defines if timestamp can be used with timer query */
  30516. canUseTimestampForTimerQuery: boolean;
  30517. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  30518. multiview: any;
  30519. /** Function used to let the system compiles shaders in background */
  30520. parallelShaderCompile: {
  30521. COMPLETION_STATUS_KHR: number;
  30522. };
  30523. /** Max number of texture samples for MSAA */
  30524. maxMSAASamples: number;
  30525. }
  30526. /** Interface defining initialization parameters for Engine class */
  30527. export interface EngineOptions extends WebGLContextAttributes {
  30528. /**
  30529. * Defines if the engine should no exceed a specified device ratio
  30530. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30531. */
  30532. limitDeviceRatio?: number;
  30533. /**
  30534. * Defines if webvr should be enabled automatically
  30535. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30536. */
  30537. autoEnableWebVR?: boolean;
  30538. /**
  30539. * Defines if webgl2 should be turned off even if supported
  30540. * @see http://doc.babylonjs.com/features/webgl2
  30541. */
  30542. disableWebGL2Support?: boolean;
  30543. /**
  30544. * Defines if webaudio should be initialized as well
  30545. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30546. */
  30547. audioEngine?: boolean;
  30548. /**
  30549. * Defines if animations should run using a deterministic lock step
  30550. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30551. */
  30552. deterministicLockstep?: boolean;
  30553. /** Defines the maximum steps to use with deterministic lock step mode */
  30554. lockstepMaxSteps?: number;
  30555. /**
  30556. * Defines that engine should ignore context lost events
  30557. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30558. */
  30559. doNotHandleContextLost?: boolean;
  30560. /**
  30561. * Defines that engine should ignore modifying touch action attribute and style
  30562. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30563. */
  30564. doNotHandleTouchAction?: boolean;
  30565. /**
  30566. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30567. */
  30568. useHighPrecisionFloats?: boolean;
  30569. }
  30570. /**
  30571. * Defines the interface used by display changed events
  30572. */
  30573. export interface IDisplayChangedEventArgs {
  30574. /** Gets the vrDisplay object (if any) */
  30575. vrDisplay: Nullable<any>;
  30576. /** Gets a boolean indicating if webVR is supported */
  30577. vrSupported: boolean;
  30578. }
  30579. /**
  30580. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  30581. */
  30582. export class Engine {
  30583. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30584. static ExceptionList: ({
  30585. key: string;
  30586. capture: string;
  30587. captureConstraint: number;
  30588. targets: string[];
  30589. } | {
  30590. key: string;
  30591. capture: null;
  30592. captureConstraint: null;
  30593. targets: string[];
  30594. })[];
  30595. /** Gets the list of created engines */
  30596. static readonly Instances: Engine[];
  30597. /**
  30598. * Gets the latest created engine
  30599. */
  30600. static readonly LastCreatedEngine: Nullable<Engine>;
  30601. /**
  30602. * Gets the latest created scene
  30603. */
  30604. static readonly LastCreatedScene: Nullable<Scene>;
  30605. /**
  30606. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  30607. * @param flag defines which part of the materials must be marked as dirty
  30608. * @param predicate defines a predicate used to filter which materials should be affected
  30609. */
  30610. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  30611. /** @hidden */
  30612. static _TextureLoaders: IInternalTextureLoader[];
  30613. /** Defines that alpha blending is disabled */
  30614. static readonly ALPHA_DISABLE: number;
  30615. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  30616. static readonly ALPHA_ADD: number;
  30617. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  30618. static readonly ALPHA_COMBINE: number;
  30619. /** Defines that alpha blending to DEST - SRC * DEST */
  30620. static readonly ALPHA_SUBTRACT: number;
  30621. /** Defines that alpha blending to SRC * DEST */
  30622. static readonly ALPHA_MULTIPLY: number;
  30623. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  30624. static readonly ALPHA_MAXIMIZED: number;
  30625. /** Defines that alpha blending to SRC + DEST */
  30626. static readonly ALPHA_ONEONE: number;
  30627. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  30628. static readonly ALPHA_PREMULTIPLIED: number;
  30629. /**
  30630. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  30631. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  30632. */
  30633. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  30634. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  30635. static readonly ALPHA_INTERPOLATE: number;
  30636. /**
  30637. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  30638. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  30639. */
  30640. static readonly ALPHA_SCREENMODE: number;
  30641. /** Defines that the ressource is not delayed*/
  30642. static readonly DELAYLOADSTATE_NONE: number;
  30643. /** Defines that the ressource was successfully delay loaded */
  30644. static readonly DELAYLOADSTATE_LOADED: number;
  30645. /** Defines that the ressource is currently delay loading */
  30646. static readonly DELAYLOADSTATE_LOADING: number;
  30647. /** Defines that the ressource is delayed and has not started loading */
  30648. static readonly DELAYLOADSTATE_NOTLOADED: number;
  30649. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  30650. static readonly NEVER: number;
  30651. /** 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 */
  30652. static readonly ALWAYS: number;
  30653. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  30654. static readonly LESS: number;
  30655. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  30656. static readonly EQUAL: number;
  30657. /** 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 */
  30658. static readonly LEQUAL: number;
  30659. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  30660. static readonly GREATER: number;
  30661. /** 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 */
  30662. static readonly GEQUAL: number;
  30663. /** 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 */
  30664. static readonly NOTEQUAL: number;
  30665. /** Passed to stencilOperation to specify that stencil value must be kept */
  30666. static readonly KEEP: number;
  30667. /** Passed to stencilOperation to specify that stencil value must be replaced */
  30668. static readonly REPLACE: number;
  30669. /** Passed to stencilOperation to specify that stencil value must be incremented */
  30670. static readonly INCR: number;
  30671. /** Passed to stencilOperation to specify that stencil value must be decremented */
  30672. static readonly DECR: number;
  30673. /** Passed to stencilOperation to specify that stencil value must be inverted */
  30674. static readonly INVERT: number;
  30675. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  30676. static readonly INCR_WRAP: number;
  30677. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  30678. static readonly DECR_WRAP: number;
  30679. /** Texture is not repeating outside of 0..1 UVs */
  30680. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  30681. /** Texture is repeating outside of 0..1 UVs */
  30682. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  30683. /** Texture is repeating and mirrored */
  30684. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  30685. /** ALPHA */
  30686. static readonly TEXTUREFORMAT_ALPHA: number;
  30687. /** LUMINANCE */
  30688. static readonly TEXTUREFORMAT_LUMINANCE: number;
  30689. /** LUMINANCE_ALPHA */
  30690. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  30691. /** RGB */
  30692. static readonly TEXTUREFORMAT_RGB: number;
  30693. /** RGBA */
  30694. static readonly TEXTUREFORMAT_RGBA: number;
  30695. /** RED */
  30696. static readonly TEXTUREFORMAT_RED: number;
  30697. /** RED (2nd reference) */
  30698. static readonly TEXTUREFORMAT_R: number;
  30699. /** RG */
  30700. static readonly TEXTUREFORMAT_RG: number;
  30701. /** RED_INTEGER */
  30702. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  30703. /** RED_INTEGER (2nd reference) */
  30704. static readonly TEXTUREFORMAT_R_INTEGER: number;
  30705. /** RG_INTEGER */
  30706. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  30707. /** RGB_INTEGER */
  30708. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  30709. /** RGBA_INTEGER */
  30710. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  30711. /** UNSIGNED_BYTE */
  30712. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  30713. /** UNSIGNED_BYTE (2nd reference) */
  30714. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  30715. /** FLOAT */
  30716. static readonly TEXTURETYPE_FLOAT: number;
  30717. /** HALF_FLOAT */
  30718. static readonly TEXTURETYPE_HALF_FLOAT: number;
  30719. /** BYTE */
  30720. static readonly TEXTURETYPE_BYTE: number;
  30721. /** SHORT */
  30722. static readonly TEXTURETYPE_SHORT: number;
  30723. /** UNSIGNED_SHORT */
  30724. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  30725. /** INT */
  30726. static readonly TEXTURETYPE_INT: number;
  30727. /** UNSIGNED_INT */
  30728. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  30729. /** UNSIGNED_SHORT_4_4_4_4 */
  30730. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  30731. /** UNSIGNED_SHORT_5_5_5_1 */
  30732. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  30733. /** UNSIGNED_SHORT_5_6_5 */
  30734. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  30735. /** UNSIGNED_INT_2_10_10_10_REV */
  30736. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  30737. /** UNSIGNED_INT_24_8 */
  30738. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  30739. /** UNSIGNED_INT_10F_11F_11F_REV */
  30740. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  30741. /** UNSIGNED_INT_5_9_9_9_REV */
  30742. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  30743. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  30744. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  30745. /** nearest is mag = nearest and min = nearest and mip = linear */
  30746. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  30747. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30748. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  30749. /** Trilinear is mag = linear and min = linear and mip = linear */
  30750. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  30751. /** nearest is mag = nearest and min = nearest and mip = linear */
  30752. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  30753. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30754. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  30755. /** Trilinear is mag = linear and min = linear and mip = linear */
  30756. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  30757. /** mag = nearest and min = nearest and mip = nearest */
  30758. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  30759. /** mag = nearest and min = linear and mip = nearest */
  30760. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  30761. /** mag = nearest and min = linear and mip = linear */
  30762. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  30763. /** mag = nearest and min = linear and mip = none */
  30764. static readonly TEXTURE_NEAREST_LINEAR: number;
  30765. /** mag = nearest and min = nearest and mip = none */
  30766. static readonly TEXTURE_NEAREST_NEAREST: number;
  30767. /** mag = linear and min = nearest and mip = nearest */
  30768. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  30769. /** mag = linear and min = nearest and mip = linear */
  30770. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  30771. /** mag = linear and min = linear and mip = none */
  30772. static readonly TEXTURE_LINEAR_LINEAR: number;
  30773. /** mag = linear and min = nearest and mip = none */
  30774. static readonly TEXTURE_LINEAR_NEAREST: number;
  30775. /** Explicit coordinates mode */
  30776. static readonly TEXTURE_EXPLICIT_MODE: number;
  30777. /** Spherical coordinates mode */
  30778. static readonly TEXTURE_SPHERICAL_MODE: number;
  30779. /** Planar coordinates mode */
  30780. static readonly TEXTURE_PLANAR_MODE: number;
  30781. /** Cubic coordinates mode */
  30782. static readonly TEXTURE_CUBIC_MODE: number;
  30783. /** Projection coordinates mode */
  30784. static readonly TEXTURE_PROJECTION_MODE: number;
  30785. /** Skybox coordinates mode */
  30786. static readonly TEXTURE_SKYBOX_MODE: number;
  30787. /** Inverse Cubic coordinates mode */
  30788. static readonly TEXTURE_INVCUBIC_MODE: number;
  30789. /** Equirectangular coordinates mode */
  30790. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  30791. /** Equirectangular Fixed coordinates mode */
  30792. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  30793. /** Equirectangular Fixed Mirrored coordinates mode */
  30794. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  30795. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  30796. static readonly SCALEMODE_FLOOR: number;
  30797. /** Defines that texture rescaling will look for the nearest power of 2 size */
  30798. static readonly SCALEMODE_NEAREST: number;
  30799. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  30800. static readonly SCALEMODE_CEILING: number;
  30801. /**
  30802. * Returns the current npm package of the sdk
  30803. */
  30804. static readonly NpmPackage: string;
  30805. /**
  30806. * Returns the current version of the framework
  30807. */
  30808. static readonly Version: string;
  30809. /**
  30810. * Returns a string describing the current engine
  30811. */
  30812. readonly description: string;
  30813. /**
  30814. * Gets or sets the epsilon value used by collision engine
  30815. */
  30816. static CollisionsEpsilon: number;
  30817. /**
  30818. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30819. */
  30820. static ShadersRepository: string;
  30821. /**
  30822. * Method called to create the default loading screen.
  30823. * This can be overriden in your own app.
  30824. * @param canvas The rendering canvas element
  30825. * @returns The loading screen
  30826. */
  30827. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  30828. /**
  30829. * Method called to create the default rescale post process on each engine.
  30830. */
  30831. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  30832. /** @hidden */
  30833. _shaderProcessor: IShaderProcessor;
  30834. /**
  30835. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30836. */
  30837. forcePOTTextures: boolean;
  30838. /**
  30839. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30840. */
  30841. isFullscreen: boolean;
  30842. /**
  30843. * Gets a boolean indicating if the pointer is currently locked
  30844. */
  30845. isPointerLock: boolean;
  30846. /**
  30847. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30848. */
  30849. cullBackFaces: boolean;
  30850. /**
  30851. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30852. */
  30853. renderEvenInBackground: boolean;
  30854. /**
  30855. * Gets or sets a boolean indicating that cache can be kept between frames
  30856. */
  30857. preventCacheWipeBetweenFrames: boolean;
  30858. /**
  30859. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  30860. **/
  30861. enableOfflineSupport: boolean;
  30862. /**
  30863. * 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)
  30864. **/
  30865. disableManifestCheck: boolean;
  30866. /**
  30867. * Gets the list of created scenes
  30868. */
  30869. scenes: Scene[];
  30870. /**
  30871. * Event raised when a new scene is created
  30872. */
  30873. onNewSceneAddedObservable: Observable<Scene>;
  30874. /**
  30875. * Gets the list of created postprocesses
  30876. */
  30877. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  30878. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30879. validateShaderPrograms: boolean;
  30880. /**
  30881. * Observable event triggered each time the rendering canvas is resized
  30882. */
  30883. onResizeObservable: Observable<Engine>;
  30884. /**
  30885. * Observable event triggered each time the canvas loses focus
  30886. */
  30887. onCanvasBlurObservable: Observable<Engine>;
  30888. /**
  30889. * Observable event triggered each time the canvas gains focus
  30890. */
  30891. onCanvasFocusObservable: Observable<Engine>;
  30892. /**
  30893. * Observable event triggered each time the canvas receives pointerout event
  30894. */
  30895. onCanvasPointerOutObservable: Observable<PointerEvent>;
  30896. /**
  30897. * Observable event triggered before each texture is initialized
  30898. */
  30899. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30900. /**
  30901. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30902. */
  30903. disableUniformBuffers: boolean;
  30904. /** @hidden */
  30905. _uniformBuffers: UniformBuffer[];
  30906. /**
  30907. * Gets a boolean indicating that the engine supports uniform buffers
  30908. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30909. */
  30910. readonly supportsUniformBuffers: boolean;
  30911. /**
  30912. * Observable raised when the engine begins a new frame
  30913. */
  30914. onBeginFrameObservable: Observable<Engine>;
  30915. /**
  30916. * If set, will be used to request the next animation frame for the render loop
  30917. */
  30918. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  30919. /**
  30920. * Observable raised when the engine ends the current frame
  30921. */
  30922. onEndFrameObservable: Observable<Engine>;
  30923. /**
  30924. * Observable raised when the engine is about to compile a shader
  30925. */
  30926. onBeforeShaderCompilationObservable: Observable<Engine>;
  30927. /**
  30928. * Observable raised when the engine has jsut compiled a shader
  30929. */
  30930. onAfterShaderCompilationObservable: Observable<Engine>;
  30931. /** @hidden */
  30932. _gl: WebGLRenderingContext;
  30933. private _renderingCanvas;
  30934. private _windowIsBackground;
  30935. private _webGLVersion;
  30936. protected _highPrecisionShadersAllowed: boolean;
  30937. /** @hidden */
  30938. readonly _shouldUseHighPrecisionShader: boolean;
  30939. /**
  30940. * Gets a boolean indicating that only power of 2 textures are supported
  30941. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30942. */
  30943. readonly needPOTTextures: boolean;
  30944. /** @hidden */
  30945. _badOS: boolean;
  30946. /** @hidden */
  30947. _badDesktopOS: boolean;
  30948. /**
  30949. * Gets the audio engine
  30950. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30951. * @ignorenaming
  30952. */
  30953. static audioEngine: IAudioEngine;
  30954. /**
  30955. * Default AudioEngine factory responsible of creating the Audio Engine.
  30956. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  30957. */
  30958. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  30959. /**
  30960. * Default offline support factory responsible of creating a tool used to store data locally.
  30961. * By default, this will create a Database object if the workload has been embedded.
  30962. */
  30963. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  30964. private _onFocus;
  30965. private _onBlur;
  30966. private _onCanvasPointerOut;
  30967. private _onCanvasBlur;
  30968. private _onCanvasFocus;
  30969. private _onFullscreenChange;
  30970. private _onPointerLockChange;
  30971. private _hardwareScalingLevel;
  30972. /** @hidden */
  30973. _caps: EngineCapabilities;
  30974. private _pointerLockRequested;
  30975. private _isStencilEnable;
  30976. private _colorWrite;
  30977. private _loadingScreen;
  30978. /** @hidden */
  30979. _drawCalls: PerfCounter;
  30980. private _glVersion;
  30981. private _glRenderer;
  30982. private _glVendor;
  30983. private _videoTextureSupported;
  30984. private _renderingQueueLaunched;
  30985. private _activeRenderLoops;
  30986. private _deterministicLockstep;
  30987. private _lockstepMaxSteps;
  30988. /**
  30989. * Observable signaled when a context lost event is raised
  30990. */
  30991. onContextLostObservable: Observable<Engine>;
  30992. /**
  30993. * Observable signaled when a context restored event is raised
  30994. */
  30995. onContextRestoredObservable: Observable<Engine>;
  30996. private _onContextLost;
  30997. private _onContextRestored;
  30998. private _contextWasLost;
  30999. /** @hidden */
  31000. _doNotHandleContextLost: boolean;
  31001. /**
  31002. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  31003. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  31004. */
  31005. doNotHandleContextLost: boolean;
  31006. private _performanceMonitor;
  31007. private _fps;
  31008. private _deltaTime;
  31009. /**
  31010. * Turn this value on if you want to pause FPS computation when in background
  31011. */
  31012. disablePerformanceMonitorInBackground: boolean;
  31013. /**
  31014. * Gets the performance monitor attached to this engine
  31015. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  31016. */
  31017. readonly performanceMonitor: PerformanceMonitor;
  31018. /**
  31019. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  31020. */
  31021. disableVertexArrayObjects: boolean;
  31022. /** @hidden */
  31023. protected _depthCullingState: _DepthCullingState;
  31024. /** @hidden */
  31025. protected _stencilState: _StencilState;
  31026. /** @hidden */
  31027. protected _alphaState: _AlphaState;
  31028. /** @hidden */
  31029. protected _alphaMode: number;
  31030. /** @hidden */
  31031. _internalTexturesCache: InternalTexture[];
  31032. /** @hidden */
  31033. protected _activeChannel: number;
  31034. private _currentTextureChannel;
  31035. /** @hidden */
  31036. protected _boundTexturesCache: {
  31037. [key: string]: Nullable<InternalTexture>;
  31038. };
  31039. /** @hidden */
  31040. protected _currentEffect: Nullable<Effect>;
  31041. /** @hidden */
  31042. protected _currentProgram: Nullable<WebGLProgram>;
  31043. private _compiledEffects;
  31044. private _vertexAttribArraysEnabled;
  31045. /** @hidden */
  31046. protected _cachedViewport: Nullable<IViewportLike>;
  31047. private _cachedVertexArrayObject;
  31048. /** @hidden */
  31049. protected _cachedVertexBuffers: any;
  31050. /** @hidden */
  31051. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  31052. /** @hidden */
  31053. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  31054. /** @hidden */
  31055. _currentRenderTarget: Nullable<InternalTexture>;
  31056. private _uintIndicesCurrentlySet;
  31057. private _currentBoundBuffer;
  31058. /** @hidden */
  31059. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  31060. private _currentBufferPointers;
  31061. private _currentInstanceLocations;
  31062. private _currentInstanceBuffers;
  31063. private _textureUnits;
  31064. /** @hidden */
  31065. _workingCanvas: Nullable<HTMLCanvasElement>;
  31066. /** @hidden */
  31067. _workingContext: Nullable<CanvasRenderingContext2D>;
  31068. private _rescalePostProcess;
  31069. private _dummyFramebuffer;
  31070. private _externalData;
  31071. /** @hidden */
  31072. _bindedRenderFunction: any;
  31073. private _vaoRecordInProgress;
  31074. private _mustWipeVertexAttributes;
  31075. private _emptyTexture;
  31076. private _emptyCubeTexture;
  31077. private _emptyTexture3D;
  31078. /** @hidden */
  31079. _frameHandler: number;
  31080. private _nextFreeTextureSlots;
  31081. private _maxSimultaneousTextures;
  31082. private _activeRequests;
  31083. private _texturesSupported;
  31084. /** @hidden */
  31085. _textureFormatInUse: Nullable<string>;
  31086. /**
  31087. * Gets the list of texture formats supported
  31088. */
  31089. readonly texturesSupported: Array<string>;
  31090. /**
  31091. * Gets the list of texture formats in use
  31092. */
  31093. readonly textureFormatInUse: Nullable<string>;
  31094. /**
  31095. * Gets the current viewport
  31096. */
  31097. readonly currentViewport: Nullable<IViewportLike>;
  31098. /**
  31099. * Gets the default empty texture
  31100. */
  31101. readonly emptyTexture: InternalTexture;
  31102. /**
  31103. * Gets the default empty 3D texture
  31104. */
  31105. readonly emptyTexture3D: InternalTexture;
  31106. /**
  31107. * Gets the default empty cube texture
  31108. */
  31109. readonly emptyCubeTexture: InternalTexture;
  31110. /**
  31111. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  31112. */
  31113. readonly premultipliedAlpha: boolean;
  31114. /**
  31115. * Creates a new engine
  31116. * @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
  31117. * @param antialias defines enable antialiasing (default: false)
  31118. * @param options defines further options to be sent to the getContext() function
  31119. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  31120. */
  31121. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  31122. /**
  31123. * Initializes a webVR display and starts listening to display change events
  31124. * The onVRDisplayChangedObservable will be notified upon these changes
  31125. * @returns The onVRDisplayChangedObservable
  31126. */
  31127. initWebVR(): Observable<IDisplayChangedEventArgs>;
  31128. /** @hidden */
  31129. _prepareVRComponent(): void;
  31130. /** @hidden */
  31131. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  31132. /** @hidden */
  31133. _submitVRFrame(): void;
  31134. /**
  31135. * Call this function to leave webVR mode
  31136. * Will do nothing if webVR is not supported or if there is no webVR device
  31137. * @see http://doc.babylonjs.com/how_to/webvr_camera
  31138. */
  31139. disableVR(): void;
  31140. /**
  31141. * Gets a boolean indicating that the system is in VR mode and is presenting
  31142. * @returns true if VR mode is engaged
  31143. */
  31144. isVRPresenting(): boolean;
  31145. /** @hidden */
  31146. _requestVRFrame(): void;
  31147. private _disableTouchAction;
  31148. private _rebuildInternalTextures;
  31149. private _rebuildEffects;
  31150. /**
  31151. * Gets a boolean indicating if all created effects are ready
  31152. * @returns true if all effects are ready
  31153. */
  31154. areAllEffectsReady(): boolean;
  31155. private _rebuildBuffers;
  31156. private _initGLContext;
  31157. /**
  31158. * Gets version of the current webGL context
  31159. */
  31160. readonly webGLVersion: number;
  31161. /**
  31162. * Gets a string idenfifying the name of the class
  31163. * @returns "Engine" string
  31164. */
  31165. getClassName(): string;
  31166. /**
  31167. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  31168. */
  31169. readonly isStencilEnable: boolean;
  31170. /** @hidden */
  31171. _prepareWorkingCanvas(): void;
  31172. /**
  31173. * Reset the texture cache to empty state
  31174. */
  31175. resetTextureCache(): void;
  31176. /**
  31177. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  31178. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31179. * @returns true if engine is in deterministic lock step mode
  31180. */
  31181. isDeterministicLockStep(): boolean;
  31182. /**
  31183. * Gets the max steps when engine is running in deterministic lock step
  31184. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31185. * @returns the max steps
  31186. */
  31187. getLockstepMaxSteps(): number;
  31188. /**
  31189. * Gets an object containing information about the current webGL context
  31190. * @returns an object containing the vender, the renderer and the version of the current webGL context
  31191. */
  31192. getGlInfo(): {
  31193. vendor: string;
  31194. renderer: string;
  31195. version: string;
  31196. };
  31197. /**
  31198. * Gets current aspect ratio
  31199. * @param viewportOwner defines the camera to use to get the aspect ratio
  31200. * @param useScreen defines if screen size must be used (or the current render target if any)
  31201. * @returns a number defining the aspect ratio
  31202. */
  31203. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  31204. /**
  31205. * Gets current screen aspect ratio
  31206. * @returns a number defining the aspect ratio
  31207. */
  31208. getScreenAspectRatio(): number;
  31209. /**
  31210. * Gets the current render width
  31211. * @param useScreen defines if screen size must be used (or the current render target if any)
  31212. * @returns a number defining the current render width
  31213. */
  31214. getRenderWidth(useScreen?: boolean): number;
  31215. /**
  31216. * Gets the current render height
  31217. * @param useScreen defines if screen size must be used (or the current render target if any)
  31218. * @returns a number defining the current render height
  31219. */
  31220. getRenderHeight(useScreen?: boolean): number;
  31221. /**
  31222. * Gets the HTML canvas attached with the current webGL context
  31223. * @returns a HTML canvas
  31224. */
  31225. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  31226. /**
  31227. * Gets host window
  31228. * @returns the host window object
  31229. */
  31230. getHostWindow(): Window;
  31231. /**
  31232. * Gets host document
  31233. * @returns the host document object
  31234. */
  31235. getHostDocument(): Document;
  31236. /**
  31237. * Gets the client rect of the HTML canvas attached with the current webGL context
  31238. * @returns a client rectanglee
  31239. */
  31240. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  31241. /**
  31242. * Defines the hardware scaling level.
  31243. * By default the hardware scaling level is computed from the window device ratio.
  31244. * 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.
  31245. * @param level defines the level to use
  31246. */
  31247. setHardwareScalingLevel(level: number): void;
  31248. /**
  31249. * Gets the current hardware scaling level.
  31250. * By default the hardware scaling level is computed from the window device ratio.
  31251. * 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.
  31252. * @returns a number indicating the current hardware scaling level
  31253. */
  31254. getHardwareScalingLevel(): number;
  31255. /**
  31256. * Gets the list of loaded textures
  31257. * @returns an array containing all loaded textures
  31258. */
  31259. getLoadedTexturesCache(): InternalTexture[];
  31260. /**
  31261. * Gets the object containing all engine capabilities
  31262. * @returns the EngineCapabilities object
  31263. */
  31264. getCaps(): EngineCapabilities;
  31265. /**
  31266. * Gets the current depth function
  31267. * @returns a number defining the depth function
  31268. */
  31269. getDepthFunction(): Nullable<number>;
  31270. /**
  31271. * Sets the current depth function
  31272. * @param depthFunc defines the function to use
  31273. */
  31274. setDepthFunction(depthFunc: number): void;
  31275. /**
  31276. * Sets the current depth function to GREATER
  31277. */
  31278. setDepthFunctionToGreater(): void;
  31279. /**
  31280. * Sets the current depth function to GEQUAL
  31281. */
  31282. setDepthFunctionToGreaterOrEqual(): void;
  31283. /**
  31284. * Sets the current depth function to LESS
  31285. */
  31286. setDepthFunctionToLess(): void;
  31287. private _cachedStencilBuffer;
  31288. private _cachedStencilFunction;
  31289. private _cachedStencilMask;
  31290. private _cachedStencilOperationPass;
  31291. private _cachedStencilOperationFail;
  31292. private _cachedStencilOperationDepthFail;
  31293. private _cachedStencilReference;
  31294. /**
  31295. * Caches the the state of the stencil buffer
  31296. */
  31297. cacheStencilState(): void;
  31298. /**
  31299. * Restores the state of the stencil buffer
  31300. */
  31301. restoreStencilState(): void;
  31302. /**
  31303. * Sets the current depth function to LEQUAL
  31304. */
  31305. setDepthFunctionToLessOrEqual(): void;
  31306. /**
  31307. * Gets a boolean indicating if stencil buffer is enabled
  31308. * @returns the current stencil buffer state
  31309. */
  31310. getStencilBuffer(): boolean;
  31311. /**
  31312. * Enable or disable the stencil buffer
  31313. * @param enable defines if the stencil buffer must be enabled or disabled
  31314. */
  31315. setStencilBuffer(enable: boolean): void;
  31316. /**
  31317. * Gets the current stencil mask
  31318. * @returns a number defining the new stencil mask to use
  31319. */
  31320. getStencilMask(): number;
  31321. /**
  31322. * Sets the current stencil mask
  31323. * @param mask defines the new stencil mask to use
  31324. */
  31325. setStencilMask(mask: number): void;
  31326. /**
  31327. * Gets the current stencil function
  31328. * @returns a number defining the stencil function to use
  31329. */
  31330. getStencilFunction(): number;
  31331. /**
  31332. * Gets the current stencil reference value
  31333. * @returns a number defining the stencil reference value to use
  31334. */
  31335. getStencilFunctionReference(): number;
  31336. /**
  31337. * Gets the current stencil mask
  31338. * @returns a number defining the stencil mask to use
  31339. */
  31340. getStencilFunctionMask(): number;
  31341. /**
  31342. * Sets the current stencil function
  31343. * @param stencilFunc defines the new stencil function to use
  31344. */
  31345. setStencilFunction(stencilFunc: number): void;
  31346. /**
  31347. * Sets the current stencil reference
  31348. * @param reference defines the new stencil reference to use
  31349. */
  31350. setStencilFunctionReference(reference: number): void;
  31351. /**
  31352. * Sets the current stencil mask
  31353. * @param mask defines the new stencil mask to use
  31354. */
  31355. setStencilFunctionMask(mask: number): void;
  31356. /**
  31357. * Gets the current stencil operation when stencil fails
  31358. * @returns a number defining stencil operation to use when stencil fails
  31359. */
  31360. getStencilOperationFail(): number;
  31361. /**
  31362. * Gets the current stencil operation when depth fails
  31363. * @returns a number defining stencil operation to use when depth fails
  31364. */
  31365. getStencilOperationDepthFail(): number;
  31366. /**
  31367. * Gets the current stencil operation when stencil passes
  31368. * @returns a number defining stencil operation to use when stencil passes
  31369. */
  31370. getStencilOperationPass(): number;
  31371. /**
  31372. * Sets the stencil operation to use when stencil fails
  31373. * @param operation defines the stencil operation to use when stencil fails
  31374. */
  31375. setStencilOperationFail(operation: number): void;
  31376. /**
  31377. * Sets the stencil operation to use when depth fails
  31378. * @param operation defines the stencil operation to use when depth fails
  31379. */
  31380. setStencilOperationDepthFail(operation: number): void;
  31381. /**
  31382. * Sets the stencil operation to use when stencil passes
  31383. * @param operation defines the stencil operation to use when stencil passes
  31384. */
  31385. setStencilOperationPass(operation: number): void;
  31386. /**
  31387. * Sets a boolean indicating if the dithering state is enabled or disabled
  31388. * @param value defines the dithering state
  31389. */
  31390. setDitheringState(value: boolean): void;
  31391. /**
  31392. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  31393. * @param value defines the rasterizer state
  31394. */
  31395. setRasterizerState(value: boolean): void;
  31396. /**
  31397. * stop executing a render loop function and remove it from the execution array
  31398. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  31399. */
  31400. stopRenderLoop(renderFunction?: () => void): void;
  31401. /** @hidden */
  31402. _renderLoop(): void;
  31403. /**
  31404. * Register and execute a render loop. The engine can have more than one render function
  31405. * @param renderFunction defines the function to continuously execute
  31406. */
  31407. runRenderLoop(renderFunction: () => void): void;
  31408. /**
  31409. * Toggle full screen mode
  31410. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31411. */
  31412. switchFullscreen(requestPointerLock: boolean): void;
  31413. /**
  31414. * Enters full screen mode
  31415. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31416. */
  31417. enterFullscreen(requestPointerLock: boolean): void;
  31418. /**
  31419. * Exits full screen mode
  31420. */
  31421. exitFullscreen(): void;
  31422. /**
  31423. * Enters Pointerlock mode
  31424. */
  31425. enterPointerlock(): void;
  31426. /**
  31427. * Exits Pointerlock mode
  31428. */
  31429. exitPointerlock(): void;
  31430. /**
  31431. * Clear the current render buffer or the current render target (if any is set up)
  31432. * @param color defines the color to use
  31433. * @param backBuffer defines if the back buffer must be cleared
  31434. * @param depth defines if the depth buffer must be cleared
  31435. * @param stencil defines if the stencil buffer must be cleared
  31436. */
  31437. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  31438. /**
  31439. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  31440. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31441. * @param y defines the y-coordinate of the corner of the clear rectangle
  31442. * @param width defines the width of the clear rectangle
  31443. * @param height defines the height of the clear rectangle
  31444. * @param clearColor defines the clear color
  31445. */
  31446. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  31447. /**
  31448. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  31449. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31450. * @param y defines the y-coordinate of the corner of the clear rectangle
  31451. * @param width defines the width of the clear rectangle
  31452. * @param height defines the height of the clear rectangle
  31453. */
  31454. enableScissor(x: number, y: number, width: number, height: number): void;
  31455. /**
  31456. * Disable previously set scissor test rectangle
  31457. */
  31458. disableScissor(): void;
  31459. private _viewportCached;
  31460. /** @hidden */
  31461. _viewport(x: number, y: number, width: number, height: number): void;
  31462. /**
  31463. * Set the WebGL's viewport
  31464. * @param viewport defines the viewport element to be used
  31465. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  31466. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  31467. */
  31468. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  31469. /**
  31470. * Directly set the WebGL Viewport
  31471. * @param x defines the x coordinate of the viewport (in screen space)
  31472. * @param y defines the y coordinate of the viewport (in screen space)
  31473. * @param width defines the width of the viewport (in screen space)
  31474. * @param height defines the height of the viewport (in screen space)
  31475. * @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
  31476. */
  31477. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  31478. /**
  31479. * Begin a new frame
  31480. */
  31481. beginFrame(): void;
  31482. /**
  31483. * Enf the current frame
  31484. */
  31485. endFrame(): void;
  31486. /**
  31487. * Resize the view according to the canvas' size
  31488. */
  31489. resize(): void;
  31490. /**
  31491. * Force a specific size of the canvas
  31492. * @param width defines the new canvas' width
  31493. * @param height defines the new canvas' height
  31494. */
  31495. setSize(width: number, height: number): void;
  31496. /**
  31497. * Binds the frame buffer to the specified texture.
  31498. * @param texture The texture to render to or null for the default canvas
  31499. * @param faceIndex The face of the texture to render to in case of cube texture
  31500. * @param requiredWidth The width of the target to render to
  31501. * @param requiredHeight The height of the target to render to
  31502. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  31503. * @param depthStencilTexture The depth stencil texture to use to render
  31504. * @param lodLevel defines le lod level to bind to the frame buffer
  31505. */
  31506. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  31507. /** @hidden */
  31508. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  31509. /**
  31510. * Unbind the current render target texture from the webGL context
  31511. * @param texture defines the render target texture to unbind
  31512. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  31513. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  31514. */
  31515. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  31516. /**
  31517. * Force the mipmap generation for the given render target texture
  31518. * @param texture defines the render target texture to use
  31519. */
  31520. generateMipMapsForCubemap(texture: InternalTexture): void;
  31521. /**
  31522. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  31523. */
  31524. flushFramebuffer(): void;
  31525. /**
  31526. * Unbind the current render target and bind the default framebuffer
  31527. */
  31528. restoreDefaultFramebuffer(): void;
  31529. /**
  31530. * Create an uniform buffer
  31531. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31532. * @param elements defines the content of the uniform buffer
  31533. * @returns the webGL uniform buffer
  31534. */
  31535. createUniformBuffer(elements: FloatArray): DataBuffer;
  31536. /**
  31537. * Create a dynamic uniform buffer
  31538. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31539. * @param elements defines the content of the uniform buffer
  31540. * @returns the webGL uniform buffer
  31541. */
  31542. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  31543. /**
  31544. * Update an existing uniform buffer
  31545. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31546. * @param uniformBuffer defines the target uniform buffer
  31547. * @param elements defines the content to update
  31548. * @param offset defines the offset in the uniform buffer where update should start
  31549. * @param count defines the size of the data to update
  31550. */
  31551. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  31552. private _resetVertexBufferBinding;
  31553. /**
  31554. * Creates a vertex buffer
  31555. * @param data the data for the vertex buffer
  31556. * @returns the new WebGL static buffer
  31557. */
  31558. createVertexBuffer(data: DataArray): DataBuffer;
  31559. /**
  31560. * Creates a dynamic vertex buffer
  31561. * @param data the data for the dynamic vertex buffer
  31562. * @returns the new WebGL dynamic buffer
  31563. */
  31564. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  31565. /**
  31566. * Update a dynamic index buffer
  31567. * @param indexBuffer defines the target index buffer
  31568. * @param indices defines the data to update
  31569. * @param offset defines the offset in the target index buffer where update should start
  31570. */
  31571. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  31572. /**
  31573. * Updates a dynamic vertex buffer.
  31574. * @param vertexBuffer the vertex buffer to update
  31575. * @param data the data used to update the vertex buffer
  31576. * @param byteOffset the byte offset of the data
  31577. * @param byteLength the byte length of the data
  31578. */
  31579. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  31580. private _resetIndexBufferBinding;
  31581. /**
  31582. * Creates a new index buffer
  31583. * @param indices defines the content of the index buffer
  31584. * @param updatable defines if the index buffer must be updatable
  31585. * @returns a new webGL buffer
  31586. */
  31587. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  31588. /**
  31589. * Bind a webGL buffer to the webGL context
  31590. * @param buffer defines the buffer to bind
  31591. */
  31592. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  31593. /**
  31594. * Bind an uniform buffer to the current webGL context
  31595. * @param buffer defines the buffer to bind
  31596. */
  31597. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  31598. /**
  31599. * Bind a buffer to the current webGL context at a given location
  31600. * @param buffer defines the buffer to bind
  31601. * @param location defines the index where to bind the buffer
  31602. */
  31603. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  31604. /**
  31605. * Bind a specific block at a given index in a specific shader program
  31606. * @param pipelineContext defines the pipeline context to use
  31607. * @param blockName defines the block name
  31608. * @param index defines the index where to bind the block
  31609. */
  31610. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  31611. private bindIndexBuffer;
  31612. private bindBuffer;
  31613. /**
  31614. * update the bound buffer with the given data
  31615. * @param data defines the data to update
  31616. */
  31617. updateArrayBuffer(data: Float32Array): void;
  31618. private _vertexAttribPointer;
  31619. private _bindIndexBufferWithCache;
  31620. private _bindVertexBuffersAttributes;
  31621. /**
  31622. * Records a vertex array object
  31623. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31624. * @param vertexBuffers defines the list of vertex buffers to store
  31625. * @param indexBuffer defines the index buffer to store
  31626. * @param effect defines the effect to store
  31627. * @returns the new vertex array object
  31628. */
  31629. recordVertexArrayObject(vertexBuffers: {
  31630. [key: string]: VertexBuffer;
  31631. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  31632. /**
  31633. * Bind a specific vertex array object
  31634. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31635. * @param vertexArrayObject defines the vertex array object to bind
  31636. * @param indexBuffer defines the index buffer to bind
  31637. */
  31638. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  31639. /**
  31640. * Bind webGl buffers directly to the webGL context
  31641. * @param vertexBuffer defines the vertex buffer to bind
  31642. * @param indexBuffer defines the index buffer to bind
  31643. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  31644. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  31645. * @param effect defines the effect associated with the vertex buffer
  31646. */
  31647. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  31648. private _unbindVertexArrayObject;
  31649. /**
  31650. * Bind a list of vertex buffers to the webGL context
  31651. * @param vertexBuffers defines the list of vertex buffers to bind
  31652. * @param indexBuffer defines the index buffer to bind
  31653. * @param effect defines the effect associated with the vertex buffers
  31654. */
  31655. bindBuffers(vertexBuffers: {
  31656. [key: string]: Nullable<VertexBuffer>;
  31657. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  31658. /**
  31659. * Unbind all instance attributes
  31660. */
  31661. unbindInstanceAttributes(): void;
  31662. /**
  31663. * Release and free the memory of a vertex array object
  31664. * @param vao defines the vertex array object to delete
  31665. */
  31666. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  31667. /** @hidden */
  31668. _releaseBuffer(buffer: DataBuffer): boolean;
  31669. /**
  31670. * Creates a webGL buffer to use with instanciation
  31671. * @param capacity defines the size of the buffer
  31672. * @returns the webGL buffer
  31673. */
  31674. createInstancesBuffer(capacity: number): DataBuffer;
  31675. /**
  31676. * Delete a webGL buffer used with instanciation
  31677. * @param buffer defines the webGL buffer to delete
  31678. */
  31679. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  31680. /**
  31681. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  31682. * @param instancesBuffer defines the webGL buffer to update and bind
  31683. * @param data defines the data to store in the buffer
  31684. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  31685. */
  31686. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  31687. /**
  31688. * Apply all cached states (depth, culling, stencil and alpha)
  31689. */
  31690. applyStates(): void;
  31691. /**
  31692. * Send a draw order
  31693. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31694. * @param indexStart defines the starting index
  31695. * @param indexCount defines the number of index to draw
  31696. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31697. */
  31698. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  31699. /**
  31700. * Draw a list of points
  31701. * @param verticesStart defines the index of first vertex to draw
  31702. * @param verticesCount defines the count of vertices to draw
  31703. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31704. */
  31705. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31706. /**
  31707. * Draw a list of unindexed primitives
  31708. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31709. * @param verticesStart defines the index of first vertex to draw
  31710. * @param verticesCount defines the count of vertices to draw
  31711. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31712. */
  31713. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31714. /**
  31715. * Draw a list of indexed primitives
  31716. * @param fillMode defines the primitive to use
  31717. * @param indexStart defines the starting index
  31718. * @param indexCount defines the number of index to draw
  31719. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31720. */
  31721. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  31722. /**
  31723. * Draw a list of unindexed primitives
  31724. * @param fillMode defines the primitive to use
  31725. * @param verticesStart defines the index of first vertex to draw
  31726. * @param verticesCount defines the count of vertices to draw
  31727. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31728. */
  31729. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31730. private _drawMode;
  31731. /** @hidden */
  31732. _releaseEffect(effect: Effect): void;
  31733. /** @hidden */
  31734. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  31735. /**
  31736. * Create a new effect (used to store vertex/fragment shaders)
  31737. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  31738. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  31739. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  31740. * @param samplers defines an array of string used to represent textures
  31741. * @param defines defines the string containing the defines to use to compile the shaders
  31742. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  31743. * @param onCompiled defines a function to call when the effect creation is successful
  31744. * @param onError defines a function to call when the effect creation has failed
  31745. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  31746. * @returns the new Effect
  31747. */
  31748. 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;
  31749. private _compileShader;
  31750. private _compileRawShader;
  31751. /**
  31752. * Directly creates a webGL program
  31753. * @param pipelineContext defines the pipeline context to attach to
  31754. * @param vertexCode defines the vertex shader code to use
  31755. * @param fragmentCode defines the fragment shader code to use
  31756. * @param context defines the webGL context to use (if not set, the current one will be used)
  31757. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31758. * @returns the new webGL program
  31759. */
  31760. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31761. /**
  31762. * Creates a webGL program
  31763. * @param pipelineContext defines the pipeline context to attach to
  31764. * @param vertexCode defines the vertex shader code to use
  31765. * @param fragmentCode defines the fragment shader code to use
  31766. * @param defines defines the string containing the defines to use to compile the shaders
  31767. * @param context defines the webGL context to use (if not set, the current one will be used)
  31768. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31769. * @returns the new webGL program
  31770. */
  31771. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31772. /**
  31773. * Creates a new pipeline context
  31774. * @returns the new pipeline
  31775. */
  31776. createPipelineContext(): WebGLPipelineContext;
  31777. private _createShaderProgram;
  31778. private _finalizePipelineContext;
  31779. /** @hidden */
  31780. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  31781. /** @hidden */
  31782. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  31783. /** @hidden */
  31784. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  31785. /**
  31786. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  31787. * @param pipelineContext defines the pipeline context to use
  31788. * @param uniformsNames defines the list of uniform names
  31789. * @returns an array of webGL uniform locations
  31790. */
  31791. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  31792. /**
  31793. * Gets the lsit of active attributes for a given webGL program
  31794. * @param pipelineContext defines the pipeline context to use
  31795. * @param attributesNames defines the list of attribute names to get
  31796. * @returns an array of indices indicating the offset of each attribute
  31797. */
  31798. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  31799. /**
  31800. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  31801. * @param effect defines the effect to activate
  31802. */
  31803. enableEffect(effect: Nullable<Effect>): void;
  31804. /**
  31805. * Set the value of an uniform to an array of int32
  31806. * @param uniform defines the webGL uniform location where to store the value
  31807. * @param array defines the array of int32 to store
  31808. */
  31809. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31810. /**
  31811. * Set the value of an uniform to an array of int32 (stored as vec2)
  31812. * @param uniform defines the webGL uniform location where to store the value
  31813. * @param array defines the array of int32 to store
  31814. */
  31815. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31816. /**
  31817. * Set the value of an uniform to an array of int32 (stored as vec3)
  31818. * @param uniform defines the webGL uniform location where to store the value
  31819. * @param array defines the array of int32 to store
  31820. */
  31821. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31822. /**
  31823. * Set the value of an uniform to an array of int32 (stored as vec4)
  31824. * @param uniform defines the webGL uniform location where to store the value
  31825. * @param array defines the array of int32 to store
  31826. */
  31827. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31828. /**
  31829. * Set the value of an uniform to an array of float32
  31830. * @param uniform defines the webGL uniform location where to store the value
  31831. * @param array defines the array of float32 to store
  31832. */
  31833. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31834. /**
  31835. * Set the value of an uniform to an array of float32 (stored as vec2)
  31836. * @param uniform defines the webGL uniform location where to store the value
  31837. * @param array defines the array of float32 to store
  31838. */
  31839. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31840. /**
  31841. * Set the value of an uniform to an array of float32 (stored as vec3)
  31842. * @param uniform defines the webGL uniform location where to store the value
  31843. * @param array defines the array of float32 to store
  31844. */
  31845. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31846. /**
  31847. * Set the value of an uniform to an array of float32 (stored as vec4)
  31848. * @param uniform defines the webGL uniform location where to store the value
  31849. * @param array defines the array of float32 to store
  31850. */
  31851. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31852. /**
  31853. * Set the value of an uniform to an array of number
  31854. * @param uniform defines the webGL uniform location where to store the value
  31855. * @param array defines the array of number to store
  31856. */
  31857. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31858. /**
  31859. * Set the value of an uniform to an array of number (stored as vec2)
  31860. * @param uniform defines the webGL uniform location where to store the value
  31861. * @param array defines the array of number to store
  31862. */
  31863. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31864. /**
  31865. * Set the value of an uniform to an array of number (stored as vec3)
  31866. * @param uniform defines the webGL uniform location where to store the value
  31867. * @param array defines the array of number to store
  31868. */
  31869. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31870. /**
  31871. * Set the value of an uniform to an array of number (stored as vec4)
  31872. * @param uniform defines the webGL uniform location where to store the value
  31873. * @param array defines the array of number to store
  31874. */
  31875. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31876. /**
  31877. * Set the value of an uniform to an array of float32 (stored as matrices)
  31878. * @param uniform defines the webGL uniform location where to store the value
  31879. * @param matrices defines the array of float32 to store
  31880. */
  31881. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  31882. /**
  31883. * Set the value of an uniform to a matrix (3x3)
  31884. * @param uniform defines the webGL uniform location where to store the value
  31885. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  31886. */
  31887. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31888. /**
  31889. * Set the value of an uniform to a matrix (2x2)
  31890. * @param uniform defines the webGL uniform location where to store the value
  31891. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  31892. */
  31893. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31894. /**
  31895. * Set the value of an uniform to a number (int)
  31896. * @param uniform defines the webGL uniform location where to store the value
  31897. * @param value defines the int number to store
  31898. */
  31899. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31900. /**
  31901. * Set the value of an uniform to a number (float)
  31902. * @param uniform defines the webGL uniform location where to store the value
  31903. * @param value defines the float number to store
  31904. */
  31905. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31906. /**
  31907. * Set the value of an uniform to a vec2
  31908. * @param uniform defines the webGL uniform location where to store the value
  31909. * @param x defines the 1st component of the value
  31910. * @param y defines the 2nd component of the value
  31911. */
  31912. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  31913. /**
  31914. * Set the value of an uniform to a vec3
  31915. * @param uniform defines the webGL uniform location where to store the value
  31916. * @param x defines the 1st component of the value
  31917. * @param y defines the 2nd component of the value
  31918. * @param z defines the 3rd component of the value
  31919. */
  31920. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  31921. /**
  31922. * Set the value of an uniform to a boolean
  31923. * @param uniform defines the webGL uniform location where to store the value
  31924. * @param bool defines the boolean to store
  31925. */
  31926. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  31927. /**
  31928. * Set the value of an uniform to a vec4
  31929. * @param uniform defines the webGL uniform location where to store the value
  31930. * @param x defines the 1st component of the value
  31931. * @param y defines the 2nd component of the value
  31932. * @param z defines the 3rd component of the value
  31933. * @param w defines the 4th component of the value
  31934. */
  31935. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  31936. /**
  31937. * Sets a Color4 on a uniform variable
  31938. * @param uniform defines the uniform location
  31939. * @param color4 defines the value to be set
  31940. */
  31941. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  31942. /**
  31943. * Set various states to the webGL context
  31944. * @param culling defines backface culling state
  31945. * @param zOffset defines the value to apply to zOffset (0 by default)
  31946. * @param force defines if states must be applied even if cache is up to date
  31947. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  31948. */
  31949. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  31950. /**
  31951. * Set the z offset to apply to current rendering
  31952. * @param value defines the offset to apply
  31953. */
  31954. setZOffset(value: number): void;
  31955. /**
  31956. * Gets the current value of the zOffset
  31957. * @returns the current zOffset state
  31958. */
  31959. getZOffset(): number;
  31960. /**
  31961. * Enable or disable depth buffering
  31962. * @param enable defines the state to set
  31963. */
  31964. setDepthBuffer(enable: boolean): void;
  31965. /**
  31966. * Gets a boolean indicating if depth writing is enabled
  31967. * @returns the current depth writing state
  31968. */
  31969. getDepthWrite(): boolean;
  31970. /**
  31971. * Enable or disable depth writing
  31972. * @param enable defines the state to set
  31973. */
  31974. setDepthWrite(enable: boolean): void;
  31975. /**
  31976. * Enable or disable color writing
  31977. * @param enable defines the state to set
  31978. */
  31979. setColorWrite(enable: boolean): void;
  31980. /**
  31981. * Gets a boolean indicating if color writing is enabled
  31982. * @returns the current color writing state
  31983. */
  31984. getColorWrite(): boolean;
  31985. /**
  31986. * Sets alpha constants used by some alpha blending modes
  31987. * @param r defines the red component
  31988. * @param g defines the green component
  31989. * @param b defines the blue component
  31990. * @param a defines the alpha component
  31991. */
  31992. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  31993. /**
  31994. * Sets the current alpha mode
  31995. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  31996. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  31997. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  31998. */
  31999. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  32000. /**
  32001. * Gets the current alpha mode
  32002. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32003. * @returns the current alpha mode
  32004. */
  32005. getAlphaMode(): number;
  32006. /**
  32007. * Clears the list of texture accessible through engine.
  32008. * This can help preventing texture load conflict due to name collision.
  32009. */
  32010. clearInternalTexturesCache(): void;
  32011. /**
  32012. * Force the entire cache to be cleared
  32013. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  32014. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  32015. */
  32016. wipeCaches(bruteForce?: boolean): void;
  32017. /**
  32018. * Set the compressed texture format to use, based on the formats you have, and the formats
  32019. * supported by the hardware / browser.
  32020. *
  32021. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  32022. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  32023. * to API arguments needed to compressed textures. This puts the burden on the container
  32024. * generator to house the arcane code for determining these for current & future formats.
  32025. *
  32026. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  32027. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  32028. *
  32029. * Note: The result of this call is not taken into account when a texture is base64.
  32030. *
  32031. * @param formatsAvailable defines the list of those format families you have created
  32032. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  32033. *
  32034. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  32035. * @returns The extension selected.
  32036. */
  32037. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  32038. /** @hidden */
  32039. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  32040. min: number;
  32041. mag: number;
  32042. };
  32043. /** @hidden */
  32044. _createTexture(): WebGLTexture;
  32045. /**
  32046. * Usually called from Texture.ts.
  32047. * Passed information to create a WebGLTexture
  32048. * @param urlArg defines a value which contains one of the following:
  32049. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  32050. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  32051. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  32052. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  32053. * @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)
  32054. * @param scene needed for loading to the correct scene
  32055. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  32056. * @param onLoad optional callback to be called upon successful completion
  32057. * @param onError optional callback to be called upon failure
  32058. * @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
  32059. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  32060. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  32061. * @param forcedExtension defines the extension to use to pick the right loader
  32062. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  32063. * @returns a InternalTexture for assignment back into BABYLON.Texture
  32064. */
  32065. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  32066. /**
  32067. * @hidden
  32068. * Rescales a texture
  32069. * @param source input texutre
  32070. * @param destination destination texture
  32071. * @param scene scene to use to render the resize
  32072. * @param internalFormat format to use when resizing
  32073. * @param onComplete callback to be called when resize has completed
  32074. */
  32075. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  32076. private _unpackFlipYCached;
  32077. /**
  32078. * In case you are sharing the context with other applications, it might
  32079. * be interested to not cache the unpack flip y state to ensure a consistent
  32080. * value would be set.
  32081. */
  32082. enableUnpackFlipYCached: boolean;
  32083. /** @hidden */
  32084. _unpackFlipY(value: boolean): void;
  32085. /** @hidden */
  32086. _getUnpackAlignement(): number;
  32087. /**
  32088. * Creates a dynamic texture
  32089. * @param width defines the width of the texture
  32090. * @param height defines the height of the texture
  32091. * @param generateMipMaps defines if the engine should generate the mip levels
  32092. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  32093. * @returns the dynamic texture inside an InternalTexture
  32094. */
  32095. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  32096. /**
  32097. * Update the sampling mode of a given texture
  32098. * @param samplingMode defines the required sampling mode
  32099. * @param texture defines the texture to update
  32100. */
  32101. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  32102. /**
  32103. * Update the content of a dynamic texture
  32104. * @param texture defines the texture to update
  32105. * @param canvas defines the canvas containing the source
  32106. * @param invertY defines if data must be stored with Y axis inverted
  32107. * @param premulAlpha defines if alpha is stored as premultiplied
  32108. * @param format defines the format of the data
  32109. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  32110. */
  32111. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  32112. /**
  32113. * Update a video texture
  32114. * @param texture defines the texture to update
  32115. * @param video defines the video element to use
  32116. * @param invertY defines if data must be stored with Y axis inverted
  32117. */
  32118. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  32119. /**
  32120. * Updates a depth texture Comparison Mode and Function.
  32121. * If the comparison Function is equal to 0, the mode will be set to none.
  32122. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  32123. * @param texture The texture to set the comparison function for
  32124. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  32125. */
  32126. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  32127. /** @hidden */
  32128. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  32129. width: number;
  32130. height: number;
  32131. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  32132. /**
  32133. * Creates a depth stencil texture.
  32134. * This is only available in WebGL 2 or with the depth texture extension available.
  32135. * @param size The size of face edge in the texture.
  32136. * @param options The options defining the texture.
  32137. * @returns The texture
  32138. */
  32139. createDepthStencilTexture(size: number | {
  32140. width: number;
  32141. height: number;
  32142. }, options: DepthTextureCreationOptions): InternalTexture;
  32143. /**
  32144. * Creates a depth stencil texture.
  32145. * This is only available in WebGL 2 or with the depth texture extension available.
  32146. * @param size The size of face edge in the texture.
  32147. * @param options The options defining the texture.
  32148. * @returns The texture
  32149. */
  32150. private _createDepthStencilTexture;
  32151. /**
  32152. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32153. * @param renderTarget The render target to set the frame buffer for
  32154. */
  32155. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32156. /**
  32157. * Creates a new render target texture
  32158. * @param size defines the size of the texture
  32159. * @param options defines the options used to create the texture
  32160. * @returns a new render target texture stored in an InternalTexture
  32161. */
  32162. createRenderTargetTexture(size: number | {
  32163. width: number;
  32164. height: number;
  32165. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  32166. /** @hidden */
  32167. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  32168. /**
  32169. * Updates the sample count of a render target texture
  32170. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32171. * @param texture defines the texture to update
  32172. * @param samples defines the sample count to set
  32173. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32174. */
  32175. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32176. /** @hidden */
  32177. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32178. /** @hidden */
  32179. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  32180. /** @hidden */
  32181. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32182. /** @hidden */
  32183. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  32184. /**
  32185. * @hidden
  32186. */
  32187. _setCubeMapTextureParams(loadMipmap: boolean): void;
  32188. private _prepareWebGLTextureContinuation;
  32189. private _prepareWebGLTexture;
  32190. /** @hidden */
  32191. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32192. /** @hidden */
  32193. _releaseFramebufferObjects(texture: InternalTexture): void;
  32194. /** @hidden */
  32195. _releaseTexture(texture: InternalTexture): void;
  32196. private setProgram;
  32197. private _boundUniforms;
  32198. /**
  32199. * Binds an effect to the webGL context
  32200. * @param effect defines the effect to bind
  32201. */
  32202. bindSamplers(effect: Effect): void;
  32203. private _activateCurrentTexture;
  32204. /** @hidden */
  32205. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  32206. /** @hidden */
  32207. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  32208. /**
  32209. * Sets a texture to the webGL context from a postprocess
  32210. * @param channel defines the channel to use
  32211. * @param postProcess defines the source postprocess
  32212. */
  32213. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32214. /**
  32215. * Binds the output of the passed in post process to the texture channel specified
  32216. * @param channel The channel the texture should be bound to
  32217. * @param postProcess The post process which's output should be bound
  32218. */
  32219. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32220. /**
  32221. * Unbind all textures from the webGL context
  32222. */
  32223. unbindAllTextures(): void;
  32224. /**
  32225. * Sets a texture to the according uniform.
  32226. * @param channel The texture channel
  32227. * @param uniform The uniform to set
  32228. * @param texture The texture to apply
  32229. */
  32230. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  32231. /**
  32232. * Sets a depth stencil texture from a render target to the according uniform.
  32233. * @param channel The texture channel
  32234. * @param uniform The uniform to set
  32235. * @param texture The render target texture containing the depth stencil texture to apply
  32236. */
  32237. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32238. private _bindSamplerUniformToChannel;
  32239. private _getTextureWrapMode;
  32240. private _setTexture;
  32241. /**
  32242. * Sets an array of texture to the webGL context
  32243. * @param channel defines the channel where the texture array must be set
  32244. * @param uniform defines the associated uniform location
  32245. * @param textures defines the array of textures to bind
  32246. */
  32247. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  32248. /** @hidden */
  32249. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  32250. private _setTextureParameterFloat;
  32251. private _setTextureParameterInteger;
  32252. /**
  32253. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32254. * @param x defines the x coordinate of the rectangle where pixels must be read
  32255. * @param y defines the y coordinate of the rectangle where pixels must be read
  32256. * @param width defines the width of the rectangle where pixels must be read
  32257. * @param height defines the height of the rectangle where pixels must be read
  32258. * @returns a Uint8Array containing RGBA colors
  32259. */
  32260. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32261. /**
  32262. * Add an externaly attached data from its key.
  32263. * This method call will fail and return false, if such key already exists.
  32264. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  32265. * @param key the unique key that identifies the data
  32266. * @param data the data object to associate to the key for this Engine instance
  32267. * @return true if no such key were already present and the data was added successfully, false otherwise
  32268. */
  32269. addExternalData<T>(key: string, data: T): boolean;
  32270. /**
  32271. * Get an externaly attached data from its key
  32272. * @param key the unique key that identifies the data
  32273. * @return the associated data, if present (can be null), or undefined if not present
  32274. */
  32275. getExternalData<T>(key: string): T;
  32276. /**
  32277. * Get an externaly attached data from its key, create it using a factory if it's not already present
  32278. * @param key the unique key that identifies the data
  32279. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  32280. * @return the associated data, can be null if the factory returned null.
  32281. */
  32282. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  32283. /**
  32284. * Remove an externaly attached data from the Engine instance
  32285. * @param key the unique key that identifies the data
  32286. * @return true if the data was successfully removed, false if it doesn't exist
  32287. */
  32288. removeExternalData(key: string): boolean;
  32289. /**
  32290. * Unbind all vertex attributes from the webGL context
  32291. */
  32292. unbindAllAttributes(): void;
  32293. /**
  32294. * 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
  32295. */
  32296. releaseEffects(): void;
  32297. /**
  32298. * Dispose and release all associated resources
  32299. */
  32300. dispose(): void;
  32301. /**
  32302. * Display the loading screen
  32303. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32304. */
  32305. displayLoadingUI(): void;
  32306. /**
  32307. * Hide the loading screen
  32308. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32309. */
  32310. hideLoadingUI(): void;
  32311. /**
  32312. * Gets the current loading screen object
  32313. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32314. */
  32315. /**
  32316. * Sets the current loading screen object
  32317. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32318. */
  32319. loadingScreen: ILoadingScreen;
  32320. /**
  32321. * Sets the current loading screen text
  32322. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32323. */
  32324. loadingUIText: string;
  32325. /**
  32326. * Sets the current loading screen background color
  32327. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32328. */
  32329. loadingUIBackgroundColor: string;
  32330. /**
  32331. * Attach a new callback raised when context lost event is fired
  32332. * @param callback defines the callback to call
  32333. */
  32334. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32335. /**
  32336. * Attach a new callback raised when context restored event is fired
  32337. * @param callback defines the callback to call
  32338. */
  32339. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32340. /**
  32341. * Gets the source code of the vertex shader associated with a specific webGL program
  32342. * @param program defines the program to use
  32343. * @returns a string containing the source code of the vertex shader associated with the program
  32344. */
  32345. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32346. /**
  32347. * Gets the source code of the fragment shader associated with a specific webGL program
  32348. * @param program defines the program to use
  32349. * @returns a string containing the source code of the fragment shader associated with the program
  32350. */
  32351. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32352. /**
  32353. * Get the current error code of the webGL context
  32354. * @returns the error code
  32355. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  32356. */
  32357. getError(): number;
  32358. /**
  32359. * Gets the current framerate
  32360. * @returns a number representing the framerate
  32361. */
  32362. getFps(): number;
  32363. /**
  32364. * Gets the time spent between current and previous frame
  32365. * @returns a number representing the delta time in ms
  32366. */
  32367. getDeltaTime(): number;
  32368. private _measureFps;
  32369. /** @hidden */
  32370. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32371. private _canRenderToFloatFramebuffer;
  32372. private _canRenderToHalfFloatFramebuffer;
  32373. private _canRenderToFramebuffer;
  32374. /** @hidden */
  32375. _getWebGLTextureType(type: number): number;
  32376. /** @hidden */
  32377. _getInternalFormat(format: number): number;
  32378. /** @hidden */
  32379. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  32380. /** @hidden */
  32381. _getRGBAMultiSampleBufferFormat(type: number): number;
  32382. /** @hidden */
  32383. _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;
  32384. /** @hidden */
  32385. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32386. /**
  32387. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  32388. * @returns true if the engine can be created
  32389. * @ignorenaming
  32390. */
  32391. static isSupported(): boolean;
  32392. /**
  32393. * Find the next highest power of two.
  32394. * @param x Number to start search from.
  32395. * @return Next highest power of two.
  32396. */
  32397. static CeilingPOT(x: number): number;
  32398. /**
  32399. * Find the next lowest power of two.
  32400. * @param x Number to start search from.
  32401. * @return Next lowest power of two.
  32402. */
  32403. static FloorPOT(x: number): number;
  32404. /**
  32405. * Find the nearest power of two.
  32406. * @param x Number to start search from.
  32407. * @return Next nearest power of two.
  32408. */
  32409. static NearestPOT(x: number): number;
  32410. /**
  32411. * Get the closest exponent of two
  32412. * @param value defines the value to approximate
  32413. * @param max defines the maximum value to return
  32414. * @param mode defines how to define the closest value
  32415. * @returns closest exponent of two of the given value
  32416. */
  32417. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  32418. /**
  32419. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  32420. * @param func - the function to be called
  32421. * @param requester - the object that will request the next frame. Falls back to window.
  32422. * @returns frame number
  32423. */
  32424. static QueueNewFrame(func: () => void, requester?: any): number;
  32425. /**
  32426. * Ask the browser to promote the current element to pointerlock mode
  32427. * @param element defines the DOM element to promote
  32428. */
  32429. static _RequestPointerlock(element: HTMLElement): void;
  32430. /**
  32431. * Asks the browser to exit pointerlock mode
  32432. */
  32433. static _ExitPointerlock(): void;
  32434. /**
  32435. * Ask the browser to promote the current element to fullscreen rendering mode
  32436. * @param element defines the DOM element to promote
  32437. */
  32438. static _RequestFullscreen(element: HTMLElement): void;
  32439. /**
  32440. * Asks the browser to exit fullscreen mode
  32441. */
  32442. static _ExitFullscreen(): void;
  32443. }
  32444. }
  32445. declare module "babylonjs/Engines/engineStore" {
  32446. import { Nullable } from "babylonjs/types";
  32447. import { Engine } from "babylonjs/Engines/engine";
  32448. import { Scene } from "babylonjs/scene";
  32449. /**
  32450. * The engine store class is responsible to hold all the instances of Engine and Scene created
  32451. * during the life time of the application.
  32452. */
  32453. export class EngineStore {
  32454. /** Gets the list of created engines */
  32455. static Instances: import("babylonjs/Engines/engine").Engine[];
  32456. /** @hidden */
  32457. static _LastCreatedScene: Nullable<Scene>;
  32458. /**
  32459. * Gets the latest created engine
  32460. */
  32461. static readonly LastCreatedEngine: Nullable<Engine>;
  32462. /**
  32463. * Gets the latest created scene
  32464. */
  32465. static readonly LastCreatedScene: Nullable<Scene>;
  32466. /**
  32467. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32468. * @ignorenaming
  32469. */
  32470. static UseFallbackTexture: boolean;
  32471. /**
  32472. * Texture content used if a texture cannot loaded
  32473. * @ignorenaming
  32474. */
  32475. static FallbackTexture: string;
  32476. }
  32477. }
  32478. declare module "babylonjs/Misc/promise" {
  32479. /**
  32480. * Helper class that provides a small promise polyfill
  32481. */
  32482. export class PromisePolyfill {
  32483. /**
  32484. * Static function used to check if the polyfill is required
  32485. * If this is the case then the function will inject the polyfill to window.Promise
  32486. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  32487. */
  32488. static Apply(force?: boolean): void;
  32489. }
  32490. }
  32491. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  32492. /**
  32493. * Interface for screenshot methods with describe argument called `size` as object with options
  32494. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  32495. */
  32496. export interface IScreenshotSize {
  32497. /**
  32498. * number in pixels for canvas height
  32499. */
  32500. height?: number;
  32501. /**
  32502. * multiplier allowing render at a higher or lower resolution
  32503. * If value is defined then height and width will be ignored and taken from camera
  32504. */
  32505. precision?: number;
  32506. /**
  32507. * number in pixels for canvas width
  32508. */
  32509. width?: number;
  32510. }
  32511. }
  32512. declare module "babylonjs/Misc/tools" {
  32513. import { Nullable, float } from "babylonjs/types";
  32514. import { DomManagement } from "babylonjs/Misc/domManagement";
  32515. import { WebRequest } from "babylonjs/Misc/webRequest";
  32516. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  32517. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32518. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  32519. import { Camera } from "babylonjs/Cameras/camera";
  32520. import { Engine } from "babylonjs/Engines/engine";
  32521. interface IColor4Like {
  32522. r: float;
  32523. g: float;
  32524. b: float;
  32525. a: float;
  32526. }
  32527. /**
  32528. * Class containing a set of static utilities functions
  32529. */
  32530. export class Tools {
  32531. /**
  32532. * Gets or sets the base URL to use to load assets
  32533. */
  32534. static BaseUrl: string;
  32535. /**
  32536. * Enable/Disable Custom HTTP Request Headers globally.
  32537. * default = false
  32538. * @see CustomRequestHeaders
  32539. */
  32540. static UseCustomRequestHeaders: boolean;
  32541. /**
  32542. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  32543. * i.e. when loading files, where the server/service expects an Authorization header
  32544. */
  32545. static CustomRequestHeaders: {
  32546. [key: string]: string;
  32547. };
  32548. /**
  32549. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  32550. */
  32551. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  32552. /**
  32553. * Default behaviour for cors in the application.
  32554. * It can be a string if the expected behavior is identical in the entire app.
  32555. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  32556. */
  32557. static CorsBehavior: string | ((url: string | string[]) => string);
  32558. /**
  32559. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32560. * @ignorenaming
  32561. */
  32562. static UseFallbackTexture: boolean;
  32563. /**
  32564. * Use this object to register external classes like custom textures or material
  32565. * to allow the laoders to instantiate them
  32566. */
  32567. static RegisteredExternalClasses: {
  32568. [key: string]: Object;
  32569. };
  32570. /**
  32571. * Texture content used if a texture cannot loaded
  32572. * @ignorenaming
  32573. */
  32574. static fallbackTexture: string;
  32575. /**
  32576. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  32577. * @param u defines the coordinate on X axis
  32578. * @param v defines the coordinate on Y axis
  32579. * @param width defines the width of the source data
  32580. * @param height defines the height of the source data
  32581. * @param pixels defines the source byte array
  32582. * @param color defines the output color
  32583. */
  32584. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  32585. /**
  32586. * Interpolates between a and b via alpha
  32587. * @param a The lower value (returned when alpha = 0)
  32588. * @param b The upper value (returned when alpha = 1)
  32589. * @param alpha The interpolation-factor
  32590. * @return The mixed value
  32591. */
  32592. static Mix(a: number, b: number, alpha: number): number;
  32593. /**
  32594. * Tries to instantiate a new object from a given class name
  32595. * @param className defines the class name to instantiate
  32596. * @returns the new object or null if the system was not able to do the instantiation
  32597. */
  32598. static Instantiate(className: string): any;
  32599. /**
  32600. * Provides a slice function that will work even on IE
  32601. * @param data defines the array to slice
  32602. * @param start defines the start of the data (optional)
  32603. * @param end defines the end of the data (optional)
  32604. * @returns the new sliced array
  32605. */
  32606. static Slice<T>(data: T, start?: number, end?: number): T;
  32607. /**
  32608. * Polyfill for setImmediate
  32609. * @param action defines the action to execute after the current execution block
  32610. */
  32611. static SetImmediate(action: () => void): void;
  32612. /**
  32613. * Function indicating if a number is an exponent of 2
  32614. * @param value defines the value to test
  32615. * @returns true if the value is an exponent of 2
  32616. */
  32617. static IsExponentOfTwo(value: number): boolean;
  32618. private static _tmpFloatArray;
  32619. /**
  32620. * Returns the nearest 32-bit single precision float representation of a Number
  32621. * @param value A Number. If the parameter is of a different type, it will get converted
  32622. * to a number or to NaN if it cannot be converted
  32623. * @returns number
  32624. */
  32625. static FloatRound(value: number): number;
  32626. /**
  32627. * Extracts the filename from a path
  32628. * @param path defines the path to use
  32629. * @returns the filename
  32630. */
  32631. static GetFilename(path: string): string;
  32632. /**
  32633. * Extracts the "folder" part of a path (everything before the filename).
  32634. * @param uri The URI to extract the info from
  32635. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  32636. * @returns The "folder" part of the path
  32637. */
  32638. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  32639. /**
  32640. * Extracts text content from a DOM element hierarchy
  32641. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  32642. */
  32643. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  32644. /**
  32645. * Convert an angle in radians to degrees
  32646. * @param angle defines the angle to convert
  32647. * @returns the angle in degrees
  32648. */
  32649. static ToDegrees(angle: number): number;
  32650. /**
  32651. * Convert an angle in degrees to radians
  32652. * @param angle defines the angle to convert
  32653. * @returns the angle in radians
  32654. */
  32655. static ToRadians(angle: number): number;
  32656. /**
  32657. * Encode a buffer to a base64 string
  32658. * @param buffer defines the buffer to encode
  32659. * @returns the encoded string
  32660. */
  32661. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  32662. /**
  32663. * Returns an array if obj is not an array
  32664. * @param obj defines the object to evaluate as an array
  32665. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  32666. * @returns either obj directly if obj is an array or a new array containing obj
  32667. */
  32668. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  32669. /**
  32670. * Gets the pointer prefix to use
  32671. * @returns "pointer" if touch is enabled. Else returns "mouse"
  32672. */
  32673. static GetPointerPrefix(): string;
  32674. /**
  32675. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  32676. * @param url define the url we are trying
  32677. * @param element define the dom element where to configure the cors policy
  32678. */
  32679. static SetCorsBehavior(url: string | string[], element: {
  32680. crossOrigin: string | null;
  32681. }): void;
  32682. /**
  32683. * Removes unwanted characters from an url
  32684. * @param url defines the url to clean
  32685. * @returns the cleaned url
  32686. */
  32687. static CleanUrl(url: string): string;
  32688. /**
  32689. * Gets or sets a function used to pre-process url before using them to load assets
  32690. */
  32691. static PreprocessUrl: (url: string) => string;
  32692. /**
  32693. * Loads an image as an HTMLImageElement.
  32694. * @param input url string, ArrayBuffer, or Blob to load
  32695. * @param onLoad callback called when the image successfully loads
  32696. * @param onError callback called when the image fails to load
  32697. * @param offlineProvider offline provider for caching
  32698. * @returns the HTMLImageElement of the loaded image
  32699. */
  32700. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  32701. /**
  32702. * Loads a file
  32703. * @param url url string, ArrayBuffer, or Blob to load
  32704. * @param onSuccess callback called when the file successfully loads
  32705. * @param onProgress callback called while file is loading (if the server supports this mode)
  32706. * @param offlineProvider defines the offline provider for caching
  32707. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  32708. * @param onError callback called when the file fails to load
  32709. * @returns a file request object
  32710. */
  32711. 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;
  32712. /**
  32713. * Loads a file from a url
  32714. * @param url the file url to load
  32715. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  32716. */
  32717. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  32718. /**
  32719. * Load a script (identified by an url). When the url returns, the
  32720. * content of this file is added into a new script element, attached to the DOM (body element)
  32721. * @param scriptUrl defines the url of the script to laod
  32722. * @param onSuccess defines the callback called when the script is loaded
  32723. * @param onError defines the callback to call if an error occurs
  32724. * @param scriptId defines the id of the script element
  32725. */
  32726. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  32727. /**
  32728. * Load an asynchronous script (identified by an url). When the url returns, the
  32729. * content of this file is added into a new script element, attached to the DOM (body element)
  32730. * @param scriptUrl defines the url of the script to laod
  32731. * @param scriptId defines the id of the script element
  32732. * @returns a promise request object
  32733. */
  32734. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  32735. /**
  32736. * Loads a file from a blob
  32737. * @param fileToLoad defines the blob to use
  32738. * @param callback defines the callback to call when data is loaded
  32739. * @param progressCallback defines the callback to call during loading process
  32740. * @returns a file request object
  32741. */
  32742. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  32743. /**
  32744. * Loads a file
  32745. * @param fileToLoad defines the file to load
  32746. * @param callback defines the callback to call when data is loaded
  32747. * @param progressCallBack defines the callback to call during loading process
  32748. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  32749. * @returns a file request object
  32750. */
  32751. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  32752. /**
  32753. * Creates a data url from a given string content
  32754. * @param content defines the content to convert
  32755. * @returns the new data url link
  32756. */
  32757. static FileAsURL(content: string): string;
  32758. /**
  32759. * Format the given number to a specific decimal format
  32760. * @param value defines the number to format
  32761. * @param decimals defines the number of decimals to use
  32762. * @returns the formatted string
  32763. */
  32764. static Format(value: number, decimals?: number): string;
  32765. /**
  32766. * Tries to copy an object by duplicating every property
  32767. * @param source defines the source object
  32768. * @param destination defines the target object
  32769. * @param doNotCopyList defines a list of properties to avoid
  32770. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  32771. */
  32772. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  32773. /**
  32774. * Gets a boolean indicating if the given object has no own property
  32775. * @param obj defines the object to test
  32776. * @returns true if object has no own property
  32777. */
  32778. static IsEmpty(obj: any): boolean;
  32779. /**
  32780. * Function used to register events at window level
  32781. * @param windowElement defines the Window object to use
  32782. * @param events defines the events to register
  32783. */
  32784. static RegisterTopRootEvents(windowElement: Window, events: {
  32785. name: string;
  32786. handler: Nullable<(e: FocusEvent) => any>;
  32787. }[]): void;
  32788. /**
  32789. * Function used to unregister events from window level
  32790. * @param windowElement defines the Window object to use
  32791. * @param events defines the events to unregister
  32792. */
  32793. static UnregisterTopRootEvents(windowElement: Window, events: {
  32794. name: string;
  32795. handler: Nullable<(e: FocusEvent) => any>;
  32796. }[]): void;
  32797. /**
  32798. * @ignore
  32799. */
  32800. static _ScreenshotCanvas: HTMLCanvasElement;
  32801. /**
  32802. * Dumps the current bound framebuffer
  32803. * @param width defines the rendering width
  32804. * @param height defines the rendering height
  32805. * @param engine defines the hosting engine
  32806. * @param successCallback defines the callback triggered once the data are available
  32807. * @param mimeType defines the mime type of the result
  32808. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  32809. */
  32810. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32811. /**
  32812. * Converts the canvas data to blob.
  32813. * This acts as a polyfill for browsers not supporting the to blob function.
  32814. * @param canvas Defines the canvas to extract the data from
  32815. * @param successCallback Defines the callback triggered once the data are available
  32816. * @param mimeType Defines the mime type of the result
  32817. */
  32818. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  32819. /**
  32820. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  32821. * @param successCallback defines the callback triggered once the data are available
  32822. * @param mimeType defines the mime type of the result
  32823. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  32824. */
  32825. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32826. /**
  32827. * Downloads a blob in the browser
  32828. * @param blob defines the blob to download
  32829. * @param fileName defines the name of the downloaded file
  32830. */
  32831. static Download(blob: Blob, fileName: string): void;
  32832. /**
  32833. * Captures a screenshot of the current rendering
  32834. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32835. * @param engine defines the rendering engine
  32836. * @param camera defines the source camera
  32837. * @param size This parameter can be set to a single number or to an object with the
  32838. * following (optional) properties: precision, width, height. If a single number is passed,
  32839. * it will be used for both width and height. If an object is passed, the screenshot size
  32840. * will be derived from the parameters. The precision property is a multiplier allowing
  32841. * rendering at a higher or lower resolution
  32842. * @param successCallback defines the callback receives a single parameter which contains the
  32843. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32844. * src parameter of an <img> to display it
  32845. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32846. * Check your browser for supported MIME types
  32847. */
  32848. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  32849. /**
  32850. * Captures a screenshot of the current rendering
  32851. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32852. * @param engine defines the rendering engine
  32853. * @param camera defines the source camera
  32854. * @param size This parameter can be set to a single number or to an object with the
  32855. * following (optional) properties: precision, width, height. If a single number is passed,
  32856. * it will be used for both width and height. If an object is passed, the screenshot size
  32857. * will be derived from the parameters. The precision property is a multiplier allowing
  32858. * rendering at a higher or lower resolution
  32859. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32860. * Check your browser for supported MIME types
  32861. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32862. * to the src parameter of an <img> to display it
  32863. */
  32864. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  32865. /**
  32866. * Generates an image screenshot from the specified camera.
  32867. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32868. * @param engine The engine to use for rendering
  32869. * @param camera The camera to use for rendering
  32870. * @param size This parameter can be set to a single number or to an object with the
  32871. * following (optional) properties: precision, width, height. If a single number is passed,
  32872. * it will be used for both width and height. If an object is passed, the screenshot size
  32873. * will be derived from the parameters. The precision property is a multiplier allowing
  32874. * rendering at a higher or lower resolution
  32875. * @param successCallback The callback receives a single parameter which contains the
  32876. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32877. * src parameter of an <img> to display it
  32878. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32879. * Check your browser for supported MIME types
  32880. * @param samples Texture samples (default: 1)
  32881. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32882. * @param fileName A name for for the downloaded file.
  32883. */
  32884. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  32885. /**
  32886. * Generates an image screenshot from the specified camera.
  32887. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32888. * @param engine The engine to use for rendering
  32889. * @param camera The camera to use for rendering
  32890. * @param size This parameter can be set to a single number or to an object with the
  32891. * following (optional) properties: precision, width, height. If a single number is passed,
  32892. * it will be used for both width and height. If an object is passed, the screenshot size
  32893. * will be derived from the parameters. The precision property is a multiplier allowing
  32894. * rendering at a higher or lower resolution
  32895. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32896. * Check your browser for supported MIME types
  32897. * @param samples Texture samples (default: 1)
  32898. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32899. * @param fileName A name for for the downloaded file.
  32900. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32901. * to the src parameter of an <img> to display it
  32902. */
  32903. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  32904. /**
  32905. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  32906. * Be aware Math.random() could cause collisions, but:
  32907. * "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"
  32908. * @returns a pseudo random id
  32909. */
  32910. static RandomId(): string;
  32911. /**
  32912. * Test if the given uri is a base64 string
  32913. * @param uri The uri to test
  32914. * @return True if the uri is a base64 string or false otherwise
  32915. */
  32916. static IsBase64(uri: string): boolean;
  32917. /**
  32918. * Decode the given base64 uri.
  32919. * @param uri The uri to decode
  32920. * @return The decoded base64 data.
  32921. */
  32922. static DecodeBase64(uri: string): ArrayBuffer;
  32923. /**
  32924. * Gets the absolute url.
  32925. * @param url the input url
  32926. * @return the absolute url
  32927. */
  32928. static GetAbsoluteUrl(url: string): string;
  32929. /**
  32930. * No log
  32931. */
  32932. static readonly NoneLogLevel: number;
  32933. /**
  32934. * Only message logs
  32935. */
  32936. static readonly MessageLogLevel: number;
  32937. /**
  32938. * Only warning logs
  32939. */
  32940. static readonly WarningLogLevel: number;
  32941. /**
  32942. * Only error logs
  32943. */
  32944. static readonly ErrorLogLevel: number;
  32945. /**
  32946. * All logs
  32947. */
  32948. static readonly AllLogLevel: number;
  32949. /**
  32950. * Gets a value indicating the number of loading errors
  32951. * @ignorenaming
  32952. */
  32953. static readonly errorsCount: number;
  32954. /**
  32955. * Callback called when a new log is added
  32956. */
  32957. static OnNewCacheEntry: (entry: string) => void;
  32958. /**
  32959. * Log a message to the console
  32960. * @param message defines the message to log
  32961. */
  32962. static Log(message: string): void;
  32963. /**
  32964. * Write a warning message to the console
  32965. * @param message defines the message to log
  32966. */
  32967. static Warn(message: string): void;
  32968. /**
  32969. * Write an error message to the console
  32970. * @param message defines the message to log
  32971. */
  32972. static Error(message: string): void;
  32973. /**
  32974. * Gets current log cache (list of logs)
  32975. */
  32976. static readonly LogCache: string;
  32977. /**
  32978. * Clears the log cache
  32979. */
  32980. static ClearLogCache(): void;
  32981. /**
  32982. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  32983. */
  32984. static LogLevels: number;
  32985. /**
  32986. * Checks if the window object exists
  32987. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  32988. */
  32989. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  32990. /**
  32991. * No performance log
  32992. */
  32993. static readonly PerformanceNoneLogLevel: number;
  32994. /**
  32995. * Use user marks to log performance
  32996. */
  32997. static readonly PerformanceUserMarkLogLevel: number;
  32998. /**
  32999. * Log performance to the console
  33000. */
  33001. static readonly PerformanceConsoleLogLevel: number;
  33002. private static _performance;
  33003. /**
  33004. * Sets the current performance log level
  33005. */
  33006. static PerformanceLogLevel: number;
  33007. private static _StartPerformanceCounterDisabled;
  33008. private static _EndPerformanceCounterDisabled;
  33009. private static _StartUserMark;
  33010. private static _EndUserMark;
  33011. private static _StartPerformanceConsole;
  33012. private static _EndPerformanceConsole;
  33013. /**
  33014. * Starts a performance counter
  33015. */
  33016. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33017. /**
  33018. * Ends a specific performance coutner
  33019. */
  33020. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33021. /**
  33022. * Gets either window.performance.now() if supported or Date.now() else
  33023. */
  33024. static readonly Now: number;
  33025. /**
  33026. * This method will return the name of the class used to create the instance of the given object.
  33027. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  33028. * @param object the object to get the class name from
  33029. * @param isType defines if the object is actually a type
  33030. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  33031. */
  33032. static GetClassName(object: any, isType?: boolean): string;
  33033. /**
  33034. * Gets the first element of an array satisfying a given predicate
  33035. * @param array defines the array to browse
  33036. * @param predicate defines the predicate to use
  33037. * @returns null if not found or the element
  33038. */
  33039. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  33040. /**
  33041. * This method will return the name of the full name of the class, including its owning module (if any).
  33042. * 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).
  33043. * @param object the object to get the class name from
  33044. * @param isType defines if the object is actually a type
  33045. * @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.
  33046. * @ignorenaming
  33047. */
  33048. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33049. /**
  33050. * Returns a promise that resolves after the given amount of time.
  33051. * @param delay Number of milliseconds to delay
  33052. * @returns Promise that resolves after the given amount of time
  33053. */
  33054. static DelayAsync(delay: number): Promise<void>;
  33055. }
  33056. /**
  33057. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33058. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33059. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33060. * @param name The name of the class, case should be preserved
  33061. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33062. */
  33063. export function className(name: string, module?: string): (target: Object) => void;
  33064. /**
  33065. * An implementation of a loop for asynchronous functions.
  33066. */
  33067. export class AsyncLoop {
  33068. /**
  33069. * Defines the number of iterations for the loop
  33070. */
  33071. iterations: number;
  33072. /**
  33073. * Defines the current index of the loop.
  33074. */
  33075. index: number;
  33076. private _done;
  33077. private _fn;
  33078. private _successCallback;
  33079. /**
  33080. * Constructor.
  33081. * @param iterations the number of iterations.
  33082. * @param func the function to run each iteration
  33083. * @param successCallback the callback that will be called upon succesful execution
  33084. * @param offset starting offset.
  33085. */
  33086. constructor(
  33087. /**
  33088. * Defines the number of iterations for the loop
  33089. */
  33090. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33091. /**
  33092. * Execute the next iteration. Must be called after the last iteration was finished.
  33093. */
  33094. executeNext(): void;
  33095. /**
  33096. * Break the loop and run the success callback.
  33097. */
  33098. breakLoop(): void;
  33099. /**
  33100. * Create and run an async loop.
  33101. * @param iterations the number of iterations.
  33102. * @param fn the function to run each iteration
  33103. * @param successCallback the callback that will be called upon succesful execution
  33104. * @param offset starting offset.
  33105. * @returns the created async loop object
  33106. */
  33107. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33108. /**
  33109. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33110. * @param iterations total number of iterations
  33111. * @param syncedIterations number of synchronous iterations in each async iteration.
  33112. * @param fn the function to call each iteration.
  33113. * @param callback a success call back that will be called when iterating stops.
  33114. * @param breakFunction a break condition (optional)
  33115. * @param timeout timeout settings for the setTimeout function. default - 0.
  33116. * @returns the created async loop object
  33117. */
  33118. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33119. }
  33120. }
  33121. declare module "babylonjs/Collisions/collisionCoordinator" {
  33122. import { Nullable } from "babylonjs/types";
  33123. import { Scene } from "babylonjs/scene";
  33124. import { Vector3 } from "babylonjs/Maths/math.vector";
  33125. import { Collider } from "babylonjs/Collisions/collider";
  33126. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33127. /** @hidden */
  33128. export interface ICollisionCoordinator {
  33129. createCollider(): Collider;
  33130. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33131. init(scene: Scene): void;
  33132. }
  33133. /** @hidden */
  33134. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33135. private _scene;
  33136. private _scaledPosition;
  33137. private _scaledVelocity;
  33138. private _finalPosition;
  33139. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33140. createCollider(): Collider;
  33141. init(scene: Scene): void;
  33142. private _collideWithWorld;
  33143. }
  33144. }
  33145. declare module "babylonjs/Inputs/scene.inputManager" {
  33146. import { Nullable } from "babylonjs/types";
  33147. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33148. import { Vector2 } from "babylonjs/Maths/math.vector";
  33149. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33150. import { Scene } from "babylonjs/scene";
  33151. /**
  33152. * Class used to manage all inputs for the scene.
  33153. */
  33154. export class InputManager {
  33155. /** The distance in pixel that you have to move to prevent some events */
  33156. static DragMovementThreshold: number;
  33157. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33158. static LongPressDelay: number;
  33159. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33160. static DoubleClickDelay: number;
  33161. /** If you need to check double click without raising a single click at first click, enable this flag */
  33162. static ExclusiveDoubleClickMode: boolean;
  33163. private _wheelEventName;
  33164. private _onPointerMove;
  33165. private _onPointerDown;
  33166. private _onPointerUp;
  33167. private _initClickEvent;
  33168. private _initActionManager;
  33169. private _delayedSimpleClick;
  33170. private _delayedSimpleClickTimeout;
  33171. private _previousDelayedSimpleClickTimeout;
  33172. private _meshPickProceed;
  33173. private _previousButtonPressed;
  33174. private _currentPickResult;
  33175. private _previousPickResult;
  33176. private _totalPointersPressed;
  33177. private _doubleClickOccured;
  33178. private _pointerOverMesh;
  33179. private _pickedDownMesh;
  33180. private _pickedUpMesh;
  33181. private _pointerX;
  33182. private _pointerY;
  33183. private _unTranslatedPointerX;
  33184. private _unTranslatedPointerY;
  33185. private _startingPointerPosition;
  33186. private _previousStartingPointerPosition;
  33187. private _startingPointerTime;
  33188. private _previousStartingPointerTime;
  33189. private _pointerCaptures;
  33190. private _onKeyDown;
  33191. private _onKeyUp;
  33192. private _onCanvasFocusObserver;
  33193. private _onCanvasBlurObserver;
  33194. private _scene;
  33195. /**
  33196. * Creates a new InputManager
  33197. * @param scene defines the hosting scene
  33198. */
  33199. constructor(scene: Scene);
  33200. /**
  33201. * Gets the mesh that is currently under the pointer
  33202. */
  33203. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33204. /**
  33205. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33206. */
  33207. readonly unTranslatedPointer: Vector2;
  33208. /**
  33209. * Gets or sets the current on-screen X position of the pointer
  33210. */
  33211. pointerX: number;
  33212. /**
  33213. * Gets or sets the current on-screen Y position of the pointer
  33214. */
  33215. pointerY: number;
  33216. private _updatePointerPosition;
  33217. private _processPointerMove;
  33218. private _setRayOnPointerInfo;
  33219. private _checkPrePointerObservable;
  33220. /**
  33221. * Use this method to simulate a pointer move on a mesh
  33222. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33223. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33224. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33225. */
  33226. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33227. /**
  33228. * Use this method to simulate a pointer down on a mesh
  33229. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33230. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33231. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33232. */
  33233. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33234. private _processPointerDown;
  33235. /** @hidden */
  33236. _isPointerSwiping(): boolean;
  33237. /**
  33238. * Use this method to simulate a pointer up on a mesh
  33239. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33240. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33241. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33242. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33243. */
  33244. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33245. private _processPointerUp;
  33246. /**
  33247. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33248. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33249. * @returns true if the pointer was captured
  33250. */
  33251. isPointerCaptured(pointerId?: number): boolean;
  33252. /**
  33253. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33254. * @param attachUp defines if you want to attach events to pointerup
  33255. * @param attachDown defines if you want to attach events to pointerdown
  33256. * @param attachMove defines if you want to attach events to pointermove
  33257. */
  33258. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33259. /**
  33260. * Detaches all event handlers
  33261. */
  33262. detachControl(): void;
  33263. /**
  33264. * Force the value of meshUnderPointer
  33265. * @param mesh defines the mesh to use
  33266. */
  33267. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33268. /**
  33269. * Gets the mesh under the pointer
  33270. * @returns a Mesh or null if no mesh is under the pointer
  33271. */
  33272. getPointerOverMesh(): Nullable<AbstractMesh>;
  33273. }
  33274. }
  33275. declare module "babylonjs/Misc/uniqueIdGenerator" {
  33276. /**
  33277. * Helper class used to generate session unique ID
  33278. */
  33279. export class UniqueIdGenerator {
  33280. private static _UniqueIdCounter;
  33281. /**
  33282. * Gets an unique (relatively to the current scene) Id
  33283. */
  33284. static readonly UniqueId: number;
  33285. }
  33286. }
  33287. declare module "babylonjs/Animations/animationGroup" {
  33288. import { Animatable } from "babylonjs/Animations/animatable";
  33289. import { Animation } from "babylonjs/Animations/animation";
  33290. import { Scene, IDisposable } from "babylonjs/scene";
  33291. import { Observable } from "babylonjs/Misc/observable";
  33292. import { Nullable } from "babylonjs/types";
  33293. import "babylonjs/Animations/animatable";
  33294. /**
  33295. * This class defines the direct association between an animation and a target
  33296. */
  33297. export class TargetedAnimation {
  33298. /**
  33299. * Animation to perform
  33300. */
  33301. animation: Animation;
  33302. /**
  33303. * Target to animate
  33304. */
  33305. target: any;
  33306. /**
  33307. * Serialize the object
  33308. * @returns the JSON object representing the current entity
  33309. */
  33310. serialize(): any;
  33311. }
  33312. /**
  33313. * Use this class to create coordinated animations on multiple targets
  33314. */
  33315. export class AnimationGroup implements IDisposable {
  33316. /** The name of the animation group */
  33317. name: string;
  33318. private _scene;
  33319. private _targetedAnimations;
  33320. private _animatables;
  33321. private _from;
  33322. private _to;
  33323. private _isStarted;
  33324. private _isPaused;
  33325. private _speedRatio;
  33326. private _loopAnimation;
  33327. /**
  33328. * Gets or sets the unique id of the node
  33329. */
  33330. uniqueId: number;
  33331. /**
  33332. * This observable will notify when one animation have ended
  33333. */
  33334. onAnimationEndObservable: Observable<TargetedAnimation>;
  33335. /**
  33336. * Observer raised when one animation loops
  33337. */
  33338. onAnimationLoopObservable: Observable<TargetedAnimation>;
  33339. /**
  33340. * This observable will notify when all animations have ended.
  33341. */
  33342. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  33343. /**
  33344. * This observable will notify when all animations have paused.
  33345. */
  33346. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  33347. /**
  33348. * This observable will notify when all animations are playing.
  33349. */
  33350. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  33351. /**
  33352. * Gets the first frame
  33353. */
  33354. readonly from: number;
  33355. /**
  33356. * Gets the last frame
  33357. */
  33358. readonly to: number;
  33359. /**
  33360. * Define if the animations are started
  33361. */
  33362. readonly isStarted: boolean;
  33363. /**
  33364. * Gets a value indicating that the current group is playing
  33365. */
  33366. readonly isPlaying: boolean;
  33367. /**
  33368. * Gets or sets the speed ratio to use for all animations
  33369. */
  33370. /**
  33371. * Gets or sets the speed ratio to use for all animations
  33372. */
  33373. speedRatio: number;
  33374. /**
  33375. * Gets or sets if all animations should loop or not
  33376. */
  33377. loopAnimation: boolean;
  33378. /**
  33379. * Gets the targeted animations for this animation group
  33380. */
  33381. readonly targetedAnimations: Array<TargetedAnimation>;
  33382. /**
  33383. * returning the list of animatables controlled by this animation group.
  33384. */
  33385. readonly animatables: Array<Animatable>;
  33386. /**
  33387. * Instantiates a new Animation Group.
  33388. * This helps managing several animations at once.
  33389. * @see http://doc.babylonjs.com/how_to/group
  33390. * @param name Defines the name of the group
  33391. * @param scene Defines the scene the group belongs to
  33392. */
  33393. constructor(
  33394. /** The name of the animation group */
  33395. name: string, scene?: Nullable<Scene>);
  33396. /**
  33397. * Add an animation (with its target) in the group
  33398. * @param animation defines the animation we want to add
  33399. * @param target defines the target of the animation
  33400. * @returns the TargetedAnimation object
  33401. */
  33402. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  33403. /**
  33404. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  33405. * It can add constant keys at begin or end
  33406. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  33407. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  33408. * @returns the animation group
  33409. */
  33410. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  33411. /**
  33412. * Start all animations on given targets
  33413. * @param loop defines if animations must loop
  33414. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  33415. * @param from defines the from key (optional)
  33416. * @param to defines the to key (optional)
  33417. * @returns the current animation group
  33418. */
  33419. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  33420. /**
  33421. * Pause all animations
  33422. * @returns the animation group
  33423. */
  33424. pause(): AnimationGroup;
  33425. /**
  33426. * Play all animations to initial state
  33427. * This function will start() the animations if they were not started or will restart() them if they were paused
  33428. * @param loop defines if animations must loop
  33429. * @returns the animation group
  33430. */
  33431. play(loop?: boolean): AnimationGroup;
  33432. /**
  33433. * Reset all animations to initial state
  33434. * @returns the animation group
  33435. */
  33436. reset(): AnimationGroup;
  33437. /**
  33438. * Restart animations from key 0
  33439. * @returns the animation group
  33440. */
  33441. restart(): AnimationGroup;
  33442. /**
  33443. * Stop all animations
  33444. * @returns the animation group
  33445. */
  33446. stop(): AnimationGroup;
  33447. /**
  33448. * Set animation weight for all animatables
  33449. * @param weight defines the weight to use
  33450. * @return the animationGroup
  33451. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33452. */
  33453. setWeightForAllAnimatables(weight: number): AnimationGroup;
  33454. /**
  33455. * Synchronize and normalize all animatables with a source animatable
  33456. * @param root defines the root animatable to synchronize with
  33457. * @return the animationGroup
  33458. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33459. */
  33460. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  33461. /**
  33462. * Goes to a specific frame in this animation group
  33463. * @param frame the frame number to go to
  33464. * @return the animationGroup
  33465. */
  33466. goToFrame(frame: number): AnimationGroup;
  33467. /**
  33468. * Dispose all associated resources
  33469. */
  33470. dispose(): void;
  33471. private _checkAnimationGroupEnded;
  33472. /**
  33473. * Clone the current animation group and returns a copy
  33474. * @param newName defines the name of the new group
  33475. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  33476. * @returns the new aniamtion group
  33477. */
  33478. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  33479. /**
  33480. * Serializes the animationGroup to an object
  33481. * @returns Serialized object
  33482. */
  33483. serialize(): any;
  33484. /**
  33485. * Returns a new AnimationGroup object parsed from the source provided.
  33486. * @param parsedAnimationGroup defines the source
  33487. * @param scene defines the scene that will receive the animationGroup
  33488. * @returns a new AnimationGroup
  33489. */
  33490. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  33491. /**
  33492. * Returns the string "AnimationGroup"
  33493. * @returns "AnimationGroup"
  33494. */
  33495. getClassName(): string;
  33496. /**
  33497. * Creates a detailled string about the object
  33498. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  33499. * @returns a string representing the object
  33500. */
  33501. toString(fullDetails?: boolean): string;
  33502. }
  33503. }
  33504. declare module "babylonjs/scene" {
  33505. import { Nullable } from "babylonjs/types";
  33506. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  33507. import { Observable } from "babylonjs/Misc/observable";
  33508. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  33509. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  33510. import { Geometry } from "babylonjs/Meshes/geometry";
  33511. import { TransformNode } from "babylonjs/Meshes/transformNode";
  33512. import { SubMesh } from "babylonjs/Meshes/subMesh";
  33513. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33514. import { Mesh } from "babylonjs/Meshes/mesh";
  33515. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  33516. import { Bone } from "babylonjs/Bones/bone";
  33517. import { Skeleton } from "babylonjs/Bones/skeleton";
  33518. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  33519. import { Camera } from "babylonjs/Cameras/camera";
  33520. import { AbstractScene } from "babylonjs/abstractScene";
  33521. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  33522. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  33523. import { Material } from "babylonjs/Materials/material";
  33524. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  33525. import { Effect } from "babylonjs/Materials/effect";
  33526. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  33527. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  33528. import { Light } from "babylonjs/Lights/light";
  33529. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33530. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  33531. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  33532. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  33533. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  33534. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  33535. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33536. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  33537. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  33538. import { Engine } from "babylonjs/Engines/engine";
  33539. import { Node } from "babylonjs/node";
  33540. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  33541. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  33542. import { WebRequest } from "babylonjs/Misc/webRequest";
  33543. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  33544. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  33545. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33546. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  33547. import { Plane } from "babylonjs/Maths/math.plane";
  33548. import { Ray } from "babylonjs/Culling/ray";
  33549. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  33550. import { Animation } from "babylonjs/Animations/animation";
  33551. import { Animatable } from "babylonjs/Animations/animatable";
  33552. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  33553. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  33554. import { Collider } from "babylonjs/Collisions/collider";
  33555. /**
  33556. * Define an interface for all classes that will hold resources
  33557. */
  33558. export interface IDisposable {
  33559. /**
  33560. * Releases all held resources
  33561. */
  33562. dispose(): void;
  33563. }
  33564. /** Interface defining initialization parameters for Scene class */
  33565. export interface SceneOptions {
  33566. /**
  33567. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  33568. * It will improve performance when the number of geometries becomes important.
  33569. */
  33570. useGeometryUniqueIdsMap?: boolean;
  33571. /**
  33572. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  33573. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33574. */
  33575. useMaterialMeshMap?: boolean;
  33576. /**
  33577. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  33578. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33579. */
  33580. useClonedMeshhMap?: boolean;
  33581. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  33582. virtual?: boolean;
  33583. }
  33584. /**
  33585. * Represents a scene to be rendered by the engine.
  33586. * @see http://doc.babylonjs.com/features/scene
  33587. */
  33588. export class Scene extends AbstractScene implements IAnimatable {
  33589. /** The fog is deactivated */
  33590. static readonly FOGMODE_NONE: number;
  33591. /** The fog density is following an exponential function */
  33592. static readonly FOGMODE_EXP: number;
  33593. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  33594. static readonly FOGMODE_EXP2: number;
  33595. /** The fog density is following a linear function. */
  33596. static readonly FOGMODE_LINEAR: number;
  33597. /**
  33598. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  33599. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33600. */
  33601. static MinDeltaTime: number;
  33602. /**
  33603. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  33604. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33605. */
  33606. static MaxDeltaTime: number;
  33607. /**
  33608. * Factory used to create the default material.
  33609. * @param name The name of the material to create
  33610. * @param scene The scene to create the material for
  33611. * @returns The default material
  33612. */
  33613. static DefaultMaterialFactory(scene: Scene): Material;
  33614. /**
  33615. * Factory used to create the a collision coordinator.
  33616. * @returns The collision coordinator
  33617. */
  33618. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  33619. /** @hidden */
  33620. _inputManager: InputManager;
  33621. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  33622. cameraToUseForPointers: Nullable<Camera>;
  33623. /** @hidden */
  33624. readonly _isScene: boolean;
  33625. /**
  33626. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  33627. */
  33628. autoClear: boolean;
  33629. /**
  33630. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  33631. */
  33632. autoClearDepthAndStencil: boolean;
  33633. /**
  33634. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  33635. */
  33636. clearColor: Color4;
  33637. /**
  33638. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  33639. */
  33640. ambientColor: Color3;
  33641. /**
  33642. * This is use to store the default BRDF lookup for PBR materials in your scene.
  33643. * It should only be one of the following (if not the default embedded one):
  33644. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  33645. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  33646. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  33647. * The material properties need to be setup according to the type of texture in use.
  33648. */
  33649. environmentBRDFTexture: BaseTexture;
  33650. /** @hidden */
  33651. protected _environmentTexture: Nullable<BaseTexture>;
  33652. /**
  33653. * Texture used in all pbr material as the reflection texture.
  33654. * As in the majority of the scene they are the same (exception for multi room and so on),
  33655. * this is easier to reference from here than from all the materials.
  33656. */
  33657. /**
  33658. * Texture used in all pbr material as the reflection texture.
  33659. * As in the majority of the scene they are the same (exception for multi room and so on),
  33660. * this is easier to set here than in all the materials.
  33661. */
  33662. environmentTexture: Nullable<BaseTexture>;
  33663. /** @hidden */
  33664. protected _environmentIntensity: number;
  33665. /**
  33666. * Intensity of the environment in all pbr material.
  33667. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33668. * As in the majority of the scene they are the same (exception for multi room and so on),
  33669. * this is easier to reference from here than from all the materials.
  33670. */
  33671. /**
  33672. * Intensity of the environment in all pbr material.
  33673. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33674. * As in the majority of the scene they are the same (exception for multi room and so on),
  33675. * this is easier to set here than in all the materials.
  33676. */
  33677. environmentIntensity: number;
  33678. /** @hidden */
  33679. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  33680. /**
  33681. * Default image processing configuration used either in the rendering
  33682. * Forward main pass or through the imageProcessingPostProcess if present.
  33683. * As in the majority of the scene they are the same (exception for multi camera),
  33684. * this is easier to reference from here than from all the materials and post process.
  33685. *
  33686. * No setter as we it is a shared configuration, you can set the values instead.
  33687. */
  33688. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  33689. private _forceWireframe;
  33690. /**
  33691. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  33692. */
  33693. forceWireframe: boolean;
  33694. private _forcePointsCloud;
  33695. /**
  33696. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  33697. */
  33698. forcePointsCloud: boolean;
  33699. /**
  33700. * Gets or sets the active clipplane 1
  33701. */
  33702. clipPlane: Nullable<Plane>;
  33703. /**
  33704. * Gets or sets the active clipplane 2
  33705. */
  33706. clipPlane2: Nullable<Plane>;
  33707. /**
  33708. * Gets or sets the active clipplane 3
  33709. */
  33710. clipPlane3: Nullable<Plane>;
  33711. /**
  33712. * Gets or sets the active clipplane 4
  33713. */
  33714. clipPlane4: Nullable<Plane>;
  33715. /**
  33716. * Gets or sets a boolean indicating if animations are enabled
  33717. */
  33718. animationsEnabled: boolean;
  33719. private _animationPropertiesOverride;
  33720. /**
  33721. * Gets or sets the animation properties override
  33722. */
  33723. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  33724. /**
  33725. * Gets or sets a boolean indicating if a constant deltatime has to be used
  33726. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  33727. */
  33728. useConstantAnimationDeltaTime: boolean;
  33729. /**
  33730. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  33731. * Please note that it requires to run a ray cast through the scene on every frame
  33732. */
  33733. constantlyUpdateMeshUnderPointer: boolean;
  33734. /**
  33735. * Defines the HTML cursor to use when hovering over interactive elements
  33736. */
  33737. hoverCursor: string;
  33738. /**
  33739. * Defines the HTML default cursor to use (empty by default)
  33740. */
  33741. defaultCursor: string;
  33742. /**
  33743. * This is used to call preventDefault() on pointer down
  33744. * in order to block unwanted artifacts like system double clicks
  33745. */
  33746. preventDefaultOnPointerDown: boolean;
  33747. /**
  33748. * This is used to call preventDefault() on pointer up
  33749. * in order to block unwanted artifacts like system double clicks
  33750. */
  33751. preventDefaultOnPointerUp: boolean;
  33752. /**
  33753. * Gets or sets user defined metadata
  33754. */
  33755. metadata: any;
  33756. /**
  33757. * For internal use only. Please do not use.
  33758. */
  33759. reservedDataStore: any;
  33760. /**
  33761. * Gets the name of the plugin used to load this scene (null by default)
  33762. */
  33763. loadingPluginName: string;
  33764. /**
  33765. * Use this array to add regular expressions used to disable offline support for specific urls
  33766. */
  33767. disableOfflineSupportExceptionRules: RegExp[];
  33768. /**
  33769. * An event triggered when the scene is disposed.
  33770. */
  33771. onDisposeObservable: Observable<Scene>;
  33772. private _onDisposeObserver;
  33773. /** Sets a function to be executed when this scene is disposed. */
  33774. onDispose: () => void;
  33775. /**
  33776. * An event triggered before rendering the scene (right after animations and physics)
  33777. */
  33778. onBeforeRenderObservable: Observable<Scene>;
  33779. private _onBeforeRenderObserver;
  33780. /** Sets a function to be executed before rendering this scene */
  33781. beforeRender: Nullable<() => void>;
  33782. /**
  33783. * An event triggered after rendering the scene
  33784. */
  33785. onAfterRenderObservable: Observable<Scene>;
  33786. /**
  33787. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  33788. */
  33789. onAfterRenderCameraObservable: Observable<Camera>;
  33790. private _onAfterRenderObserver;
  33791. /** Sets a function to be executed after rendering this scene */
  33792. afterRender: Nullable<() => void>;
  33793. /**
  33794. * An event triggered before animating the scene
  33795. */
  33796. onBeforeAnimationsObservable: Observable<Scene>;
  33797. /**
  33798. * An event triggered after animations processing
  33799. */
  33800. onAfterAnimationsObservable: Observable<Scene>;
  33801. /**
  33802. * An event triggered before draw calls are ready to be sent
  33803. */
  33804. onBeforeDrawPhaseObservable: Observable<Scene>;
  33805. /**
  33806. * An event triggered after draw calls have been sent
  33807. */
  33808. onAfterDrawPhaseObservable: Observable<Scene>;
  33809. /**
  33810. * An event triggered when the scene is ready
  33811. */
  33812. onReadyObservable: Observable<Scene>;
  33813. /**
  33814. * An event triggered before rendering a camera
  33815. */
  33816. onBeforeCameraRenderObservable: Observable<Camera>;
  33817. private _onBeforeCameraRenderObserver;
  33818. /** Sets a function to be executed before rendering a camera*/
  33819. beforeCameraRender: () => void;
  33820. /**
  33821. * An event triggered after rendering a camera
  33822. */
  33823. onAfterCameraRenderObservable: Observable<Camera>;
  33824. private _onAfterCameraRenderObserver;
  33825. /** Sets a function to be executed after rendering a camera*/
  33826. afterCameraRender: () => void;
  33827. /**
  33828. * An event triggered when active meshes evaluation is about to start
  33829. */
  33830. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  33831. /**
  33832. * An event triggered when active meshes evaluation is done
  33833. */
  33834. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  33835. /**
  33836. * An event triggered when particles rendering is about to start
  33837. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33838. */
  33839. onBeforeParticlesRenderingObservable: Observable<Scene>;
  33840. /**
  33841. * An event triggered when particles rendering is done
  33842. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33843. */
  33844. onAfterParticlesRenderingObservable: Observable<Scene>;
  33845. /**
  33846. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  33847. */
  33848. onDataLoadedObservable: Observable<Scene>;
  33849. /**
  33850. * An event triggered when a camera is created
  33851. */
  33852. onNewCameraAddedObservable: Observable<Camera>;
  33853. /**
  33854. * An event triggered when a camera is removed
  33855. */
  33856. onCameraRemovedObservable: Observable<Camera>;
  33857. /**
  33858. * An event triggered when a light is created
  33859. */
  33860. onNewLightAddedObservable: Observable<Light>;
  33861. /**
  33862. * An event triggered when a light is removed
  33863. */
  33864. onLightRemovedObservable: Observable<Light>;
  33865. /**
  33866. * An event triggered when a geometry is created
  33867. */
  33868. onNewGeometryAddedObservable: Observable<Geometry>;
  33869. /**
  33870. * An event triggered when a geometry is removed
  33871. */
  33872. onGeometryRemovedObservable: Observable<Geometry>;
  33873. /**
  33874. * An event triggered when a transform node is created
  33875. */
  33876. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  33877. /**
  33878. * An event triggered when a transform node is removed
  33879. */
  33880. onTransformNodeRemovedObservable: Observable<TransformNode>;
  33881. /**
  33882. * An event triggered when a mesh is created
  33883. */
  33884. onNewMeshAddedObservable: Observable<AbstractMesh>;
  33885. /**
  33886. * An event triggered when a mesh is removed
  33887. */
  33888. onMeshRemovedObservable: Observable<AbstractMesh>;
  33889. /**
  33890. * An event triggered when a skeleton is created
  33891. */
  33892. onNewSkeletonAddedObservable: Observable<Skeleton>;
  33893. /**
  33894. * An event triggered when a skeleton is removed
  33895. */
  33896. onSkeletonRemovedObservable: Observable<Skeleton>;
  33897. /**
  33898. * An event triggered when a material is created
  33899. */
  33900. onNewMaterialAddedObservable: Observable<Material>;
  33901. /**
  33902. * An event triggered when a material is removed
  33903. */
  33904. onMaterialRemovedObservable: Observable<Material>;
  33905. /**
  33906. * An event triggered when a texture is created
  33907. */
  33908. onNewTextureAddedObservable: Observable<BaseTexture>;
  33909. /**
  33910. * An event triggered when a texture is removed
  33911. */
  33912. onTextureRemovedObservable: Observable<BaseTexture>;
  33913. /**
  33914. * An event triggered when render targets are about to be rendered
  33915. * Can happen multiple times per frame.
  33916. */
  33917. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  33918. /**
  33919. * An event triggered when render targets were rendered.
  33920. * Can happen multiple times per frame.
  33921. */
  33922. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  33923. /**
  33924. * An event triggered before calculating deterministic simulation step
  33925. */
  33926. onBeforeStepObservable: Observable<Scene>;
  33927. /**
  33928. * An event triggered after calculating deterministic simulation step
  33929. */
  33930. onAfterStepObservable: Observable<Scene>;
  33931. /**
  33932. * An event triggered when the activeCamera property is updated
  33933. */
  33934. onActiveCameraChanged: Observable<Scene>;
  33935. /**
  33936. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  33937. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33938. * 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)
  33939. */
  33940. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33941. /**
  33942. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  33943. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33944. * 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)
  33945. */
  33946. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33947. /**
  33948. * This Observable will when a mesh has been imported into the scene.
  33949. */
  33950. onMeshImportedObservable: Observable<AbstractMesh>;
  33951. /**
  33952. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  33953. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  33954. */
  33955. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  33956. /** @hidden */
  33957. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  33958. /**
  33959. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  33960. */
  33961. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  33962. /**
  33963. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  33964. */
  33965. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  33966. /**
  33967. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  33968. */
  33969. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  33970. /** Callback called when a pointer move is detected */
  33971. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  33972. /** Callback called when a pointer down is detected */
  33973. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  33974. /** Callback called when a pointer up is detected */
  33975. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  33976. /** Callback called when a pointer pick is detected */
  33977. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  33978. /**
  33979. * 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).
  33980. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  33981. */
  33982. onPrePointerObservable: Observable<PointerInfoPre>;
  33983. /**
  33984. * Observable event triggered each time an input event is received from the rendering canvas
  33985. */
  33986. onPointerObservable: Observable<PointerInfo>;
  33987. /**
  33988. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  33989. */
  33990. readonly unTranslatedPointer: Vector2;
  33991. /**
  33992. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  33993. */
  33994. static DragMovementThreshold: number;
  33995. /**
  33996. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  33997. */
  33998. static LongPressDelay: number;
  33999. /**
  34000. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  34001. */
  34002. static DoubleClickDelay: number;
  34003. /** If you need to check double click without raising a single click at first click, enable this flag */
  34004. static ExclusiveDoubleClickMode: boolean;
  34005. /** @hidden */
  34006. _mirroredCameraPosition: Nullable<Vector3>;
  34007. /**
  34008. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  34009. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  34010. */
  34011. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  34012. /**
  34013. * Observable event triggered each time an keyboard event is received from the hosting window
  34014. */
  34015. onKeyboardObservable: Observable<KeyboardInfo>;
  34016. private _useRightHandedSystem;
  34017. /**
  34018. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  34019. */
  34020. useRightHandedSystem: boolean;
  34021. private _timeAccumulator;
  34022. private _currentStepId;
  34023. private _currentInternalStep;
  34024. /**
  34025. * Sets the step Id used by deterministic lock step
  34026. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34027. * @param newStepId defines the step Id
  34028. */
  34029. setStepId(newStepId: number): void;
  34030. /**
  34031. * Gets the step Id used by deterministic lock step
  34032. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34033. * @returns the step Id
  34034. */
  34035. getStepId(): number;
  34036. /**
  34037. * Gets the internal step used by deterministic lock step
  34038. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34039. * @returns the internal step
  34040. */
  34041. getInternalStep(): number;
  34042. private _fogEnabled;
  34043. /**
  34044. * Gets or sets a boolean indicating if fog is enabled on this scene
  34045. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34046. * (Default is true)
  34047. */
  34048. fogEnabled: boolean;
  34049. private _fogMode;
  34050. /**
  34051. * Gets or sets the fog mode to use
  34052. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34053. * | mode | value |
  34054. * | --- | --- |
  34055. * | FOGMODE_NONE | 0 |
  34056. * | FOGMODE_EXP | 1 |
  34057. * | FOGMODE_EXP2 | 2 |
  34058. * | FOGMODE_LINEAR | 3 |
  34059. */
  34060. fogMode: number;
  34061. /**
  34062. * Gets or sets the fog color to use
  34063. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34064. * (Default is Color3(0.2, 0.2, 0.3))
  34065. */
  34066. fogColor: Color3;
  34067. /**
  34068. * Gets or sets the fog density to use
  34069. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34070. * (Default is 0.1)
  34071. */
  34072. fogDensity: number;
  34073. /**
  34074. * Gets or sets the fog start distance to use
  34075. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34076. * (Default is 0)
  34077. */
  34078. fogStart: number;
  34079. /**
  34080. * Gets or sets the fog end distance to use
  34081. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34082. * (Default is 1000)
  34083. */
  34084. fogEnd: number;
  34085. private _shadowsEnabled;
  34086. /**
  34087. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34088. */
  34089. shadowsEnabled: boolean;
  34090. private _lightsEnabled;
  34091. /**
  34092. * Gets or sets a boolean indicating if lights are enabled on this scene
  34093. */
  34094. lightsEnabled: boolean;
  34095. /** All of the active cameras added to this scene. */
  34096. activeCameras: Camera[];
  34097. /** @hidden */
  34098. _activeCamera: Nullable<Camera>;
  34099. /** Gets or sets the current active camera */
  34100. activeCamera: Nullable<Camera>;
  34101. private _defaultMaterial;
  34102. /** The default material used on meshes when no material is affected */
  34103. /** The default material used on meshes when no material is affected */
  34104. defaultMaterial: Material;
  34105. private _texturesEnabled;
  34106. /**
  34107. * Gets or sets a boolean indicating if textures are enabled on this scene
  34108. */
  34109. texturesEnabled: boolean;
  34110. /**
  34111. * Gets or sets a boolean indicating if particles are enabled on this scene
  34112. */
  34113. particlesEnabled: boolean;
  34114. /**
  34115. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34116. */
  34117. spritesEnabled: boolean;
  34118. private _skeletonsEnabled;
  34119. /**
  34120. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34121. */
  34122. skeletonsEnabled: boolean;
  34123. /**
  34124. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34125. */
  34126. lensFlaresEnabled: boolean;
  34127. /**
  34128. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34129. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34130. */
  34131. collisionsEnabled: boolean;
  34132. private _collisionCoordinator;
  34133. /** @hidden */
  34134. readonly collisionCoordinator: ICollisionCoordinator;
  34135. /**
  34136. * Defines the gravity applied to this scene (used only for collisions)
  34137. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34138. */
  34139. gravity: Vector3;
  34140. /**
  34141. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34142. */
  34143. postProcessesEnabled: boolean;
  34144. /**
  34145. * The list of postprocesses added to the scene
  34146. */
  34147. postProcesses: PostProcess[];
  34148. /**
  34149. * Gets the current postprocess manager
  34150. */
  34151. postProcessManager: PostProcessManager;
  34152. /**
  34153. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34154. */
  34155. renderTargetsEnabled: boolean;
  34156. /**
  34157. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34158. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34159. */
  34160. dumpNextRenderTargets: boolean;
  34161. /**
  34162. * The list of user defined render targets added to the scene
  34163. */
  34164. customRenderTargets: RenderTargetTexture[];
  34165. /**
  34166. * Defines if texture loading must be delayed
  34167. * If true, textures will only be loaded when they need to be rendered
  34168. */
  34169. useDelayedTextureLoading: boolean;
  34170. /**
  34171. * Gets the list of meshes imported to the scene through SceneLoader
  34172. */
  34173. importedMeshesFiles: String[];
  34174. /**
  34175. * Gets or sets a boolean indicating if probes are enabled on this scene
  34176. */
  34177. probesEnabled: boolean;
  34178. /**
  34179. * Gets or sets the current offline provider to use to store scene data
  34180. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34181. */
  34182. offlineProvider: IOfflineProvider;
  34183. /**
  34184. * Gets or sets the action manager associated with the scene
  34185. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34186. */
  34187. actionManager: AbstractActionManager;
  34188. private _meshesForIntersections;
  34189. /**
  34190. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34191. */
  34192. proceduralTexturesEnabled: boolean;
  34193. private _engine;
  34194. private _totalVertices;
  34195. /** @hidden */
  34196. _activeIndices: PerfCounter;
  34197. /** @hidden */
  34198. _activeParticles: PerfCounter;
  34199. /** @hidden */
  34200. _activeBones: PerfCounter;
  34201. private _animationRatio;
  34202. /** @hidden */
  34203. _animationTimeLast: number;
  34204. /** @hidden */
  34205. _animationTime: number;
  34206. /**
  34207. * Gets or sets a general scale for animation speed
  34208. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34209. */
  34210. animationTimeScale: number;
  34211. /** @hidden */
  34212. _cachedMaterial: Nullable<Material>;
  34213. /** @hidden */
  34214. _cachedEffect: Nullable<Effect>;
  34215. /** @hidden */
  34216. _cachedVisibility: Nullable<number>;
  34217. private _renderId;
  34218. private _frameId;
  34219. private _executeWhenReadyTimeoutId;
  34220. private _intermediateRendering;
  34221. private _viewUpdateFlag;
  34222. private _projectionUpdateFlag;
  34223. /** @hidden */
  34224. _toBeDisposed: Nullable<IDisposable>[];
  34225. private _activeRequests;
  34226. /** @hidden */
  34227. _pendingData: any[];
  34228. private _isDisposed;
  34229. /**
  34230. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34231. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34232. */
  34233. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34234. private _activeMeshes;
  34235. private _processedMaterials;
  34236. private _renderTargets;
  34237. /** @hidden */
  34238. _activeParticleSystems: SmartArray<IParticleSystem>;
  34239. private _activeSkeletons;
  34240. private _softwareSkinnedMeshes;
  34241. private _renderingManager;
  34242. /** @hidden */
  34243. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34244. private _transformMatrix;
  34245. private _sceneUbo;
  34246. /** @hidden */
  34247. _viewMatrix: Matrix;
  34248. private _projectionMatrix;
  34249. /** @hidden */
  34250. _forcedViewPosition: Nullable<Vector3>;
  34251. /** @hidden */
  34252. _frustumPlanes: Plane[];
  34253. /**
  34254. * Gets the list of frustum planes (built from the active camera)
  34255. */
  34256. readonly frustumPlanes: Plane[];
  34257. /**
  34258. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34259. * This is useful if there are more lights that the maximum simulteanous authorized
  34260. */
  34261. requireLightSorting: boolean;
  34262. /** @hidden */
  34263. readonly useMaterialMeshMap: boolean;
  34264. /** @hidden */
  34265. readonly useClonedMeshhMap: boolean;
  34266. private _externalData;
  34267. private _uid;
  34268. /**
  34269. * @hidden
  34270. * Backing store of defined scene components.
  34271. */
  34272. _components: ISceneComponent[];
  34273. /**
  34274. * @hidden
  34275. * Backing store of defined scene components.
  34276. */
  34277. _serializableComponents: ISceneSerializableComponent[];
  34278. /**
  34279. * List of components to register on the next registration step.
  34280. */
  34281. private _transientComponents;
  34282. /**
  34283. * Registers the transient components if needed.
  34284. */
  34285. private _registerTransientComponents;
  34286. /**
  34287. * @hidden
  34288. * Add a component to the scene.
  34289. * Note that the ccomponent could be registered on th next frame if this is called after
  34290. * the register component stage.
  34291. * @param component Defines the component to add to the scene
  34292. */
  34293. _addComponent(component: ISceneComponent): void;
  34294. /**
  34295. * @hidden
  34296. * Gets a component from the scene.
  34297. * @param name defines the name of the component to retrieve
  34298. * @returns the component or null if not present
  34299. */
  34300. _getComponent(name: string): Nullable<ISceneComponent>;
  34301. /**
  34302. * @hidden
  34303. * Defines the actions happening before camera updates.
  34304. */
  34305. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  34306. /**
  34307. * @hidden
  34308. * Defines the actions happening before clear the canvas.
  34309. */
  34310. _beforeClearStage: Stage<SimpleStageAction>;
  34311. /**
  34312. * @hidden
  34313. * Defines the actions when collecting render targets for the frame.
  34314. */
  34315. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34316. /**
  34317. * @hidden
  34318. * Defines the actions happening for one camera in the frame.
  34319. */
  34320. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34321. /**
  34322. * @hidden
  34323. * Defines the actions happening during the per mesh ready checks.
  34324. */
  34325. _isReadyForMeshStage: Stage<MeshStageAction>;
  34326. /**
  34327. * @hidden
  34328. * Defines the actions happening before evaluate active mesh checks.
  34329. */
  34330. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  34331. /**
  34332. * @hidden
  34333. * Defines the actions happening during the evaluate sub mesh checks.
  34334. */
  34335. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  34336. /**
  34337. * @hidden
  34338. * Defines the actions happening during the active mesh stage.
  34339. */
  34340. _activeMeshStage: Stage<ActiveMeshStageAction>;
  34341. /**
  34342. * @hidden
  34343. * Defines the actions happening during the per camera render target step.
  34344. */
  34345. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  34346. /**
  34347. * @hidden
  34348. * Defines the actions happening just before the active camera is drawing.
  34349. */
  34350. _beforeCameraDrawStage: Stage<CameraStageAction>;
  34351. /**
  34352. * @hidden
  34353. * Defines the actions happening just before a render target is drawing.
  34354. */
  34355. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34356. /**
  34357. * @hidden
  34358. * Defines the actions happening just before a rendering group is drawing.
  34359. */
  34360. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34361. /**
  34362. * @hidden
  34363. * Defines the actions happening just before a mesh is drawing.
  34364. */
  34365. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34366. /**
  34367. * @hidden
  34368. * Defines the actions happening just after a mesh has been drawn.
  34369. */
  34370. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34371. /**
  34372. * @hidden
  34373. * Defines the actions happening just after a rendering group has been drawn.
  34374. */
  34375. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34376. /**
  34377. * @hidden
  34378. * Defines the actions happening just after the active camera has been drawn.
  34379. */
  34380. _afterCameraDrawStage: Stage<CameraStageAction>;
  34381. /**
  34382. * @hidden
  34383. * Defines the actions happening just after a render target has been drawn.
  34384. */
  34385. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34386. /**
  34387. * @hidden
  34388. * Defines the actions happening just after rendering all cameras and computing intersections.
  34389. */
  34390. _afterRenderStage: Stage<SimpleStageAction>;
  34391. /**
  34392. * @hidden
  34393. * Defines the actions happening when a pointer move event happens.
  34394. */
  34395. _pointerMoveStage: Stage<PointerMoveStageAction>;
  34396. /**
  34397. * @hidden
  34398. * Defines the actions happening when a pointer down event happens.
  34399. */
  34400. _pointerDownStage: Stage<PointerUpDownStageAction>;
  34401. /**
  34402. * @hidden
  34403. * Defines the actions happening when a pointer up event happens.
  34404. */
  34405. _pointerUpStage: Stage<PointerUpDownStageAction>;
  34406. /**
  34407. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  34408. */
  34409. private geometriesByUniqueId;
  34410. /**
  34411. * Creates a new Scene
  34412. * @param engine defines the engine to use to render this scene
  34413. * @param options defines the scene options
  34414. */
  34415. constructor(engine: Engine, options?: SceneOptions);
  34416. /**
  34417. * Gets a string idenfifying the name of the class
  34418. * @returns "Scene" string
  34419. */
  34420. getClassName(): string;
  34421. private _defaultMeshCandidates;
  34422. /**
  34423. * @hidden
  34424. */
  34425. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  34426. private _defaultSubMeshCandidates;
  34427. /**
  34428. * @hidden
  34429. */
  34430. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  34431. /**
  34432. * Sets the default candidate providers for the scene.
  34433. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  34434. * and getCollidingSubMeshCandidates to their default function
  34435. */
  34436. setDefaultCandidateProviders(): void;
  34437. /**
  34438. * Gets the mesh that is currently under the pointer
  34439. */
  34440. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34441. /**
  34442. * Gets or sets the current on-screen X position of the pointer
  34443. */
  34444. pointerX: number;
  34445. /**
  34446. * Gets or sets the current on-screen Y position of the pointer
  34447. */
  34448. pointerY: number;
  34449. /**
  34450. * Gets the cached material (ie. the latest rendered one)
  34451. * @returns the cached material
  34452. */
  34453. getCachedMaterial(): Nullable<Material>;
  34454. /**
  34455. * Gets the cached effect (ie. the latest rendered one)
  34456. * @returns the cached effect
  34457. */
  34458. getCachedEffect(): Nullable<Effect>;
  34459. /**
  34460. * Gets the cached visibility state (ie. the latest rendered one)
  34461. * @returns the cached visibility state
  34462. */
  34463. getCachedVisibility(): Nullable<number>;
  34464. /**
  34465. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  34466. * @param material defines the current material
  34467. * @param effect defines the current effect
  34468. * @param visibility defines the current visibility state
  34469. * @returns true if one parameter is not cached
  34470. */
  34471. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  34472. /**
  34473. * Gets the engine associated with the scene
  34474. * @returns an Engine
  34475. */
  34476. getEngine(): Engine;
  34477. /**
  34478. * Gets the total number of vertices rendered per frame
  34479. * @returns the total number of vertices rendered per frame
  34480. */
  34481. getTotalVertices(): number;
  34482. /**
  34483. * Gets the performance counter for total vertices
  34484. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34485. */
  34486. readonly totalVerticesPerfCounter: PerfCounter;
  34487. /**
  34488. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  34489. * @returns the total number of active indices rendered per frame
  34490. */
  34491. getActiveIndices(): number;
  34492. /**
  34493. * Gets the performance counter for active indices
  34494. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34495. */
  34496. readonly totalActiveIndicesPerfCounter: PerfCounter;
  34497. /**
  34498. * Gets the total number of active particles rendered per frame
  34499. * @returns the total number of active particles rendered per frame
  34500. */
  34501. getActiveParticles(): number;
  34502. /**
  34503. * Gets the performance counter for active particles
  34504. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34505. */
  34506. readonly activeParticlesPerfCounter: PerfCounter;
  34507. /**
  34508. * Gets the total number of active bones rendered per frame
  34509. * @returns the total number of active bones rendered per frame
  34510. */
  34511. getActiveBones(): number;
  34512. /**
  34513. * Gets the performance counter for active bones
  34514. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34515. */
  34516. readonly activeBonesPerfCounter: PerfCounter;
  34517. /**
  34518. * Gets the array of active meshes
  34519. * @returns an array of AbstractMesh
  34520. */
  34521. getActiveMeshes(): SmartArray<AbstractMesh>;
  34522. /**
  34523. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  34524. * @returns a number
  34525. */
  34526. getAnimationRatio(): number;
  34527. /**
  34528. * Gets an unique Id for the current render phase
  34529. * @returns a number
  34530. */
  34531. getRenderId(): number;
  34532. /**
  34533. * Gets an unique Id for the current frame
  34534. * @returns a number
  34535. */
  34536. getFrameId(): number;
  34537. /** Call this function if you want to manually increment the render Id*/
  34538. incrementRenderId(): void;
  34539. private _createUbo;
  34540. /**
  34541. * Use this method to simulate a pointer move on a mesh
  34542. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34543. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34544. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34545. * @returns the current scene
  34546. */
  34547. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34548. /**
  34549. * Use this method to simulate a pointer down on a mesh
  34550. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34551. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34552. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34553. * @returns the current scene
  34554. */
  34555. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34556. /**
  34557. * Use this method to simulate a pointer up on a mesh
  34558. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34559. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34560. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34561. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34562. * @returns the current scene
  34563. */
  34564. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  34565. /**
  34566. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  34567. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  34568. * @returns true if the pointer was captured
  34569. */
  34570. isPointerCaptured(pointerId?: number): boolean;
  34571. /**
  34572. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  34573. * @param attachUp defines if you want to attach events to pointerup
  34574. * @param attachDown defines if you want to attach events to pointerdown
  34575. * @param attachMove defines if you want to attach events to pointermove
  34576. */
  34577. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  34578. /** Detaches all event handlers*/
  34579. detachControl(): void;
  34580. /**
  34581. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  34582. * Delay loaded resources are not taking in account
  34583. * @return true if all required resources are ready
  34584. */
  34585. isReady(): boolean;
  34586. /** Resets all cached information relative to material (including effect and visibility) */
  34587. resetCachedMaterial(): void;
  34588. /**
  34589. * Registers a function to be called before every frame render
  34590. * @param func defines the function to register
  34591. */
  34592. registerBeforeRender(func: () => void): void;
  34593. /**
  34594. * Unregisters a function called before every frame render
  34595. * @param func defines the function to unregister
  34596. */
  34597. unregisterBeforeRender(func: () => void): void;
  34598. /**
  34599. * Registers a function to be called after every frame render
  34600. * @param func defines the function to register
  34601. */
  34602. registerAfterRender(func: () => void): void;
  34603. /**
  34604. * Unregisters a function called after every frame render
  34605. * @param func defines the function to unregister
  34606. */
  34607. unregisterAfterRender(func: () => void): void;
  34608. private _executeOnceBeforeRender;
  34609. /**
  34610. * The provided function will run before render once and will be disposed afterwards.
  34611. * A timeout delay can be provided so that the function will be executed in N ms.
  34612. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  34613. * @param func The function to be executed.
  34614. * @param timeout optional delay in ms
  34615. */
  34616. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  34617. /** @hidden */
  34618. _addPendingData(data: any): void;
  34619. /** @hidden */
  34620. _removePendingData(data: any): void;
  34621. /**
  34622. * Returns the number of items waiting to be loaded
  34623. * @returns the number of items waiting to be loaded
  34624. */
  34625. getWaitingItemsCount(): number;
  34626. /**
  34627. * Returns a boolean indicating if the scene is still loading data
  34628. */
  34629. readonly isLoading: boolean;
  34630. /**
  34631. * Registers a function to be executed when the scene is ready
  34632. * @param {Function} func - the function to be executed
  34633. */
  34634. executeWhenReady(func: () => void): void;
  34635. /**
  34636. * Returns a promise that resolves when the scene is ready
  34637. * @returns A promise that resolves when the scene is ready
  34638. */
  34639. whenReadyAsync(): Promise<void>;
  34640. /** @hidden */
  34641. _checkIsReady(): void;
  34642. /**
  34643. * Gets all animatable attached to the scene
  34644. */
  34645. readonly animatables: Animatable[];
  34646. /**
  34647. * Resets the last animation time frame.
  34648. * Useful to override when animations start running when loading a scene for the first time.
  34649. */
  34650. resetLastAnimationTimeFrame(): void;
  34651. /**
  34652. * Gets the current view matrix
  34653. * @returns a Matrix
  34654. */
  34655. getViewMatrix(): Matrix;
  34656. /**
  34657. * Gets the current projection matrix
  34658. * @returns a Matrix
  34659. */
  34660. getProjectionMatrix(): Matrix;
  34661. /**
  34662. * Gets the current transform matrix
  34663. * @returns a Matrix made of View * Projection
  34664. */
  34665. getTransformMatrix(): Matrix;
  34666. /**
  34667. * Sets the current transform matrix
  34668. * @param viewL defines the View matrix to use
  34669. * @param projectionL defines the Projection matrix to use
  34670. * @param viewR defines the right View matrix to use (if provided)
  34671. * @param projectionR defines the right Projection matrix to use (if provided)
  34672. */
  34673. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  34674. /**
  34675. * Gets the uniform buffer used to store scene data
  34676. * @returns a UniformBuffer
  34677. */
  34678. getSceneUniformBuffer(): UniformBuffer;
  34679. /**
  34680. * Gets an unique (relatively to the current scene) Id
  34681. * @returns an unique number for the scene
  34682. */
  34683. getUniqueId(): number;
  34684. /**
  34685. * Add a mesh to the list of scene's meshes
  34686. * @param newMesh defines the mesh to add
  34687. * @param recursive if all child meshes should also be added to the scene
  34688. */
  34689. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  34690. /**
  34691. * Remove a mesh for the list of scene's meshes
  34692. * @param toRemove defines the mesh to remove
  34693. * @param recursive if all child meshes should also be removed from the scene
  34694. * @returns the index where the mesh was in the mesh list
  34695. */
  34696. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  34697. /**
  34698. * Add a transform node to the list of scene's transform nodes
  34699. * @param newTransformNode defines the transform node to add
  34700. */
  34701. addTransformNode(newTransformNode: TransformNode): void;
  34702. /**
  34703. * Remove a transform node for the list of scene's transform nodes
  34704. * @param toRemove defines the transform node to remove
  34705. * @returns the index where the transform node was in the transform node list
  34706. */
  34707. removeTransformNode(toRemove: TransformNode): number;
  34708. /**
  34709. * Remove a skeleton for the list of scene's skeletons
  34710. * @param toRemove defines the skeleton to remove
  34711. * @returns the index where the skeleton was in the skeleton list
  34712. */
  34713. removeSkeleton(toRemove: Skeleton): number;
  34714. /**
  34715. * Remove a morph target for the list of scene's morph targets
  34716. * @param toRemove defines the morph target to remove
  34717. * @returns the index where the morph target was in the morph target list
  34718. */
  34719. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  34720. /**
  34721. * Remove a light for the list of scene's lights
  34722. * @param toRemove defines the light to remove
  34723. * @returns the index where the light was in the light list
  34724. */
  34725. removeLight(toRemove: Light): number;
  34726. /**
  34727. * Remove a camera for the list of scene's cameras
  34728. * @param toRemove defines the camera to remove
  34729. * @returns the index where the camera was in the camera list
  34730. */
  34731. removeCamera(toRemove: Camera): number;
  34732. /**
  34733. * Remove a particle system for the list of scene's particle systems
  34734. * @param toRemove defines the particle system to remove
  34735. * @returns the index where the particle system was in the particle system list
  34736. */
  34737. removeParticleSystem(toRemove: IParticleSystem): number;
  34738. /**
  34739. * Remove a animation for the list of scene's animations
  34740. * @param toRemove defines the animation to remove
  34741. * @returns the index where the animation was in the animation list
  34742. */
  34743. removeAnimation(toRemove: Animation): number;
  34744. /**
  34745. * Will stop the animation of the given target
  34746. * @param target - the target
  34747. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  34748. * @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)
  34749. */
  34750. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  34751. /**
  34752. * Removes the given animation group from this scene.
  34753. * @param toRemove The animation group to remove
  34754. * @returns The index of the removed animation group
  34755. */
  34756. removeAnimationGroup(toRemove: AnimationGroup): number;
  34757. /**
  34758. * Removes the given multi-material from this scene.
  34759. * @param toRemove The multi-material to remove
  34760. * @returns The index of the removed multi-material
  34761. */
  34762. removeMultiMaterial(toRemove: MultiMaterial): number;
  34763. /**
  34764. * Removes the given material from this scene.
  34765. * @param toRemove The material to remove
  34766. * @returns The index of the removed material
  34767. */
  34768. removeMaterial(toRemove: Material): number;
  34769. /**
  34770. * Removes the given action manager from this scene.
  34771. * @param toRemove The action manager to remove
  34772. * @returns The index of the removed action manager
  34773. */
  34774. removeActionManager(toRemove: AbstractActionManager): number;
  34775. /**
  34776. * Removes the given texture from this scene.
  34777. * @param toRemove The texture to remove
  34778. * @returns The index of the removed texture
  34779. */
  34780. removeTexture(toRemove: BaseTexture): number;
  34781. /**
  34782. * Adds the given light to this scene
  34783. * @param newLight The light to add
  34784. */
  34785. addLight(newLight: Light): void;
  34786. /**
  34787. * Sorts the list list based on light priorities
  34788. */
  34789. sortLightsByPriority(): void;
  34790. /**
  34791. * Adds the given camera to this scene
  34792. * @param newCamera The camera to add
  34793. */
  34794. addCamera(newCamera: Camera): void;
  34795. /**
  34796. * Adds the given skeleton to this scene
  34797. * @param newSkeleton The skeleton to add
  34798. */
  34799. addSkeleton(newSkeleton: Skeleton): void;
  34800. /**
  34801. * Adds the given particle system to this scene
  34802. * @param newParticleSystem The particle system to add
  34803. */
  34804. addParticleSystem(newParticleSystem: IParticleSystem): void;
  34805. /**
  34806. * Adds the given animation to this scene
  34807. * @param newAnimation The animation to add
  34808. */
  34809. addAnimation(newAnimation: Animation): void;
  34810. /**
  34811. * Adds the given animation group to this scene.
  34812. * @param newAnimationGroup The animation group to add
  34813. */
  34814. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  34815. /**
  34816. * Adds the given multi-material to this scene
  34817. * @param newMultiMaterial The multi-material to add
  34818. */
  34819. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  34820. /**
  34821. * Adds the given material to this scene
  34822. * @param newMaterial The material to add
  34823. */
  34824. addMaterial(newMaterial: Material): void;
  34825. /**
  34826. * Adds the given morph target to this scene
  34827. * @param newMorphTargetManager The morph target to add
  34828. */
  34829. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  34830. /**
  34831. * Adds the given geometry to this scene
  34832. * @param newGeometry The geometry to add
  34833. */
  34834. addGeometry(newGeometry: Geometry): void;
  34835. /**
  34836. * Adds the given action manager to this scene
  34837. * @param newActionManager The action manager to add
  34838. */
  34839. addActionManager(newActionManager: AbstractActionManager): void;
  34840. /**
  34841. * Adds the given texture to this scene.
  34842. * @param newTexture The texture to add
  34843. */
  34844. addTexture(newTexture: BaseTexture): void;
  34845. /**
  34846. * Switch active camera
  34847. * @param newCamera defines the new active camera
  34848. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  34849. */
  34850. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  34851. /**
  34852. * sets the active camera of the scene using its ID
  34853. * @param id defines the camera's ID
  34854. * @return the new active camera or null if none found.
  34855. */
  34856. setActiveCameraByID(id: string): Nullable<Camera>;
  34857. /**
  34858. * sets the active camera of the scene using its name
  34859. * @param name defines the camera's name
  34860. * @returns the new active camera or null if none found.
  34861. */
  34862. setActiveCameraByName(name: string): Nullable<Camera>;
  34863. /**
  34864. * get an animation group using its name
  34865. * @param name defines the material's name
  34866. * @return the animation group or null if none found.
  34867. */
  34868. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  34869. /**
  34870. * Get a material using its unique id
  34871. * @param uniqueId defines the material's unique id
  34872. * @return the material or null if none found.
  34873. */
  34874. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  34875. /**
  34876. * get a material using its id
  34877. * @param id defines the material's ID
  34878. * @return the material or null if none found.
  34879. */
  34880. getMaterialByID(id: string): Nullable<Material>;
  34881. /**
  34882. * Gets a the last added material using a given id
  34883. * @param id defines the material's ID
  34884. * @return the last material with the given id or null if none found.
  34885. */
  34886. getLastMaterialByID(id: string): Nullable<Material>;
  34887. /**
  34888. * Gets a material using its name
  34889. * @param name defines the material's name
  34890. * @return the material or null if none found.
  34891. */
  34892. getMaterialByName(name: string): Nullable<Material>;
  34893. /**
  34894. * Get a texture using its unique id
  34895. * @param uniqueId defines the texture's unique id
  34896. * @return the texture or null if none found.
  34897. */
  34898. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  34899. /**
  34900. * Gets a camera using its id
  34901. * @param id defines the id to look for
  34902. * @returns the camera or null if not found
  34903. */
  34904. getCameraByID(id: string): Nullable<Camera>;
  34905. /**
  34906. * Gets a camera using its unique id
  34907. * @param uniqueId defines the unique id to look for
  34908. * @returns the camera or null if not found
  34909. */
  34910. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  34911. /**
  34912. * Gets a camera using its name
  34913. * @param name defines the camera's name
  34914. * @return the camera or null if none found.
  34915. */
  34916. getCameraByName(name: string): Nullable<Camera>;
  34917. /**
  34918. * Gets a bone using its id
  34919. * @param id defines the bone's id
  34920. * @return the bone or null if not found
  34921. */
  34922. getBoneByID(id: string): Nullable<Bone>;
  34923. /**
  34924. * Gets a bone using its id
  34925. * @param name defines the bone's name
  34926. * @return the bone or null if not found
  34927. */
  34928. getBoneByName(name: string): Nullable<Bone>;
  34929. /**
  34930. * Gets a light node using its name
  34931. * @param name defines the the light's name
  34932. * @return the light or null if none found.
  34933. */
  34934. getLightByName(name: string): Nullable<Light>;
  34935. /**
  34936. * Gets a light node using its id
  34937. * @param id defines the light's id
  34938. * @return the light or null if none found.
  34939. */
  34940. getLightByID(id: string): Nullable<Light>;
  34941. /**
  34942. * Gets a light node using its scene-generated unique ID
  34943. * @param uniqueId defines the light's unique id
  34944. * @return the light or null if none found.
  34945. */
  34946. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  34947. /**
  34948. * Gets a particle system by id
  34949. * @param id defines the particle system id
  34950. * @return the corresponding system or null if none found
  34951. */
  34952. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  34953. /**
  34954. * Gets a geometry using its ID
  34955. * @param id defines the geometry's id
  34956. * @return the geometry or null if none found.
  34957. */
  34958. getGeometryByID(id: string): Nullable<Geometry>;
  34959. private _getGeometryByUniqueID;
  34960. /**
  34961. * Add a new geometry to this scene
  34962. * @param geometry defines the geometry to be added to the scene.
  34963. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  34964. * @return a boolean defining if the geometry was added or not
  34965. */
  34966. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  34967. /**
  34968. * Removes an existing geometry
  34969. * @param geometry defines the geometry to be removed from the scene
  34970. * @return a boolean defining if the geometry was removed or not
  34971. */
  34972. removeGeometry(geometry: Geometry): boolean;
  34973. /**
  34974. * Gets the list of geometries attached to the scene
  34975. * @returns an array of Geometry
  34976. */
  34977. getGeometries(): Geometry[];
  34978. /**
  34979. * Gets the first added mesh found of a given ID
  34980. * @param id defines the id to search for
  34981. * @return the mesh found or null if not found at all
  34982. */
  34983. getMeshByID(id: string): Nullable<AbstractMesh>;
  34984. /**
  34985. * Gets a list of meshes using their id
  34986. * @param id defines the id to search for
  34987. * @returns a list of meshes
  34988. */
  34989. getMeshesByID(id: string): Array<AbstractMesh>;
  34990. /**
  34991. * Gets the first added transform node found of a given ID
  34992. * @param id defines the id to search for
  34993. * @return the found transform node or null if not found at all.
  34994. */
  34995. getTransformNodeByID(id: string): Nullable<TransformNode>;
  34996. /**
  34997. * Gets a transform node with its auto-generated unique id
  34998. * @param uniqueId efines the unique id to search for
  34999. * @return the found transform node or null if not found at all.
  35000. */
  35001. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  35002. /**
  35003. * Gets a list of transform nodes using their id
  35004. * @param id defines the id to search for
  35005. * @returns a list of transform nodes
  35006. */
  35007. getTransformNodesByID(id: string): Array<TransformNode>;
  35008. /**
  35009. * Gets a mesh with its auto-generated unique id
  35010. * @param uniqueId defines the unique id to search for
  35011. * @return the found mesh or null if not found at all.
  35012. */
  35013. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  35014. /**
  35015. * Gets a the last added mesh using a given id
  35016. * @param id defines the id to search for
  35017. * @return the found mesh or null if not found at all.
  35018. */
  35019. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  35020. /**
  35021. * Gets a the last added node (Mesh, Camera, Light) using a given id
  35022. * @param id defines the id to search for
  35023. * @return the found node or null if not found at all
  35024. */
  35025. getLastEntryByID(id: string): Nullable<Node>;
  35026. /**
  35027. * Gets a node (Mesh, Camera, Light) using a given id
  35028. * @param id defines the id to search for
  35029. * @return the found node or null if not found at all
  35030. */
  35031. getNodeByID(id: string): Nullable<Node>;
  35032. /**
  35033. * Gets a node (Mesh, Camera, Light) using a given name
  35034. * @param name defines the name to search for
  35035. * @return the found node or null if not found at all.
  35036. */
  35037. getNodeByName(name: string): Nullable<Node>;
  35038. /**
  35039. * Gets a mesh using a given name
  35040. * @param name defines the name to search for
  35041. * @return the found mesh or null if not found at all.
  35042. */
  35043. getMeshByName(name: string): Nullable<AbstractMesh>;
  35044. /**
  35045. * Gets a transform node using a given name
  35046. * @param name defines the name to search for
  35047. * @return the found transform node or null if not found at all.
  35048. */
  35049. getTransformNodeByName(name: string): Nullable<TransformNode>;
  35050. /**
  35051. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  35052. * @param id defines the id to search for
  35053. * @return the found skeleton or null if not found at all.
  35054. */
  35055. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35056. /**
  35057. * Gets a skeleton using a given auto generated unique id
  35058. * @param uniqueId defines the unique id to search for
  35059. * @return the found skeleton or null if not found at all.
  35060. */
  35061. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35062. /**
  35063. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35064. * @param id defines the id to search for
  35065. * @return the found skeleton or null if not found at all.
  35066. */
  35067. getSkeletonById(id: string): Nullable<Skeleton>;
  35068. /**
  35069. * Gets a skeleton using a given name
  35070. * @param name defines the name to search for
  35071. * @return the found skeleton or null if not found at all.
  35072. */
  35073. getSkeletonByName(name: string): Nullable<Skeleton>;
  35074. /**
  35075. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35076. * @param id defines the id to search for
  35077. * @return the found morph target manager or null if not found at all.
  35078. */
  35079. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35080. /**
  35081. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35082. * @param id defines the id to search for
  35083. * @return the found morph target or null if not found at all.
  35084. */
  35085. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35086. /**
  35087. * Gets a boolean indicating if the given mesh is active
  35088. * @param mesh defines the mesh to look for
  35089. * @returns true if the mesh is in the active list
  35090. */
  35091. isActiveMesh(mesh: AbstractMesh): boolean;
  35092. /**
  35093. * Return a unique id as a string which can serve as an identifier for the scene
  35094. */
  35095. readonly uid: string;
  35096. /**
  35097. * Add an externaly attached data from its key.
  35098. * This method call will fail and return false, if such key already exists.
  35099. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35100. * @param key the unique key that identifies the data
  35101. * @param data the data object to associate to the key for this Engine instance
  35102. * @return true if no such key were already present and the data was added successfully, false otherwise
  35103. */
  35104. addExternalData<T>(key: string, data: T): boolean;
  35105. /**
  35106. * Get an externaly attached data from its key
  35107. * @param key the unique key that identifies the data
  35108. * @return the associated data, if present (can be null), or undefined if not present
  35109. */
  35110. getExternalData<T>(key: string): Nullable<T>;
  35111. /**
  35112. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35113. * @param key the unique key that identifies the data
  35114. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35115. * @return the associated data, can be null if the factory returned null.
  35116. */
  35117. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35118. /**
  35119. * Remove an externaly attached data from the Engine instance
  35120. * @param key the unique key that identifies the data
  35121. * @return true if the data was successfully removed, false if it doesn't exist
  35122. */
  35123. removeExternalData(key: string): boolean;
  35124. private _evaluateSubMesh;
  35125. /**
  35126. * Clear the processed materials smart array preventing retention point in material dispose.
  35127. */
  35128. freeProcessedMaterials(): void;
  35129. private _preventFreeActiveMeshesAndRenderingGroups;
  35130. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35131. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35132. * when disposing several meshes in a row or a hierarchy of meshes.
  35133. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35134. */
  35135. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35136. /**
  35137. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35138. */
  35139. freeActiveMeshes(): void;
  35140. /**
  35141. * Clear the info related to rendering groups preventing retention points during dispose.
  35142. */
  35143. freeRenderingGroups(): void;
  35144. /** @hidden */
  35145. _isInIntermediateRendering(): boolean;
  35146. /**
  35147. * Lambda returning the list of potentially active meshes.
  35148. */
  35149. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35150. /**
  35151. * Lambda returning the list of potentially active sub meshes.
  35152. */
  35153. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35154. /**
  35155. * Lambda returning the list of potentially intersecting sub meshes.
  35156. */
  35157. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35158. /**
  35159. * Lambda returning the list of potentially colliding sub meshes.
  35160. */
  35161. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35162. private _activeMeshesFrozen;
  35163. /**
  35164. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35165. * @returns the current scene
  35166. */
  35167. freezeActiveMeshes(): Scene;
  35168. /**
  35169. * Use this function to restart evaluating active meshes on every frame
  35170. * @returns the current scene
  35171. */
  35172. unfreezeActiveMeshes(): Scene;
  35173. private _evaluateActiveMeshes;
  35174. private _activeMesh;
  35175. /**
  35176. * Update the transform matrix to update from the current active camera
  35177. * @param force defines a boolean used to force the update even if cache is up to date
  35178. */
  35179. updateTransformMatrix(force?: boolean): void;
  35180. private _bindFrameBuffer;
  35181. /** @hidden */
  35182. _allowPostProcessClearColor: boolean;
  35183. /** @hidden */
  35184. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35185. private _processSubCameras;
  35186. private _checkIntersections;
  35187. /** @hidden */
  35188. _advancePhysicsEngineStep(step: number): void;
  35189. /**
  35190. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35191. */
  35192. getDeterministicFrameTime: () => number;
  35193. /** @hidden */
  35194. _animate(): void;
  35195. /** Execute all animations (for a frame) */
  35196. animate(): void;
  35197. /**
  35198. * Render the scene
  35199. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35200. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35201. */
  35202. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35203. /**
  35204. * Freeze all materials
  35205. * A frozen material will not be updatable but should be faster to render
  35206. */
  35207. freezeMaterials(): void;
  35208. /**
  35209. * Unfreeze all materials
  35210. * A frozen material will not be updatable but should be faster to render
  35211. */
  35212. unfreezeMaterials(): void;
  35213. /**
  35214. * Releases all held ressources
  35215. */
  35216. dispose(): void;
  35217. /**
  35218. * Gets if the scene is already disposed
  35219. */
  35220. readonly isDisposed: boolean;
  35221. /**
  35222. * Call this function to reduce memory footprint of the scene.
  35223. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35224. */
  35225. clearCachedVertexData(): void;
  35226. /**
  35227. * This function will remove the local cached buffer data from texture.
  35228. * It will save memory but will prevent the texture from being rebuilt
  35229. */
  35230. cleanCachedTextureBuffer(): void;
  35231. /**
  35232. * Get the world extend vectors with an optional filter
  35233. *
  35234. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35235. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35236. */
  35237. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35238. min: Vector3;
  35239. max: Vector3;
  35240. };
  35241. /**
  35242. * Creates a ray that can be used to pick in the scene
  35243. * @param x defines the x coordinate of the origin (on-screen)
  35244. * @param y defines the y coordinate of the origin (on-screen)
  35245. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35246. * @param camera defines the camera to use for the picking
  35247. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35248. * @returns a Ray
  35249. */
  35250. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35251. /**
  35252. * Creates a ray that can be used to pick in the scene
  35253. * @param x defines the x coordinate of the origin (on-screen)
  35254. * @param y defines the y coordinate of the origin (on-screen)
  35255. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35256. * @param result defines the ray where to store the picking ray
  35257. * @param camera defines the camera to use for the picking
  35258. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35259. * @returns the current scene
  35260. */
  35261. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35262. /**
  35263. * Creates a ray that can be used to pick in the scene
  35264. * @param x defines the x coordinate of the origin (on-screen)
  35265. * @param y defines the y coordinate of the origin (on-screen)
  35266. * @param camera defines the camera to use for the picking
  35267. * @returns a Ray
  35268. */
  35269. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  35270. /**
  35271. * Creates a ray that can be used to pick in the scene
  35272. * @param x defines the x coordinate of the origin (on-screen)
  35273. * @param y defines the y coordinate of the origin (on-screen)
  35274. * @param result defines the ray where to store the picking ray
  35275. * @param camera defines the camera to use for the picking
  35276. * @returns the current scene
  35277. */
  35278. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35279. /** Launch a ray to try to pick a mesh in the scene
  35280. * @param x position on screen
  35281. * @param y position on screen
  35282. * @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
  35283. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35284. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35285. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35286. * @returns a PickingInfo
  35287. */
  35288. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35289. /** Use the given ray to pick a mesh in the scene
  35290. * @param ray The ray to use to pick meshes
  35291. * @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
  35292. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35293. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35294. * @returns a PickingInfo
  35295. */
  35296. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35297. /**
  35298. * Launch a ray to try to pick a mesh in the scene
  35299. * @param x X position on screen
  35300. * @param y Y position on screen
  35301. * @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
  35302. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35303. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35304. * @returns an array of PickingInfo
  35305. */
  35306. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35307. /**
  35308. * Launch a ray to try to pick a mesh in the scene
  35309. * @param ray Ray to use
  35310. * @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
  35311. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35312. * @returns an array of PickingInfo
  35313. */
  35314. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35315. /**
  35316. * Force the value of meshUnderPointer
  35317. * @param mesh defines the mesh to use
  35318. */
  35319. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35320. /**
  35321. * Gets the mesh under the pointer
  35322. * @returns a Mesh or null if no mesh is under the pointer
  35323. */
  35324. getPointerOverMesh(): Nullable<AbstractMesh>;
  35325. /** @hidden */
  35326. _rebuildGeometries(): void;
  35327. /** @hidden */
  35328. _rebuildTextures(): void;
  35329. private _getByTags;
  35330. /**
  35331. * Get a list of meshes by tags
  35332. * @param tagsQuery defines the tags query to use
  35333. * @param forEach defines a predicate used to filter results
  35334. * @returns an array of Mesh
  35335. */
  35336. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  35337. /**
  35338. * Get a list of cameras by tags
  35339. * @param tagsQuery defines the tags query to use
  35340. * @param forEach defines a predicate used to filter results
  35341. * @returns an array of Camera
  35342. */
  35343. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  35344. /**
  35345. * Get a list of lights by tags
  35346. * @param tagsQuery defines the tags query to use
  35347. * @param forEach defines a predicate used to filter results
  35348. * @returns an array of Light
  35349. */
  35350. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  35351. /**
  35352. * Get a list of materials by tags
  35353. * @param tagsQuery defines the tags query to use
  35354. * @param forEach defines a predicate used to filter results
  35355. * @returns an array of Material
  35356. */
  35357. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  35358. /**
  35359. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  35360. * This allowed control for front to back rendering or reversly depending of the special needs.
  35361. *
  35362. * @param renderingGroupId The rendering group id corresponding to its index
  35363. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  35364. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  35365. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  35366. */
  35367. 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;
  35368. /**
  35369. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  35370. *
  35371. * @param renderingGroupId The rendering group id corresponding to its index
  35372. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  35373. * @param depth Automatically clears depth between groups if true and autoClear is true.
  35374. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  35375. */
  35376. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  35377. /**
  35378. * Gets the current auto clear configuration for one rendering group of the rendering
  35379. * manager.
  35380. * @param index the rendering group index to get the information for
  35381. * @returns The auto clear setup for the requested rendering group
  35382. */
  35383. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  35384. private _blockMaterialDirtyMechanism;
  35385. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  35386. blockMaterialDirtyMechanism: boolean;
  35387. /**
  35388. * Will flag all materials as dirty to trigger new shader compilation
  35389. * @param flag defines the flag used to specify which material part must be marked as dirty
  35390. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  35391. */
  35392. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  35393. /** @hidden */
  35394. _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;
  35395. /** @hidden */
  35396. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35397. }
  35398. }
  35399. declare module "babylonjs/assetContainer" {
  35400. import { AbstractScene } from "babylonjs/abstractScene";
  35401. import { Scene } from "babylonjs/scene";
  35402. import { Mesh } from "babylonjs/Meshes/mesh";
  35403. /**
  35404. * Set of assets to keep when moving a scene into an asset container.
  35405. */
  35406. export class KeepAssets extends AbstractScene {
  35407. }
  35408. /**
  35409. * Container with a set of assets that can be added or removed from a scene.
  35410. */
  35411. export class AssetContainer extends AbstractScene {
  35412. /**
  35413. * The scene the AssetContainer belongs to.
  35414. */
  35415. scene: Scene;
  35416. /**
  35417. * Instantiates an AssetContainer.
  35418. * @param scene The scene the AssetContainer belongs to.
  35419. */
  35420. constructor(scene: Scene);
  35421. /**
  35422. * Adds all the assets from the container to the scene.
  35423. */
  35424. addAllToScene(): void;
  35425. /**
  35426. * Removes all the assets in the container from the scene
  35427. */
  35428. removeAllFromScene(): void;
  35429. /**
  35430. * Disposes all the assets in the container
  35431. */
  35432. dispose(): void;
  35433. private _moveAssets;
  35434. /**
  35435. * Removes all the assets contained in the scene and adds them to the container.
  35436. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  35437. */
  35438. moveAllFromScene(keepAssets?: KeepAssets): void;
  35439. /**
  35440. * 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.
  35441. * @returns the root mesh
  35442. */
  35443. createRootMesh(): Mesh;
  35444. }
  35445. }
  35446. declare module "babylonjs/abstractScene" {
  35447. import { Scene } from "babylonjs/scene";
  35448. import { Nullable } from "babylonjs/types";
  35449. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35450. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35451. import { Geometry } from "babylonjs/Meshes/geometry";
  35452. import { Skeleton } from "babylonjs/Bones/skeleton";
  35453. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35454. import { AssetContainer } from "babylonjs/assetContainer";
  35455. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35456. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35457. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35458. import { Material } from "babylonjs/Materials/material";
  35459. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35460. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35461. import { Camera } from "babylonjs/Cameras/camera";
  35462. import { Light } from "babylonjs/Lights/light";
  35463. import { Node } from "babylonjs/node";
  35464. import { Animation } from "babylonjs/Animations/animation";
  35465. /**
  35466. * Defines how the parser contract is defined.
  35467. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  35468. */
  35469. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  35470. /**
  35471. * Defines how the individual parser contract is defined.
  35472. * These parser can parse an individual asset
  35473. */
  35474. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  35475. /**
  35476. * Base class of the scene acting as a container for the different elements composing a scene.
  35477. * This class is dynamically extended by the different components of the scene increasing
  35478. * flexibility and reducing coupling
  35479. */
  35480. export abstract class AbstractScene {
  35481. /**
  35482. * Stores the list of available parsers in the application.
  35483. */
  35484. private static _BabylonFileParsers;
  35485. /**
  35486. * Stores the list of available individual parsers in the application.
  35487. */
  35488. private static _IndividualBabylonFileParsers;
  35489. /**
  35490. * Adds a parser in the list of available ones
  35491. * @param name Defines the name of the parser
  35492. * @param parser Defines the parser to add
  35493. */
  35494. static AddParser(name: string, parser: BabylonFileParser): void;
  35495. /**
  35496. * Gets a general parser from the list of avaialble ones
  35497. * @param name Defines the name of the parser
  35498. * @returns the requested parser or null
  35499. */
  35500. static GetParser(name: string): Nullable<BabylonFileParser>;
  35501. /**
  35502. * Adds n individual parser in the list of available ones
  35503. * @param name Defines the name of the parser
  35504. * @param parser Defines the parser to add
  35505. */
  35506. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  35507. /**
  35508. * Gets an individual parser from the list of avaialble ones
  35509. * @param name Defines the name of the parser
  35510. * @returns the requested parser or null
  35511. */
  35512. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  35513. /**
  35514. * Parser json data and populate both a scene and its associated container object
  35515. * @param jsonData Defines the data to parse
  35516. * @param scene Defines the scene to parse the data for
  35517. * @param container Defines the container attached to the parsing sequence
  35518. * @param rootUrl Defines the root url of the data
  35519. */
  35520. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  35521. /**
  35522. * Gets the list of root nodes (ie. nodes with no parent)
  35523. */
  35524. rootNodes: Node[];
  35525. /** All of the cameras added to this scene
  35526. * @see http://doc.babylonjs.com/babylon101/cameras
  35527. */
  35528. cameras: Camera[];
  35529. /**
  35530. * All of the lights added to this scene
  35531. * @see http://doc.babylonjs.com/babylon101/lights
  35532. */
  35533. lights: Light[];
  35534. /**
  35535. * All of the (abstract) meshes added to this scene
  35536. */
  35537. meshes: AbstractMesh[];
  35538. /**
  35539. * The list of skeletons added to the scene
  35540. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  35541. */
  35542. skeletons: Skeleton[];
  35543. /**
  35544. * All of the particle systems added to this scene
  35545. * @see http://doc.babylonjs.com/babylon101/particles
  35546. */
  35547. particleSystems: IParticleSystem[];
  35548. /**
  35549. * Gets a list of Animations associated with the scene
  35550. */
  35551. animations: Animation[];
  35552. /**
  35553. * All of the animation groups added to this scene
  35554. * @see http://doc.babylonjs.com/how_to/group
  35555. */
  35556. animationGroups: AnimationGroup[];
  35557. /**
  35558. * All of the multi-materials added to this scene
  35559. * @see http://doc.babylonjs.com/how_to/multi_materials
  35560. */
  35561. multiMaterials: MultiMaterial[];
  35562. /**
  35563. * All of the materials added to this scene
  35564. * In the context of a Scene, it is not supposed to be modified manually.
  35565. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  35566. * Note also that the order of the Material wihin the array is not significant and might change.
  35567. * @see http://doc.babylonjs.com/babylon101/materials
  35568. */
  35569. materials: Material[];
  35570. /**
  35571. * The list of morph target managers added to the scene
  35572. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  35573. */
  35574. morphTargetManagers: MorphTargetManager[];
  35575. /**
  35576. * The list of geometries used in the scene.
  35577. */
  35578. geometries: Geometry[];
  35579. /**
  35580. * All of the tranform nodes added to this scene
  35581. * In the context of a Scene, it is not supposed to be modified manually.
  35582. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  35583. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  35584. * @see http://doc.babylonjs.com/how_to/transformnode
  35585. */
  35586. transformNodes: TransformNode[];
  35587. /**
  35588. * ActionManagers available on the scene.
  35589. */
  35590. actionManagers: AbstractActionManager[];
  35591. /**
  35592. * Textures to keep.
  35593. */
  35594. textures: BaseTexture[];
  35595. /**
  35596. * Environment texture for the scene
  35597. */
  35598. environmentTexture: Nullable<BaseTexture>;
  35599. }
  35600. }
  35601. declare module "babylonjs/Audio/sound" {
  35602. import { Observable } from "babylonjs/Misc/observable";
  35603. import { Vector3 } from "babylonjs/Maths/math.vector";
  35604. import { Nullable } from "babylonjs/types";
  35605. import { Scene } from "babylonjs/scene";
  35606. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35607. /**
  35608. * Interface used to define options for Sound class
  35609. */
  35610. export interface ISoundOptions {
  35611. /**
  35612. * Does the sound autoplay once loaded.
  35613. */
  35614. autoplay?: boolean;
  35615. /**
  35616. * Does the sound loop after it finishes playing once.
  35617. */
  35618. loop?: boolean;
  35619. /**
  35620. * Sound's volume
  35621. */
  35622. volume?: number;
  35623. /**
  35624. * Is it a spatial sound?
  35625. */
  35626. spatialSound?: boolean;
  35627. /**
  35628. * Maximum distance to hear that sound
  35629. */
  35630. maxDistance?: number;
  35631. /**
  35632. * Uses user defined attenuation function
  35633. */
  35634. useCustomAttenuation?: boolean;
  35635. /**
  35636. * Define the roll off factor of spatial sounds.
  35637. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35638. */
  35639. rolloffFactor?: number;
  35640. /**
  35641. * Define the reference distance the sound should be heard perfectly.
  35642. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35643. */
  35644. refDistance?: number;
  35645. /**
  35646. * Define the distance attenuation model the sound will follow.
  35647. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35648. */
  35649. distanceModel?: string;
  35650. /**
  35651. * Defines the playback speed (1 by default)
  35652. */
  35653. playbackRate?: number;
  35654. /**
  35655. * Defines if the sound is from a streaming source
  35656. */
  35657. streaming?: boolean;
  35658. /**
  35659. * Defines an optional length (in seconds) inside the sound file
  35660. */
  35661. length?: number;
  35662. /**
  35663. * Defines an optional offset (in seconds) inside the sound file
  35664. */
  35665. offset?: number;
  35666. /**
  35667. * If true, URLs will not be required to state the audio file codec to use.
  35668. */
  35669. skipCodecCheck?: boolean;
  35670. }
  35671. /**
  35672. * Defines a sound that can be played in the application.
  35673. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  35674. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  35675. */
  35676. export class Sound {
  35677. /**
  35678. * The name of the sound in the scene.
  35679. */
  35680. name: string;
  35681. /**
  35682. * Does the sound autoplay once loaded.
  35683. */
  35684. autoplay: boolean;
  35685. /**
  35686. * Does the sound loop after it finishes playing once.
  35687. */
  35688. loop: boolean;
  35689. /**
  35690. * Does the sound use a custom attenuation curve to simulate the falloff
  35691. * happening when the source gets further away from the camera.
  35692. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35693. */
  35694. useCustomAttenuation: boolean;
  35695. /**
  35696. * The sound track id this sound belongs to.
  35697. */
  35698. soundTrackId: number;
  35699. /**
  35700. * Is this sound currently played.
  35701. */
  35702. isPlaying: boolean;
  35703. /**
  35704. * Is this sound currently paused.
  35705. */
  35706. isPaused: boolean;
  35707. /**
  35708. * Does this sound enables spatial sound.
  35709. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35710. */
  35711. spatialSound: boolean;
  35712. /**
  35713. * Define the reference distance the sound should be heard perfectly.
  35714. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35715. */
  35716. refDistance: number;
  35717. /**
  35718. * Define the roll off factor of spatial sounds.
  35719. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35720. */
  35721. rolloffFactor: number;
  35722. /**
  35723. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  35724. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35725. */
  35726. maxDistance: number;
  35727. /**
  35728. * Define the distance attenuation model the sound will follow.
  35729. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35730. */
  35731. distanceModel: string;
  35732. /**
  35733. * @hidden
  35734. * Back Compat
  35735. **/
  35736. onended: () => any;
  35737. /**
  35738. * Observable event when the current playing sound finishes.
  35739. */
  35740. onEndedObservable: Observable<Sound>;
  35741. private _panningModel;
  35742. private _playbackRate;
  35743. private _streaming;
  35744. private _startTime;
  35745. private _startOffset;
  35746. private _position;
  35747. /** @hidden */
  35748. _positionInEmitterSpace: boolean;
  35749. private _localDirection;
  35750. private _volume;
  35751. private _isReadyToPlay;
  35752. private _isDirectional;
  35753. private _readyToPlayCallback;
  35754. private _audioBuffer;
  35755. private _soundSource;
  35756. private _streamingSource;
  35757. private _soundPanner;
  35758. private _soundGain;
  35759. private _inputAudioNode;
  35760. private _outputAudioNode;
  35761. private _coneInnerAngle;
  35762. private _coneOuterAngle;
  35763. private _coneOuterGain;
  35764. private _scene;
  35765. private _connectedTransformNode;
  35766. private _customAttenuationFunction;
  35767. private _registerFunc;
  35768. private _isOutputConnected;
  35769. private _htmlAudioElement;
  35770. private _urlType;
  35771. private _length?;
  35772. private _offset?;
  35773. /** @hidden */
  35774. static _SceneComponentInitialization: (scene: Scene) => void;
  35775. /**
  35776. * Create a sound and attach it to a scene
  35777. * @param name Name of your sound
  35778. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  35779. * @param scene defines the scene the sound belongs to
  35780. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  35781. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  35782. */
  35783. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  35784. /**
  35785. * Release the sound and its associated resources
  35786. */
  35787. dispose(): void;
  35788. /**
  35789. * Gets if the sounds is ready to be played or not.
  35790. * @returns true if ready, otherwise false
  35791. */
  35792. isReady(): boolean;
  35793. private _soundLoaded;
  35794. /**
  35795. * Sets the data of the sound from an audiobuffer
  35796. * @param audioBuffer The audioBuffer containing the data
  35797. */
  35798. setAudioBuffer(audioBuffer: AudioBuffer): void;
  35799. /**
  35800. * Updates the current sounds options such as maxdistance, loop...
  35801. * @param options A JSON object containing values named as the object properties
  35802. */
  35803. updateOptions(options: ISoundOptions): void;
  35804. private _createSpatialParameters;
  35805. private _updateSpatialParameters;
  35806. /**
  35807. * Switch the panning model to HRTF:
  35808. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  35809. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35810. */
  35811. switchPanningModelToHRTF(): void;
  35812. /**
  35813. * Switch the panning model to Equal Power:
  35814. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  35815. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35816. */
  35817. switchPanningModelToEqualPower(): void;
  35818. private _switchPanningModel;
  35819. /**
  35820. * Connect this sound to a sound track audio node like gain...
  35821. * @param soundTrackAudioNode the sound track audio node to connect to
  35822. */
  35823. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  35824. /**
  35825. * Transform this sound into a directional source
  35826. * @param coneInnerAngle Size of the inner cone in degree
  35827. * @param coneOuterAngle Size of the outer cone in degree
  35828. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  35829. */
  35830. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  35831. /**
  35832. * Gets or sets the inner angle for the directional cone.
  35833. */
  35834. /**
  35835. * Gets or sets the inner angle for the directional cone.
  35836. */
  35837. directionalConeInnerAngle: number;
  35838. /**
  35839. * Gets or sets the outer angle for the directional cone.
  35840. */
  35841. /**
  35842. * Gets or sets the outer angle for the directional cone.
  35843. */
  35844. directionalConeOuterAngle: number;
  35845. /**
  35846. * Sets the position of the emitter if spatial sound is enabled
  35847. * @param newPosition Defines the new posisiton
  35848. */
  35849. setPosition(newPosition: Vector3): void;
  35850. /**
  35851. * Sets the local direction of the emitter if spatial sound is enabled
  35852. * @param newLocalDirection Defines the new local direction
  35853. */
  35854. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  35855. private _updateDirection;
  35856. /** @hidden */
  35857. updateDistanceFromListener(): void;
  35858. /**
  35859. * Sets a new custom attenuation function for the sound.
  35860. * @param callback Defines the function used for the attenuation
  35861. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35862. */
  35863. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  35864. /**
  35865. * Play the sound
  35866. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  35867. * @param offset (optional) Start the sound at a specific time in seconds
  35868. * @param length (optional) Sound duration (in seconds)
  35869. */
  35870. play(time?: number, offset?: number, length?: number): void;
  35871. private _onended;
  35872. /**
  35873. * Stop the sound
  35874. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  35875. */
  35876. stop(time?: number): void;
  35877. /**
  35878. * Put the sound in pause
  35879. */
  35880. pause(): void;
  35881. /**
  35882. * Sets a dedicated volume for this sounds
  35883. * @param newVolume Define the new volume of the sound
  35884. * @param time Define time for gradual change to new volume
  35885. */
  35886. setVolume(newVolume: number, time?: number): void;
  35887. /**
  35888. * Set the sound play back rate
  35889. * @param newPlaybackRate Define the playback rate the sound should be played at
  35890. */
  35891. setPlaybackRate(newPlaybackRate: number): void;
  35892. /**
  35893. * Gets the volume of the sound.
  35894. * @returns the volume of the sound
  35895. */
  35896. getVolume(): number;
  35897. /**
  35898. * Attach the sound to a dedicated mesh
  35899. * @param transformNode The transform node to connect the sound with
  35900. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35901. */
  35902. attachToMesh(transformNode: TransformNode): void;
  35903. /**
  35904. * Detach the sound from the previously attached mesh
  35905. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35906. */
  35907. detachFromMesh(): void;
  35908. private _onRegisterAfterWorldMatrixUpdate;
  35909. /**
  35910. * Clone the current sound in the scene.
  35911. * @returns the new sound clone
  35912. */
  35913. clone(): Nullable<Sound>;
  35914. /**
  35915. * Gets the current underlying audio buffer containing the data
  35916. * @returns the audio buffer
  35917. */
  35918. getAudioBuffer(): Nullable<AudioBuffer>;
  35919. /**
  35920. * Serializes the Sound in a JSON representation
  35921. * @returns the JSON representation of the sound
  35922. */
  35923. serialize(): any;
  35924. /**
  35925. * Parse a JSON representation of a sound to innstantiate in a given scene
  35926. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  35927. * @param scene Define the scene the new parsed sound should be created in
  35928. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  35929. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  35930. * @returns the newly parsed sound
  35931. */
  35932. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  35933. }
  35934. }
  35935. declare module "babylonjs/Actions/directAudioActions" {
  35936. import { Action } from "babylonjs/Actions/action";
  35937. import { Condition } from "babylonjs/Actions/condition";
  35938. import { Sound } from "babylonjs/Audio/sound";
  35939. /**
  35940. * This defines an action helpful to play a defined sound on a triggered action.
  35941. */
  35942. export class PlaySoundAction extends Action {
  35943. private _sound;
  35944. /**
  35945. * Instantiate the action
  35946. * @param triggerOptions defines the trigger options
  35947. * @param sound defines the sound to play
  35948. * @param condition defines the trigger related conditions
  35949. */
  35950. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35951. /** @hidden */
  35952. _prepare(): void;
  35953. /**
  35954. * Execute the action and play the sound.
  35955. */
  35956. execute(): void;
  35957. /**
  35958. * Serializes the actions and its related information.
  35959. * @param parent defines the object to serialize in
  35960. * @returns the serialized object
  35961. */
  35962. serialize(parent: any): any;
  35963. }
  35964. /**
  35965. * This defines an action helpful to stop a defined sound on a triggered action.
  35966. */
  35967. export class StopSoundAction extends Action {
  35968. private _sound;
  35969. /**
  35970. * Instantiate the action
  35971. * @param triggerOptions defines the trigger options
  35972. * @param sound defines the sound to stop
  35973. * @param condition defines the trigger related conditions
  35974. */
  35975. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35976. /** @hidden */
  35977. _prepare(): void;
  35978. /**
  35979. * Execute the action and stop the sound.
  35980. */
  35981. execute(): void;
  35982. /**
  35983. * Serializes the actions and its related information.
  35984. * @param parent defines the object to serialize in
  35985. * @returns the serialized object
  35986. */
  35987. serialize(parent: any): any;
  35988. }
  35989. }
  35990. declare module "babylonjs/Actions/interpolateValueAction" {
  35991. import { Action } from "babylonjs/Actions/action";
  35992. import { Condition } from "babylonjs/Actions/condition";
  35993. import { Observable } from "babylonjs/Misc/observable";
  35994. /**
  35995. * This defines an action responsible to change the value of a property
  35996. * by interpolating between its current value and the newly set one once triggered.
  35997. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  35998. */
  35999. export class InterpolateValueAction extends Action {
  36000. /**
  36001. * Defines the path of the property where the value should be interpolated
  36002. */
  36003. propertyPath: string;
  36004. /**
  36005. * Defines the target value at the end of the interpolation.
  36006. */
  36007. value: any;
  36008. /**
  36009. * Defines the time it will take for the property to interpolate to the value.
  36010. */
  36011. duration: number;
  36012. /**
  36013. * Defines if the other scene animations should be stopped when the action has been triggered
  36014. */
  36015. stopOtherAnimations?: boolean;
  36016. /**
  36017. * Defines a callback raised once the interpolation animation has been done.
  36018. */
  36019. onInterpolationDone?: () => void;
  36020. /**
  36021. * Observable triggered once the interpolation animation has been done.
  36022. */
  36023. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  36024. private _target;
  36025. private _effectiveTarget;
  36026. private _property;
  36027. /**
  36028. * Instantiate the action
  36029. * @param triggerOptions defines the trigger options
  36030. * @param target defines the object containing the value to interpolate
  36031. * @param propertyPath defines the path to the property in the target object
  36032. * @param value defines the target value at the end of the interpolation
  36033. * @param duration deines the time it will take for the property to interpolate to the value.
  36034. * @param condition defines the trigger related conditions
  36035. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  36036. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  36037. */
  36038. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  36039. /** @hidden */
  36040. _prepare(): void;
  36041. /**
  36042. * Execute the action starts the value interpolation.
  36043. */
  36044. execute(): void;
  36045. /**
  36046. * Serializes the actions and its related information.
  36047. * @param parent defines the object to serialize in
  36048. * @returns the serialized object
  36049. */
  36050. serialize(parent: any): any;
  36051. }
  36052. }
  36053. declare module "babylonjs/Actions/index" {
  36054. export * from "babylonjs/Actions/action";
  36055. export * from "babylonjs/Actions/actionEvent";
  36056. export * from "babylonjs/Actions/actionManager";
  36057. export * from "babylonjs/Actions/condition";
  36058. export * from "babylonjs/Actions/directActions";
  36059. export * from "babylonjs/Actions/directAudioActions";
  36060. export * from "babylonjs/Actions/interpolateValueAction";
  36061. }
  36062. declare module "babylonjs/Animations/index" {
  36063. export * from "babylonjs/Animations/animatable";
  36064. export * from "babylonjs/Animations/animation";
  36065. export * from "babylonjs/Animations/animationGroup";
  36066. export * from "babylonjs/Animations/animationPropertiesOverride";
  36067. export * from "babylonjs/Animations/easing";
  36068. export * from "babylonjs/Animations/runtimeAnimation";
  36069. export * from "babylonjs/Animations/animationEvent";
  36070. export * from "babylonjs/Animations/animationGroup";
  36071. export * from "babylonjs/Animations/animationKey";
  36072. export * from "babylonjs/Animations/animationRange";
  36073. export * from "babylonjs/Animations/animatable.interface";
  36074. }
  36075. declare module "babylonjs/Audio/soundTrack" {
  36076. import { Sound } from "babylonjs/Audio/sound";
  36077. import { Analyser } from "babylonjs/Audio/analyser";
  36078. import { Scene } from "babylonjs/scene";
  36079. /**
  36080. * Options allowed during the creation of a sound track.
  36081. */
  36082. export interface ISoundTrackOptions {
  36083. /**
  36084. * The volume the sound track should take during creation
  36085. */
  36086. volume?: number;
  36087. /**
  36088. * Define if the sound track is the main sound track of the scene
  36089. */
  36090. mainTrack?: boolean;
  36091. }
  36092. /**
  36093. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36094. * It will be also used in a future release to apply effects on a specific track.
  36095. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36096. */
  36097. export class SoundTrack {
  36098. /**
  36099. * The unique identifier of the sound track in the scene.
  36100. */
  36101. id: number;
  36102. /**
  36103. * The list of sounds included in the sound track.
  36104. */
  36105. soundCollection: Array<Sound>;
  36106. private _outputAudioNode;
  36107. private _scene;
  36108. private _isMainTrack;
  36109. private _connectedAnalyser;
  36110. private _options;
  36111. private _isInitialized;
  36112. /**
  36113. * Creates a new sound track.
  36114. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36115. * @param scene Define the scene the sound track belongs to
  36116. * @param options
  36117. */
  36118. constructor(scene: Scene, options?: ISoundTrackOptions);
  36119. private _initializeSoundTrackAudioGraph;
  36120. /**
  36121. * Release the sound track and its associated resources
  36122. */
  36123. dispose(): void;
  36124. /**
  36125. * Adds a sound to this sound track
  36126. * @param sound define the cound to add
  36127. * @ignoreNaming
  36128. */
  36129. AddSound(sound: Sound): void;
  36130. /**
  36131. * Removes a sound to this sound track
  36132. * @param sound define the cound to remove
  36133. * @ignoreNaming
  36134. */
  36135. RemoveSound(sound: Sound): void;
  36136. /**
  36137. * Set a global volume for the full sound track.
  36138. * @param newVolume Define the new volume of the sound track
  36139. */
  36140. setVolume(newVolume: number): void;
  36141. /**
  36142. * Switch the panning model to HRTF:
  36143. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36144. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36145. */
  36146. switchPanningModelToHRTF(): void;
  36147. /**
  36148. * Switch the panning model to Equal Power:
  36149. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36150. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36151. */
  36152. switchPanningModelToEqualPower(): void;
  36153. /**
  36154. * Connect the sound track to an audio analyser allowing some amazing
  36155. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36156. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36157. * @param analyser The analyser to connect to the engine
  36158. */
  36159. connectToAnalyser(analyser: Analyser): void;
  36160. }
  36161. }
  36162. declare module "babylonjs/Audio/audioSceneComponent" {
  36163. import { Sound } from "babylonjs/Audio/sound";
  36164. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36165. import { Nullable } from "babylonjs/types";
  36166. import { Vector3 } from "babylonjs/Maths/math.vector";
  36167. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36168. import { Scene } from "babylonjs/scene";
  36169. import { AbstractScene } from "babylonjs/abstractScene";
  36170. import "babylonjs/Audio/audioEngine";
  36171. module "babylonjs/abstractScene" {
  36172. interface AbstractScene {
  36173. /**
  36174. * The list of sounds used in the scene.
  36175. */
  36176. sounds: Nullable<Array<Sound>>;
  36177. }
  36178. }
  36179. module "babylonjs/scene" {
  36180. interface Scene {
  36181. /**
  36182. * @hidden
  36183. * Backing field
  36184. */
  36185. _mainSoundTrack: SoundTrack;
  36186. /**
  36187. * The main sound track played by the scene.
  36188. * It cotains your primary collection of sounds.
  36189. */
  36190. mainSoundTrack: SoundTrack;
  36191. /**
  36192. * The list of sound tracks added to the scene
  36193. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36194. */
  36195. soundTracks: Nullable<Array<SoundTrack>>;
  36196. /**
  36197. * Gets a sound using a given name
  36198. * @param name defines the name to search for
  36199. * @return the found sound or null if not found at all.
  36200. */
  36201. getSoundByName(name: string): Nullable<Sound>;
  36202. /**
  36203. * Gets or sets if audio support is enabled
  36204. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36205. */
  36206. audioEnabled: boolean;
  36207. /**
  36208. * Gets or sets if audio will be output to headphones
  36209. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36210. */
  36211. headphone: boolean;
  36212. /**
  36213. * Gets or sets custom audio listener position provider
  36214. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36215. */
  36216. audioListenerPositionProvider: Nullable<() => Vector3>;
  36217. }
  36218. }
  36219. /**
  36220. * Defines the sound scene component responsible to manage any sounds
  36221. * in a given scene.
  36222. */
  36223. export class AudioSceneComponent implements ISceneSerializableComponent {
  36224. /**
  36225. * The component name helpfull to identify the component in the list of scene components.
  36226. */
  36227. readonly name: string;
  36228. /**
  36229. * The scene the component belongs to.
  36230. */
  36231. scene: Scene;
  36232. private _audioEnabled;
  36233. /**
  36234. * Gets whether audio is enabled or not.
  36235. * Please use related enable/disable method to switch state.
  36236. */
  36237. readonly audioEnabled: boolean;
  36238. private _headphone;
  36239. /**
  36240. * Gets whether audio is outputing to headphone or not.
  36241. * Please use the according Switch methods to change output.
  36242. */
  36243. readonly headphone: boolean;
  36244. private _audioListenerPositionProvider;
  36245. /**
  36246. * Gets the current audio listener position provider
  36247. */
  36248. /**
  36249. * Sets a custom listener position for all sounds in the scene
  36250. * By default, this is the position of the first active camera
  36251. */
  36252. audioListenerPositionProvider: Nullable<() => Vector3>;
  36253. /**
  36254. * Creates a new instance of the component for the given scene
  36255. * @param scene Defines the scene to register the component in
  36256. */
  36257. constructor(scene: Scene);
  36258. /**
  36259. * Registers the component in a given scene
  36260. */
  36261. register(): void;
  36262. /**
  36263. * Rebuilds the elements related to this component in case of
  36264. * context lost for instance.
  36265. */
  36266. rebuild(): void;
  36267. /**
  36268. * Serializes the component data to the specified json object
  36269. * @param serializationObject The object to serialize to
  36270. */
  36271. serialize(serializationObject: any): void;
  36272. /**
  36273. * Adds all the elements from the container to the scene
  36274. * @param container the container holding the elements
  36275. */
  36276. addFromContainer(container: AbstractScene): void;
  36277. /**
  36278. * Removes all the elements in the container from the scene
  36279. * @param container contains the elements to remove
  36280. * @param dispose if the removed element should be disposed (default: false)
  36281. */
  36282. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  36283. /**
  36284. * Disposes the component and the associated ressources.
  36285. */
  36286. dispose(): void;
  36287. /**
  36288. * Disables audio in the associated scene.
  36289. */
  36290. disableAudio(): void;
  36291. /**
  36292. * Enables audio in the associated scene.
  36293. */
  36294. enableAudio(): void;
  36295. /**
  36296. * Switch audio to headphone output.
  36297. */
  36298. switchAudioModeForHeadphones(): void;
  36299. /**
  36300. * Switch audio to normal speakers.
  36301. */
  36302. switchAudioModeForNormalSpeakers(): void;
  36303. private _afterRender;
  36304. }
  36305. }
  36306. declare module "babylonjs/Audio/weightedsound" {
  36307. import { Sound } from "babylonjs/Audio/sound";
  36308. /**
  36309. * Wraps one or more Sound objects and selects one with random weight for playback.
  36310. */
  36311. export class WeightedSound {
  36312. /** When true a Sound will be selected and played when the current playing Sound completes. */
  36313. loop: boolean;
  36314. private _coneInnerAngle;
  36315. private _coneOuterAngle;
  36316. private _volume;
  36317. /** A Sound is currently playing. */
  36318. isPlaying: boolean;
  36319. /** A Sound is currently paused. */
  36320. isPaused: boolean;
  36321. private _sounds;
  36322. private _weights;
  36323. private _currentIndex?;
  36324. /**
  36325. * Creates a new WeightedSound from the list of sounds given.
  36326. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  36327. * @param sounds Array of Sounds that will be selected from.
  36328. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  36329. */
  36330. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  36331. /**
  36332. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  36333. */
  36334. /**
  36335. * The size of cone in degress for a directional sound in which there will be no attenuation.
  36336. */
  36337. directionalConeInnerAngle: number;
  36338. /**
  36339. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36340. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36341. */
  36342. /**
  36343. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36344. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36345. */
  36346. directionalConeOuterAngle: number;
  36347. /**
  36348. * Playback volume.
  36349. */
  36350. /**
  36351. * Playback volume.
  36352. */
  36353. volume: number;
  36354. private _onended;
  36355. /**
  36356. * Suspend playback
  36357. */
  36358. pause(): void;
  36359. /**
  36360. * Stop playback
  36361. */
  36362. stop(): void;
  36363. /**
  36364. * Start playback.
  36365. * @param startOffset Position the clip head at a specific time in seconds.
  36366. */
  36367. play(startOffset?: number): void;
  36368. }
  36369. }
  36370. declare module "babylonjs/Audio/index" {
  36371. export * from "babylonjs/Audio/analyser";
  36372. export * from "babylonjs/Audio/audioEngine";
  36373. export * from "babylonjs/Audio/audioSceneComponent";
  36374. export * from "babylonjs/Audio/sound";
  36375. export * from "babylonjs/Audio/soundTrack";
  36376. export * from "babylonjs/Audio/weightedsound";
  36377. }
  36378. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  36379. import { Behavior } from "babylonjs/Behaviors/behavior";
  36380. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36381. import { BackEase } from "babylonjs/Animations/easing";
  36382. /**
  36383. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  36384. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36385. */
  36386. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  36387. /**
  36388. * Gets the name of the behavior.
  36389. */
  36390. readonly name: string;
  36391. /**
  36392. * The easing function used by animations
  36393. */
  36394. static EasingFunction: BackEase;
  36395. /**
  36396. * The easing mode used by animations
  36397. */
  36398. static EasingMode: number;
  36399. /**
  36400. * The duration of the animation, in milliseconds
  36401. */
  36402. transitionDuration: number;
  36403. /**
  36404. * Length of the distance animated by the transition when lower radius is reached
  36405. */
  36406. lowerRadiusTransitionRange: number;
  36407. /**
  36408. * Length of the distance animated by the transition when upper radius is reached
  36409. */
  36410. upperRadiusTransitionRange: number;
  36411. private _autoTransitionRange;
  36412. /**
  36413. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36414. */
  36415. /**
  36416. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36417. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  36418. */
  36419. autoTransitionRange: boolean;
  36420. private _attachedCamera;
  36421. private _onAfterCheckInputsObserver;
  36422. private _onMeshTargetChangedObserver;
  36423. /**
  36424. * Initializes the behavior.
  36425. */
  36426. init(): void;
  36427. /**
  36428. * Attaches the behavior to its arc rotate camera.
  36429. * @param camera Defines the camera to attach the behavior to
  36430. */
  36431. attach(camera: ArcRotateCamera): void;
  36432. /**
  36433. * Detaches the behavior from its current arc rotate camera.
  36434. */
  36435. detach(): void;
  36436. private _radiusIsAnimating;
  36437. private _radiusBounceTransition;
  36438. private _animatables;
  36439. private _cachedWheelPrecision;
  36440. /**
  36441. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  36442. * @param radiusLimit The limit to check against.
  36443. * @return Bool to indicate if at limit.
  36444. */
  36445. private _isRadiusAtLimit;
  36446. /**
  36447. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  36448. * @param radiusDelta The delta by which to animate to. Can be negative.
  36449. */
  36450. private _applyBoundRadiusAnimation;
  36451. /**
  36452. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  36453. */
  36454. protected _clearAnimationLocks(): void;
  36455. /**
  36456. * Stops and removes all animations that have been applied to the camera
  36457. */
  36458. stopAllAnimations(): void;
  36459. }
  36460. }
  36461. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  36462. import { Behavior } from "babylonjs/Behaviors/behavior";
  36463. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36464. import { ExponentialEase } from "babylonjs/Animations/easing";
  36465. import { Nullable } from "babylonjs/types";
  36466. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36467. import { Vector3 } from "babylonjs/Maths/math.vector";
  36468. /**
  36469. * 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.
  36470. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  36471. */
  36472. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  36473. /**
  36474. * Gets the name of the behavior.
  36475. */
  36476. readonly name: string;
  36477. private _mode;
  36478. private _radiusScale;
  36479. private _positionScale;
  36480. private _defaultElevation;
  36481. private _elevationReturnTime;
  36482. private _elevationReturnWaitTime;
  36483. private _zoomStopsAnimation;
  36484. private _framingTime;
  36485. /**
  36486. * The easing function used by animations
  36487. */
  36488. static EasingFunction: ExponentialEase;
  36489. /**
  36490. * The easing mode used by animations
  36491. */
  36492. static EasingMode: number;
  36493. /**
  36494. * Sets the current mode used by the behavior
  36495. */
  36496. /**
  36497. * Gets current mode used by the behavior.
  36498. */
  36499. mode: number;
  36500. /**
  36501. * Sets the scale applied to the radius (1 by default)
  36502. */
  36503. /**
  36504. * Gets the scale applied to the radius
  36505. */
  36506. radiusScale: number;
  36507. /**
  36508. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36509. */
  36510. /**
  36511. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36512. */
  36513. positionScale: number;
  36514. /**
  36515. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36516. * behaviour is triggered, in radians.
  36517. */
  36518. /**
  36519. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36520. * behaviour is triggered, in radians.
  36521. */
  36522. defaultElevation: number;
  36523. /**
  36524. * Sets the time (in milliseconds) taken to return to the default beta position.
  36525. * Negative value indicates camera should not return to default.
  36526. */
  36527. /**
  36528. * Gets the time (in milliseconds) taken to return to the default beta position.
  36529. * Negative value indicates camera should not return to default.
  36530. */
  36531. elevationReturnTime: number;
  36532. /**
  36533. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36534. */
  36535. /**
  36536. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36537. */
  36538. elevationReturnWaitTime: number;
  36539. /**
  36540. * Sets the flag that indicates if user zooming should stop animation.
  36541. */
  36542. /**
  36543. * Gets the flag that indicates if user zooming should stop animation.
  36544. */
  36545. zoomStopsAnimation: boolean;
  36546. /**
  36547. * Sets the transition time when framing the mesh, in milliseconds
  36548. */
  36549. /**
  36550. * Gets the transition time when framing the mesh, in milliseconds
  36551. */
  36552. framingTime: number;
  36553. /**
  36554. * Define if the behavior should automatically change the configured
  36555. * camera limits and sensibilities.
  36556. */
  36557. autoCorrectCameraLimitsAndSensibility: boolean;
  36558. private _onPrePointerObservableObserver;
  36559. private _onAfterCheckInputsObserver;
  36560. private _onMeshTargetChangedObserver;
  36561. private _attachedCamera;
  36562. private _isPointerDown;
  36563. private _lastInteractionTime;
  36564. /**
  36565. * Initializes the behavior.
  36566. */
  36567. init(): void;
  36568. /**
  36569. * Attaches the behavior to its arc rotate camera.
  36570. * @param camera Defines the camera to attach the behavior to
  36571. */
  36572. attach(camera: ArcRotateCamera): void;
  36573. /**
  36574. * Detaches the behavior from its current arc rotate camera.
  36575. */
  36576. detach(): void;
  36577. private _animatables;
  36578. private _betaIsAnimating;
  36579. private _betaTransition;
  36580. private _radiusTransition;
  36581. private _vectorTransition;
  36582. /**
  36583. * Targets the given mesh and updates zoom level accordingly.
  36584. * @param mesh The mesh to target.
  36585. * @param radius Optional. If a cached radius position already exists, overrides default.
  36586. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36587. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36588. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36589. */
  36590. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36591. /**
  36592. * Targets the given mesh with its children and updates zoom level accordingly.
  36593. * @param mesh The mesh to target.
  36594. * @param radius Optional. If a cached radius position already exists, overrides default.
  36595. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36596. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36597. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36598. */
  36599. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36600. /**
  36601. * Targets the given meshes with their children and updates zoom level accordingly.
  36602. * @param meshes The mesh to target.
  36603. * @param radius Optional. If a cached radius position already exists, overrides default.
  36604. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36605. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36606. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36607. */
  36608. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36609. /**
  36610. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  36611. * @param minimumWorld Determines the smaller position of the bounding box extend
  36612. * @param maximumWorld Determines the bigger position of the bounding box extend
  36613. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36614. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36615. */
  36616. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36617. /**
  36618. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  36619. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  36620. * frustum width.
  36621. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  36622. * to fully enclose the mesh in the viewing frustum.
  36623. */
  36624. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  36625. /**
  36626. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  36627. * is automatically returned to its default position (expected to be above ground plane).
  36628. */
  36629. private _maintainCameraAboveGround;
  36630. /**
  36631. * Returns the frustum slope based on the canvas ratio and camera FOV
  36632. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  36633. */
  36634. private _getFrustumSlope;
  36635. /**
  36636. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  36637. */
  36638. private _clearAnimationLocks;
  36639. /**
  36640. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  36641. */
  36642. private _applyUserInteraction;
  36643. /**
  36644. * Stops and removes all animations that have been applied to the camera
  36645. */
  36646. stopAllAnimations(): void;
  36647. /**
  36648. * Gets a value indicating if the user is moving the camera
  36649. */
  36650. readonly isUserIsMoving: boolean;
  36651. /**
  36652. * The camera can move all the way towards the mesh.
  36653. */
  36654. static IgnoreBoundsSizeMode: number;
  36655. /**
  36656. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  36657. */
  36658. static FitFrustumSidesMode: number;
  36659. }
  36660. }
  36661. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  36662. import { Nullable } from "babylonjs/types";
  36663. import { Camera } from "babylonjs/Cameras/camera";
  36664. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36665. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36666. /**
  36667. * Base class for Camera Pointer Inputs.
  36668. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  36669. * for example usage.
  36670. */
  36671. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  36672. /**
  36673. * Defines the camera the input is attached to.
  36674. */
  36675. abstract camera: Camera;
  36676. /**
  36677. * Whether keyboard modifier keys are pressed at time of last mouse event.
  36678. */
  36679. protected _altKey: boolean;
  36680. protected _ctrlKey: boolean;
  36681. protected _metaKey: boolean;
  36682. protected _shiftKey: boolean;
  36683. /**
  36684. * Which mouse buttons were pressed at time of last mouse event.
  36685. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  36686. */
  36687. protected _buttonsPressed: number;
  36688. /**
  36689. * Defines the buttons associated with the input to handle camera move.
  36690. */
  36691. buttons: number[];
  36692. /**
  36693. * Attach the input controls to a specific dom element to get the input from.
  36694. * @param element Defines the element the controls should be listened from
  36695. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36696. */
  36697. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36698. /**
  36699. * Detach the current controls from the specified dom element.
  36700. * @param element Defines the element to stop listening the inputs from
  36701. */
  36702. detachControl(element: Nullable<HTMLElement>): void;
  36703. /**
  36704. * Gets the class name of the current input.
  36705. * @returns the class name
  36706. */
  36707. getClassName(): string;
  36708. /**
  36709. * Get the friendly name associated with the input class.
  36710. * @returns the input friendly name
  36711. */
  36712. getSimpleName(): string;
  36713. /**
  36714. * Called on pointer POINTERDOUBLETAP event.
  36715. * Override this method to provide functionality on POINTERDOUBLETAP event.
  36716. */
  36717. protected onDoubleTap(type: string): void;
  36718. /**
  36719. * Called on pointer POINTERMOVE event if only a single touch is active.
  36720. * Override this method to provide functionality.
  36721. */
  36722. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36723. /**
  36724. * Called on pointer POINTERMOVE event if multiple touches are active.
  36725. * Override this method to provide functionality.
  36726. */
  36727. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36728. /**
  36729. * Called on JS contextmenu event.
  36730. * Override this method to provide functionality.
  36731. */
  36732. protected onContextMenu(evt: PointerEvent): void;
  36733. /**
  36734. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36735. * press.
  36736. * Override this method to provide functionality.
  36737. */
  36738. protected onButtonDown(evt: PointerEvent): void;
  36739. /**
  36740. * Called each time a new POINTERUP event occurs. Ie, for each button
  36741. * release.
  36742. * Override this method to provide functionality.
  36743. */
  36744. protected onButtonUp(evt: PointerEvent): void;
  36745. /**
  36746. * Called when window becomes inactive.
  36747. * Override this method to provide functionality.
  36748. */
  36749. protected onLostFocus(): void;
  36750. private _pointerInput;
  36751. private _observer;
  36752. private _onLostFocus;
  36753. private pointA;
  36754. private pointB;
  36755. }
  36756. }
  36757. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  36758. import { Nullable } from "babylonjs/types";
  36759. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36760. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  36761. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36762. /**
  36763. * Manage the pointers inputs to control an arc rotate camera.
  36764. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36765. */
  36766. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  36767. /**
  36768. * Defines the camera the input is attached to.
  36769. */
  36770. camera: ArcRotateCamera;
  36771. /**
  36772. * Gets the class name of the current input.
  36773. * @returns the class name
  36774. */
  36775. getClassName(): string;
  36776. /**
  36777. * Defines the buttons associated with the input to handle camera move.
  36778. */
  36779. buttons: number[];
  36780. /**
  36781. * Defines the pointer angular sensibility along the X axis or how fast is
  36782. * the camera rotating.
  36783. */
  36784. angularSensibilityX: number;
  36785. /**
  36786. * Defines the pointer angular sensibility along the Y axis or how fast is
  36787. * the camera rotating.
  36788. */
  36789. angularSensibilityY: number;
  36790. /**
  36791. * Defines the pointer pinch precision or how fast is the camera zooming.
  36792. */
  36793. pinchPrecision: number;
  36794. /**
  36795. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  36796. * from 0.
  36797. * It defines the percentage of current camera.radius to use as delta when
  36798. * pinch zoom is used.
  36799. */
  36800. pinchDeltaPercentage: number;
  36801. /**
  36802. * Defines the pointer panning sensibility or how fast is the camera moving.
  36803. */
  36804. panningSensibility: number;
  36805. /**
  36806. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  36807. */
  36808. multiTouchPanning: boolean;
  36809. /**
  36810. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  36811. * zoom (pinch) through multitouch.
  36812. */
  36813. multiTouchPanAndZoom: boolean;
  36814. /**
  36815. * Revers pinch action direction.
  36816. */
  36817. pinchInwards: boolean;
  36818. private _isPanClick;
  36819. private _twoFingerActivityCount;
  36820. private _isPinching;
  36821. /**
  36822. * Called on pointer POINTERMOVE event if only a single touch is active.
  36823. */
  36824. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36825. /**
  36826. * Called on pointer POINTERDOUBLETAP event.
  36827. */
  36828. protected onDoubleTap(type: string): void;
  36829. /**
  36830. * Called on pointer POINTERMOVE event if multiple touches are active.
  36831. */
  36832. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36833. /**
  36834. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36835. * press.
  36836. */
  36837. protected onButtonDown(evt: PointerEvent): void;
  36838. /**
  36839. * Called each time a new POINTERUP event occurs. Ie, for each button
  36840. * release.
  36841. */
  36842. protected onButtonUp(evt: PointerEvent): void;
  36843. /**
  36844. * Called when window becomes inactive.
  36845. */
  36846. protected onLostFocus(): void;
  36847. }
  36848. }
  36849. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  36850. import { Nullable } from "babylonjs/types";
  36851. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36852. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36853. /**
  36854. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  36855. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36856. */
  36857. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  36858. /**
  36859. * Defines the camera the input is attached to.
  36860. */
  36861. camera: ArcRotateCamera;
  36862. /**
  36863. * Defines the list of key codes associated with the up action (increase alpha)
  36864. */
  36865. keysUp: number[];
  36866. /**
  36867. * Defines the list of key codes associated with the down action (decrease alpha)
  36868. */
  36869. keysDown: number[];
  36870. /**
  36871. * Defines the list of key codes associated with the left action (increase beta)
  36872. */
  36873. keysLeft: number[];
  36874. /**
  36875. * Defines the list of key codes associated with the right action (decrease beta)
  36876. */
  36877. keysRight: number[];
  36878. /**
  36879. * Defines the list of key codes associated with the reset action.
  36880. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  36881. */
  36882. keysReset: number[];
  36883. /**
  36884. * Defines the panning sensibility of the inputs.
  36885. * (How fast is the camera paning)
  36886. */
  36887. panningSensibility: number;
  36888. /**
  36889. * Defines the zooming sensibility of the inputs.
  36890. * (How fast is the camera zooming)
  36891. */
  36892. zoomingSensibility: number;
  36893. /**
  36894. * Defines wether maintaining the alt key down switch the movement mode from
  36895. * orientation to zoom.
  36896. */
  36897. useAltToZoom: boolean;
  36898. /**
  36899. * Rotation speed of the camera
  36900. */
  36901. angularSpeed: number;
  36902. private _keys;
  36903. private _ctrlPressed;
  36904. private _altPressed;
  36905. private _onCanvasBlurObserver;
  36906. private _onKeyboardObserver;
  36907. private _engine;
  36908. private _scene;
  36909. /**
  36910. * Attach the input controls to a specific dom element to get the input from.
  36911. * @param element Defines the element the controls should be listened from
  36912. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36913. */
  36914. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36915. /**
  36916. * Detach the current controls from the specified dom element.
  36917. * @param element Defines the element to stop listening the inputs from
  36918. */
  36919. detachControl(element: Nullable<HTMLElement>): void;
  36920. /**
  36921. * Update the current camera state depending on the inputs that have been used this frame.
  36922. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  36923. */
  36924. checkInputs(): void;
  36925. /**
  36926. * Gets the class name of the current intput.
  36927. * @returns the class name
  36928. */
  36929. getClassName(): string;
  36930. /**
  36931. * Get the friendly name associated with the input class.
  36932. * @returns the input friendly name
  36933. */
  36934. getSimpleName(): string;
  36935. }
  36936. }
  36937. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  36938. import { Nullable } from "babylonjs/types";
  36939. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36940. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36941. /**
  36942. * Manage the mouse wheel inputs to control an arc rotate camera.
  36943. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36944. */
  36945. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  36946. /**
  36947. * Defines the camera the input is attached to.
  36948. */
  36949. camera: ArcRotateCamera;
  36950. /**
  36951. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  36952. */
  36953. wheelPrecision: number;
  36954. /**
  36955. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  36956. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  36957. */
  36958. wheelDeltaPercentage: number;
  36959. private _wheel;
  36960. private _observer;
  36961. private computeDeltaFromMouseWheelLegacyEvent;
  36962. /**
  36963. * Attach the input controls to a specific dom element to get the input from.
  36964. * @param element Defines the element the controls should be listened from
  36965. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36966. */
  36967. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36968. /**
  36969. * Detach the current controls from the specified dom element.
  36970. * @param element Defines the element to stop listening the inputs from
  36971. */
  36972. detachControl(element: Nullable<HTMLElement>): void;
  36973. /**
  36974. * Gets the class name of the current intput.
  36975. * @returns the class name
  36976. */
  36977. getClassName(): string;
  36978. /**
  36979. * Get the friendly name associated with the input class.
  36980. * @returns the input friendly name
  36981. */
  36982. getSimpleName(): string;
  36983. }
  36984. }
  36985. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  36986. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36987. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  36988. /**
  36989. * Default Inputs manager for the ArcRotateCamera.
  36990. * It groups all the default supported inputs for ease of use.
  36991. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36992. */
  36993. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  36994. /**
  36995. * Instantiates a new ArcRotateCameraInputsManager.
  36996. * @param camera Defines the camera the inputs belong to
  36997. */
  36998. constructor(camera: ArcRotateCamera);
  36999. /**
  37000. * Add mouse wheel input support to the input manager.
  37001. * @returns the current input manager
  37002. */
  37003. addMouseWheel(): ArcRotateCameraInputsManager;
  37004. /**
  37005. * Add pointers input support to the input manager.
  37006. * @returns the current input manager
  37007. */
  37008. addPointers(): ArcRotateCameraInputsManager;
  37009. /**
  37010. * Add keyboard input support to the input manager.
  37011. * @returns the current input manager
  37012. */
  37013. addKeyboard(): ArcRotateCameraInputsManager;
  37014. }
  37015. }
  37016. declare module "babylonjs/Cameras/arcRotateCamera" {
  37017. import { Observable } from "babylonjs/Misc/observable";
  37018. import { Nullable } from "babylonjs/types";
  37019. import { Scene } from "babylonjs/scene";
  37020. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  37021. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37022. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37023. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37024. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  37025. import { Camera } from "babylonjs/Cameras/camera";
  37026. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  37027. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  37028. import { Collider } from "babylonjs/Collisions/collider";
  37029. /**
  37030. * This represents an orbital type of camera.
  37031. *
  37032. * 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.
  37033. * 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.
  37034. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  37035. */
  37036. export class ArcRotateCamera extends TargetCamera {
  37037. /**
  37038. * Defines the rotation angle of the camera along the longitudinal axis.
  37039. */
  37040. alpha: number;
  37041. /**
  37042. * Defines the rotation angle of the camera along the latitudinal axis.
  37043. */
  37044. beta: number;
  37045. /**
  37046. * Defines the radius of the camera from it s target point.
  37047. */
  37048. radius: number;
  37049. protected _target: Vector3;
  37050. protected _targetHost: Nullable<AbstractMesh>;
  37051. /**
  37052. * Defines the target point of the camera.
  37053. * The camera looks towards it form the radius distance.
  37054. */
  37055. target: Vector3;
  37056. /**
  37057. * Define the current local position of the camera in the scene
  37058. */
  37059. position: Vector3;
  37060. protected _upVector: Vector3;
  37061. protected _upToYMatrix: Matrix;
  37062. protected _YToUpMatrix: Matrix;
  37063. /**
  37064. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37065. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37066. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37067. */
  37068. upVector: Vector3;
  37069. /**
  37070. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37071. */
  37072. setMatUp(): void;
  37073. /**
  37074. * Current inertia value on the longitudinal axis.
  37075. * The bigger this number the longer it will take for the camera to stop.
  37076. */
  37077. inertialAlphaOffset: number;
  37078. /**
  37079. * Current inertia value on the latitudinal axis.
  37080. * The bigger this number the longer it will take for the camera to stop.
  37081. */
  37082. inertialBetaOffset: number;
  37083. /**
  37084. * Current inertia value on the radius axis.
  37085. * The bigger this number the longer it will take for the camera to stop.
  37086. */
  37087. inertialRadiusOffset: number;
  37088. /**
  37089. * Minimum allowed angle on the longitudinal axis.
  37090. * This can help limiting how the Camera is able to move in the scene.
  37091. */
  37092. lowerAlphaLimit: Nullable<number>;
  37093. /**
  37094. * Maximum allowed angle on the longitudinal axis.
  37095. * This can help limiting how the Camera is able to move in the scene.
  37096. */
  37097. upperAlphaLimit: Nullable<number>;
  37098. /**
  37099. * Minimum allowed angle on the latitudinal axis.
  37100. * This can help limiting how the Camera is able to move in the scene.
  37101. */
  37102. lowerBetaLimit: number;
  37103. /**
  37104. * Maximum allowed angle on the latitudinal axis.
  37105. * This can help limiting how the Camera is able to move in the scene.
  37106. */
  37107. upperBetaLimit: number;
  37108. /**
  37109. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37110. * This can help limiting how the Camera is able to move in the scene.
  37111. */
  37112. lowerRadiusLimit: Nullable<number>;
  37113. /**
  37114. * Maximum allowed distance of the camera to the target (The camera can not get further).
  37115. * This can help limiting how the Camera is able to move in the scene.
  37116. */
  37117. upperRadiusLimit: Nullable<number>;
  37118. /**
  37119. * Defines the current inertia value used during panning of the camera along the X axis.
  37120. */
  37121. inertialPanningX: number;
  37122. /**
  37123. * Defines the current inertia value used during panning of the camera along the Y axis.
  37124. */
  37125. inertialPanningY: number;
  37126. /**
  37127. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37128. * Basically if your fingers moves away from more than this distance you will be considered
  37129. * in pinch mode.
  37130. */
  37131. pinchToPanMaxDistance: number;
  37132. /**
  37133. * Defines the maximum distance the camera can pan.
  37134. * This could help keeping the cammera always in your scene.
  37135. */
  37136. panningDistanceLimit: Nullable<number>;
  37137. /**
  37138. * Defines the target of the camera before paning.
  37139. */
  37140. panningOriginTarget: Vector3;
  37141. /**
  37142. * Defines the value of the inertia used during panning.
  37143. * 0 would mean stop inertia and one would mean no decelleration at all.
  37144. */
  37145. panningInertia: number;
  37146. /**
  37147. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  37148. */
  37149. angularSensibilityX: number;
  37150. /**
  37151. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  37152. */
  37153. angularSensibilityY: number;
  37154. /**
  37155. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  37156. */
  37157. pinchPrecision: number;
  37158. /**
  37159. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  37160. * It will be used instead of pinchDeltaPrecision if different from 0.
  37161. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37162. */
  37163. pinchDeltaPercentage: number;
  37164. /**
  37165. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  37166. */
  37167. panningSensibility: number;
  37168. /**
  37169. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37170. */
  37171. keysUp: number[];
  37172. /**
  37173. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37174. */
  37175. keysDown: number[];
  37176. /**
  37177. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37178. */
  37179. keysLeft: number[];
  37180. /**
  37181. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37182. */
  37183. keysRight: number[];
  37184. /**
  37185. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37186. */
  37187. wheelPrecision: number;
  37188. /**
  37189. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37190. * It will be used instead of pinchDeltaPrecision if different from 0.
  37191. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37192. */
  37193. wheelDeltaPercentage: number;
  37194. /**
  37195. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37196. */
  37197. zoomOnFactor: number;
  37198. /**
  37199. * Defines a screen offset for the camera position.
  37200. */
  37201. targetScreenOffset: Vector2;
  37202. /**
  37203. * Allows the camera to be completely reversed.
  37204. * If false the camera can not arrive upside down.
  37205. */
  37206. allowUpsideDown: boolean;
  37207. /**
  37208. * Define if double tap/click is used to restore the previously saved state of the camera.
  37209. */
  37210. useInputToRestoreState: boolean;
  37211. /** @hidden */
  37212. _viewMatrix: Matrix;
  37213. /** @hidden */
  37214. _useCtrlForPanning: boolean;
  37215. /** @hidden */
  37216. _panningMouseButton: number;
  37217. /**
  37218. * Defines the input associated to the camera.
  37219. */
  37220. inputs: ArcRotateCameraInputsManager;
  37221. /** @hidden */
  37222. _reset: () => void;
  37223. /**
  37224. * Defines the allowed panning axis.
  37225. */
  37226. panningAxis: Vector3;
  37227. protected _localDirection: Vector3;
  37228. protected _transformedDirection: Vector3;
  37229. private _bouncingBehavior;
  37230. /**
  37231. * Gets the bouncing behavior of the camera if it has been enabled.
  37232. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37233. */
  37234. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37235. /**
  37236. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37237. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37238. */
  37239. useBouncingBehavior: boolean;
  37240. private _framingBehavior;
  37241. /**
  37242. * Gets the framing behavior of the camera if it has been enabled.
  37243. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37244. */
  37245. readonly framingBehavior: Nullable<FramingBehavior>;
  37246. /**
  37247. * Defines if the framing behavior of the camera is enabled on the camera.
  37248. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37249. */
  37250. useFramingBehavior: boolean;
  37251. private _autoRotationBehavior;
  37252. /**
  37253. * Gets the auto rotation behavior of the camera if it has been enabled.
  37254. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37255. */
  37256. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  37257. /**
  37258. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  37259. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37260. */
  37261. useAutoRotationBehavior: boolean;
  37262. /**
  37263. * Observable triggered when the mesh target has been changed on the camera.
  37264. */
  37265. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  37266. /**
  37267. * Event raised when the camera is colliding with a mesh.
  37268. */
  37269. onCollide: (collidedMesh: AbstractMesh) => void;
  37270. /**
  37271. * Defines whether the camera should check collision with the objects oh the scene.
  37272. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  37273. */
  37274. checkCollisions: boolean;
  37275. /**
  37276. * Defines the collision radius of the camera.
  37277. * This simulates a sphere around the camera.
  37278. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37279. */
  37280. collisionRadius: Vector3;
  37281. protected _collider: Collider;
  37282. protected _previousPosition: Vector3;
  37283. protected _collisionVelocity: Vector3;
  37284. protected _newPosition: Vector3;
  37285. protected _previousAlpha: number;
  37286. protected _previousBeta: number;
  37287. protected _previousRadius: number;
  37288. protected _collisionTriggered: boolean;
  37289. protected _targetBoundingCenter: Nullable<Vector3>;
  37290. private _computationVector;
  37291. /**
  37292. * Instantiates a new ArcRotateCamera in a given scene
  37293. * @param name Defines the name of the camera
  37294. * @param alpha Defines the camera rotation along the logitudinal axis
  37295. * @param beta Defines the camera rotation along the latitudinal axis
  37296. * @param radius Defines the camera distance from its target
  37297. * @param target Defines the camera target
  37298. * @param scene Defines the scene the camera belongs to
  37299. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  37300. */
  37301. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37302. /** @hidden */
  37303. _initCache(): void;
  37304. /** @hidden */
  37305. _updateCache(ignoreParentClass?: boolean): void;
  37306. protected _getTargetPosition(): Vector3;
  37307. private _storedAlpha;
  37308. private _storedBeta;
  37309. private _storedRadius;
  37310. private _storedTarget;
  37311. /**
  37312. * Stores the current state of the camera (alpha, beta, radius and target)
  37313. * @returns the camera itself
  37314. */
  37315. storeState(): Camera;
  37316. /**
  37317. * @hidden
  37318. * Restored camera state. You must call storeState() first
  37319. */
  37320. _restoreStateValues(): boolean;
  37321. /** @hidden */
  37322. _isSynchronizedViewMatrix(): boolean;
  37323. /**
  37324. * Attached controls to the current camera.
  37325. * @param element Defines the element the controls should be listened from
  37326. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37327. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  37328. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  37329. */
  37330. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  37331. /**
  37332. * Detach the current controls from the camera.
  37333. * The camera will stop reacting to inputs.
  37334. * @param element Defines the element to stop listening the inputs from
  37335. */
  37336. detachControl(element: HTMLElement): void;
  37337. /** @hidden */
  37338. _checkInputs(): void;
  37339. protected _checkLimits(): void;
  37340. /**
  37341. * Rebuilds angles (alpha, beta) and radius from the give position and target
  37342. */
  37343. rebuildAnglesAndRadius(): void;
  37344. /**
  37345. * Use a position to define the current camera related information like aplha, beta and radius
  37346. * @param position Defines the position to set the camera at
  37347. */
  37348. setPosition(position: Vector3): void;
  37349. /**
  37350. * Defines the target the camera should look at.
  37351. * This will automatically adapt alpha beta and radius to fit within the new target.
  37352. * @param target Defines the new target as a Vector or a mesh
  37353. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  37354. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  37355. */
  37356. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  37357. /** @hidden */
  37358. _getViewMatrix(): Matrix;
  37359. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  37360. /**
  37361. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  37362. * @param meshes Defines the mesh to zoom on
  37363. * @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)
  37364. */
  37365. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  37366. /**
  37367. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  37368. * The target will be changed but the radius
  37369. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  37370. * @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)
  37371. */
  37372. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  37373. min: Vector3;
  37374. max: Vector3;
  37375. distance: number;
  37376. }, doNotUpdateMaxZ?: boolean): void;
  37377. /**
  37378. * @override
  37379. * Override Camera.createRigCamera
  37380. */
  37381. createRigCamera(name: string, cameraIndex: number): Camera;
  37382. /**
  37383. * @hidden
  37384. * @override
  37385. * Override Camera._updateRigCameras
  37386. */
  37387. _updateRigCameras(): void;
  37388. /**
  37389. * Destroy the camera and release the current resources hold by it.
  37390. */
  37391. dispose(): void;
  37392. /**
  37393. * Gets the current object class name.
  37394. * @return the class name
  37395. */
  37396. getClassName(): string;
  37397. }
  37398. }
  37399. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  37400. import { Behavior } from "babylonjs/Behaviors/behavior";
  37401. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37402. /**
  37403. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  37404. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37405. */
  37406. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  37407. /**
  37408. * Gets the name of the behavior.
  37409. */
  37410. readonly name: string;
  37411. private _zoomStopsAnimation;
  37412. private _idleRotationSpeed;
  37413. private _idleRotationWaitTime;
  37414. private _idleRotationSpinupTime;
  37415. /**
  37416. * Sets the flag that indicates if user zooming should stop animation.
  37417. */
  37418. /**
  37419. * Gets the flag that indicates if user zooming should stop animation.
  37420. */
  37421. zoomStopsAnimation: boolean;
  37422. /**
  37423. * Sets the default speed at which the camera rotates around the model.
  37424. */
  37425. /**
  37426. * Gets the default speed at which the camera rotates around the model.
  37427. */
  37428. idleRotationSpeed: number;
  37429. /**
  37430. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  37431. */
  37432. /**
  37433. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  37434. */
  37435. idleRotationWaitTime: number;
  37436. /**
  37437. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37438. */
  37439. /**
  37440. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37441. */
  37442. idleRotationSpinupTime: number;
  37443. /**
  37444. * Gets a value indicating if the camera is currently rotating because of this behavior
  37445. */
  37446. readonly rotationInProgress: boolean;
  37447. private _onPrePointerObservableObserver;
  37448. private _onAfterCheckInputsObserver;
  37449. private _attachedCamera;
  37450. private _isPointerDown;
  37451. private _lastFrameTime;
  37452. private _lastInteractionTime;
  37453. private _cameraRotationSpeed;
  37454. /**
  37455. * Initializes the behavior.
  37456. */
  37457. init(): void;
  37458. /**
  37459. * Attaches the behavior to its arc rotate camera.
  37460. * @param camera Defines the camera to attach the behavior to
  37461. */
  37462. attach(camera: ArcRotateCamera): void;
  37463. /**
  37464. * Detaches the behavior from its current arc rotate camera.
  37465. */
  37466. detach(): void;
  37467. /**
  37468. * Returns true if user is scrolling.
  37469. * @return true if user is scrolling.
  37470. */
  37471. private _userIsZooming;
  37472. private _lastFrameRadius;
  37473. private _shouldAnimationStopForInteraction;
  37474. /**
  37475. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37476. */
  37477. private _applyUserInteraction;
  37478. private _userIsMoving;
  37479. }
  37480. }
  37481. declare module "babylonjs/Behaviors/Cameras/index" {
  37482. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37483. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37484. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  37485. }
  37486. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  37487. import { Mesh } from "babylonjs/Meshes/mesh";
  37488. import { TransformNode } from "babylonjs/Meshes/transformNode";
  37489. import { Behavior } from "babylonjs/Behaviors/behavior";
  37490. /**
  37491. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  37492. */
  37493. export class AttachToBoxBehavior implements Behavior<Mesh> {
  37494. private ui;
  37495. /**
  37496. * The name of the behavior
  37497. */
  37498. name: string;
  37499. /**
  37500. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  37501. */
  37502. distanceAwayFromFace: number;
  37503. /**
  37504. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  37505. */
  37506. distanceAwayFromBottomOfFace: number;
  37507. private _faceVectors;
  37508. private _target;
  37509. private _scene;
  37510. private _onRenderObserver;
  37511. private _tmpMatrix;
  37512. private _tmpVector;
  37513. /**
  37514. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  37515. * @param ui The transform node that should be attched to the mesh
  37516. */
  37517. constructor(ui: TransformNode);
  37518. /**
  37519. * Initializes the behavior
  37520. */
  37521. init(): void;
  37522. private _closestFace;
  37523. private _zeroVector;
  37524. private _lookAtTmpMatrix;
  37525. private _lookAtToRef;
  37526. /**
  37527. * Attaches the AttachToBoxBehavior to the passed in mesh
  37528. * @param target The mesh that the specified node will be attached to
  37529. */
  37530. attach(target: Mesh): void;
  37531. /**
  37532. * Detaches the behavior from the mesh
  37533. */
  37534. detach(): void;
  37535. }
  37536. }
  37537. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  37538. import { Behavior } from "babylonjs/Behaviors/behavior";
  37539. import { Mesh } from "babylonjs/Meshes/mesh";
  37540. /**
  37541. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  37542. */
  37543. export class FadeInOutBehavior implements Behavior<Mesh> {
  37544. /**
  37545. * Time in milliseconds to delay before fading in (Default: 0)
  37546. */
  37547. delay: number;
  37548. /**
  37549. * Time in milliseconds for the mesh to fade in (Default: 300)
  37550. */
  37551. fadeInTime: number;
  37552. private _millisecondsPerFrame;
  37553. private _hovered;
  37554. private _hoverValue;
  37555. private _ownerNode;
  37556. /**
  37557. * Instatiates the FadeInOutBehavior
  37558. */
  37559. constructor();
  37560. /**
  37561. * The name of the behavior
  37562. */
  37563. readonly name: string;
  37564. /**
  37565. * Initializes the behavior
  37566. */
  37567. init(): void;
  37568. /**
  37569. * Attaches the fade behavior on the passed in mesh
  37570. * @param ownerNode The mesh that will be faded in/out once attached
  37571. */
  37572. attach(ownerNode: Mesh): void;
  37573. /**
  37574. * Detaches the behavior from the mesh
  37575. */
  37576. detach(): void;
  37577. /**
  37578. * Triggers the mesh to begin fading in or out
  37579. * @param value if the object should fade in or out (true to fade in)
  37580. */
  37581. fadeIn(value: boolean): void;
  37582. private _update;
  37583. private _setAllVisibility;
  37584. }
  37585. }
  37586. declare module "babylonjs/Misc/pivotTools" {
  37587. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37588. /**
  37589. * Class containing a set of static utilities functions for managing Pivots
  37590. * @hidden
  37591. */
  37592. export class PivotTools {
  37593. private static _PivotCached;
  37594. private static _OldPivotPoint;
  37595. private static _PivotTranslation;
  37596. private static _PivotTmpVector;
  37597. /** @hidden */
  37598. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  37599. /** @hidden */
  37600. static _RestorePivotPoint(mesh: AbstractMesh): void;
  37601. }
  37602. }
  37603. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  37604. import { Scene } from "babylonjs/scene";
  37605. import { Vector4 } from "babylonjs/Maths/math.vector";
  37606. import { Mesh } from "babylonjs/Meshes/mesh";
  37607. import { Nullable } from "babylonjs/types";
  37608. import { Plane } from "babylonjs/Maths/math.plane";
  37609. /**
  37610. * Class containing static functions to help procedurally build meshes
  37611. */
  37612. export class PlaneBuilder {
  37613. /**
  37614. * Creates a plane mesh
  37615. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  37616. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  37617. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  37618. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37619. * * If you create a double-sided mesh, you can choose what parts of 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
  37620. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  37621. * @param name defines the name of the mesh
  37622. * @param options defines the options used to create the mesh
  37623. * @param scene defines the hosting scene
  37624. * @returns the plane mesh
  37625. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  37626. */
  37627. static CreatePlane(name: string, options: {
  37628. size?: number;
  37629. width?: number;
  37630. height?: number;
  37631. sideOrientation?: number;
  37632. frontUVs?: Vector4;
  37633. backUVs?: Vector4;
  37634. updatable?: boolean;
  37635. sourcePlane?: Plane;
  37636. }, scene?: Nullable<Scene>): Mesh;
  37637. }
  37638. }
  37639. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  37640. import { Behavior } from "babylonjs/Behaviors/behavior";
  37641. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37642. import { Observable } from "babylonjs/Misc/observable";
  37643. import { Vector3 } from "babylonjs/Maths/math.vector";
  37644. import { Ray } from "babylonjs/Culling/ray";
  37645. import "babylonjs/Meshes/Builders/planeBuilder";
  37646. /**
  37647. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  37648. */
  37649. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  37650. private static _AnyMouseID;
  37651. /**
  37652. * Abstract mesh the behavior is set on
  37653. */
  37654. attachedNode: AbstractMesh;
  37655. private _dragPlane;
  37656. private _scene;
  37657. private _pointerObserver;
  37658. private _beforeRenderObserver;
  37659. private static _planeScene;
  37660. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  37661. /**
  37662. * 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)
  37663. */
  37664. maxDragAngle: number;
  37665. /**
  37666. * @hidden
  37667. */
  37668. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  37669. /**
  37670. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37671. */
  37672. currentDraggingPointerID: number;
  37673. /**
  37674. * The last position where the pointer hit the drag plane in world space
  37675. */
  37676. lastDragPosition: Vector3;
  37677. /**
  37678. * If the behavior is currently in a dragging state
  37679. */
  37680. dragging: boolean;
  37681. /**
  37682. * 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)
  37683. */
  37684. dragDeltaRatio: number;
  37685. /**
  37686. * If the drag plane orientation should be updated during the dragging (Default: true)
  37687. */
  37688. updateDragPlane: boolean;
  37689. private _debugMode;
  37690. private _moving;
  37691. /**
  37692. * Fires each time the attached mesh is dragged with the pointer
  37693. * * delta between last drag position and current drag position in world space
  37694. * * dragDistance along the drag axis
  37695. * * dragPlaneNormal normal of the current drag plane used during the drag
  37696. * * dragPlanePoint in world space where the drag intersects the drag plane
  37697. */
  37698. onDragObservable: Observable<{
  37699. delta: Vector3;
  37700. dragPlanePoint: Vector3;
  37701. dragPlaneNormal: Vector3;
  37702. dragDistance: number;
  37703. pointerId: number;
  37704. }>;
  37705. /**
  37706. * Fires each time a drag begins (eg. mouse down on mesh)
  37707. */
  37708. onDragStartObservable: Observable<{
  37709. dragPlanePoint: Vector3;
  37710. pointerId: number;
  37711. }>;
  37712. /**
  37713. * Fires each time a drag ends (eg. mouse release after drag)
  37714. */
  37715. onDragEndObservable: Observable<{
  37716. dragPlanePoint: Vector3;
  37717. pointerId: number;
  37718. }>;
  37719. /**
  37720. * If the attached mesh should be moved when dragged
  37721. */
  37722. moveAttached: boolean;
  37723. /**
  37724. * If the drag behavior will react to drag events (Default: true)
  37725. */
  37726. enabled: boolean;
  37727. /**
  37728. * If pointer events should start and release the drag (Default: true)
  37729. */
  37730. startAndReleaseDragOnPointerEvents: boolean;
  37731. /**
  37732. * If camera controls should be detached during the drag
  37733. */
  37734. detachCameraControls: boolean;
  37735. /**
  37736. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  37737. */
  37738. useObjectOrienationForDragging: boolean;
  37739. private _options;
  37740. /**
  37741. * Creates a pointer drag behavior that can be attached to a mesh
  37742. * @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)
  37743. */
  37744. constructor(options?: {
  37745. dragAxis?: Vector3;
  37746. dragPlaneNormal?: Vector3;
  37747. });
  37748. /**
  37749. * Predicate to determine if it is valid to move the object to a new position when it is moved
  37750. */
  37751. validateDrag: (targetPosition: Vector3) => boolean;
  37752. /**
  37753. * The name of the behavior
  37754. */
  37755. readonly name: string;
  37756. /**
  37757. * Initializes the behavior
  37758. */
  37759. init(): void;
  37760. private _tmpVector;
  37761. private _alternatePickedPoint;
  37762. private _worldDragAxis;
  37763. private _targetPosition;
  37764. private _attachedElement;
  37765. /**
  37766. * Attaches the drag behavior the passed in mesh
  37767. * @param ownerNode The mesh that will be dragged around once attached
  37768. */
  37769. attach(ownerNode: AbstractMesh): void;
  37770. /**
  37771. * Force relase the drag action by code.
  37772. */
  37773. releaseDrag(): void;
  37774. private _startDragRay;
  37775. private _lastPointerRay;
  37776. /**
  37777. * Simulates the start of a pointer drag event on the behavior
  37778. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  37779. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  37780. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  37781. */
  37782. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  37783. private _startDrag;
  37784. private _dragDelta;
  37785. private _moveDrag;
  37786. private _pickWithRayOnDragPlane;
  37787. private _pointA;
  37788. private _pointB;
  37789. private _pointC;
  37790. private _lineA;
  37791. private _lineB;
  37792. private _localAxis;
  37793. private _lookAt;
  37794. private _updateDragPlanePosition;
  37795. /**
  37796. * Detaches the behavior from the mesh
  37797. */
  37798. detach(): void;
  37799. }
  37800. }
  37801. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  37802. import { Mesh } from "babylonjs/Meshes/mesh";
  37803. import { Behavior } from "babylonjs/Behaviors/behavior";
  37804. /**
  37805. * A behavior that when attached to a mesh will allow the mesh to be scaled
  37806. */
  37807. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  37808. private _dragBehaviorA;
  37809. private _dragBehaviorB;
  37810. private _startDistance;
  37811. private _initialScale;
  37812. private _targetScale;
  37813. private _ownerNode;
  37814. private _sceneRenderObserver;
  37815. /**
  37816. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  37817. */
  37818. constructor();
  37819. /**
  37820. * The name of the behavior
  37821. */
  37822. readonly name: string;
  37823. /**
  37824. * Initializes the behavior
  37825. */
  37826. init(): void;
  37827. private _getCurrentDistance;
  37828. /**
  37829. * Attaches the scale behavior the passed in mesh
  37830. * @param ownerNode The mesh that will be scaled around once attached
  37831. */
  37832. attach(ownerNode: Mesh): void;
  37833. /**
  37834. * Detaches the behavior from the mesh
  37835. */
  37836. detach(): void;
  37837. }
  37838. }
  37839. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  37840. import { Behavior } from "babylonjs/Behaviors/behavior";
  37841. import { Mesh } from "babylonjs/Meshes/mesh";
  37842. import { Observable } from "babylonjs/Misc/observable";
  37843. /**
  37844. * 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
  37845. */
  37846. export class SixDofDragBehavior implements Behavior<Mesh> {
  37847. private static _virtualScene;
  37848. private _ownerNode;
  37849. private _sceneRenderObserver;
  37850. private _scene;
  37851. private _targetPosition;
  37852. private _virtualOriginMesh;
  37853. private _virtualDragMesh;
  37854. private _pointerObserver;
  37855. private _moving;
  37856. private _startingOrientation;
  37857. /**
  37858. * 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)
  37859. */
  37860. private zDragFactor;
  37861. /**
  37862. * If the object should rotate to face the drag origin
  37863. */
  37864. rotateDraggedObject: boolean;
  37865. /**
  37866. * If the behavior is currently in a dragging state
  37867. */
  37868. dragging: boolean;
  37869. /**
  37870. * 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)
  37871. */
  37872. dragDeltaRatio: number;
  37873. /**
  37874. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37875. */
  37876. currentDraggingPointerID: number;
  37877. /**
  37878. * If camera controls should be detached during the drag
  37879. */
  37880. detachCameraControls: boolean;
  37881. /**
  37882. * Fires each time a drag starts
  37883. */
  37884. onDragStartObservable: Observable<{}>;
  37885. /**
  37886. * Fires each time a drag ends (eg. mouse release after drag)
  37887. */
  37888. onDragEndObservable: Observable<{}>;
  37889. /**
  37890. * 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
  37891. */
  37892. constructor();
  37893. /**
  37894. * The name of the behavior
  37895. */
  37896. readonly name: string;
  37897. /**
  37898. * Initializes the behavior
  37899. */
  37900. init(): void;
  37901. /**
  37902. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  37903. */
  37904. private readonly _pointerCamera;
  37905. /**
  37906. * Attaches the scale behavior the passed in mesh
  37907. * @param ownerNode The mesh that will be scaled around once attached
  37908. */
  37909. attach(ownerNode: Mesh): void;
  37910. /**
  37911. * Detaches the behavior from the mesh
  37912. */
  37913. detach(): void;
  37914. }
  37915. }
  37916. declare module "babylonjs/Behaviors/Meshes/index" {
  37917. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  37918. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  37919. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  37920. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  37921. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  37922. }
  37923. declare module "babylonjs/Behaviors/index" {
  37924. export * from "babylonjs/Behaviors/behavior";
  37925. export * from "babylonjs/Behaviors/Cameras/index";
  37926. export * from "babylonjs/Behaviors/Meshes/index";
  37927. }
  37928. declare module "babylonjs/Bones/boneIKController" {
  37929. import { Bone } from "babylonjs/Bones/bone";
  37930. import { Vector3 } from "babylonjs/Maths/math.vector";
  37931. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37932. import { Nullable } from "babylonjs/types";
  37933. /**
  37934. * Class used to apply inverse kinematics to bones
  37935. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  37936. */
  37937. export class BoneIKController {
  37938. private static _tmpVecs;
  37939. private static _tmpQuat;
  37940. private static _tmpMats;
  37941. /**
  37942. * Gets or sets the target mesh
  37943. */
  37944. targetMesh: AbstractMesh;
  37945. /** Gets or sets the mesh used as pole */
  37946. poleTargetMesh: AbstractMesh;
  37947. /**
  37948. * Gets or sets the bone used as pole
  37949. */
  37950. poleTargetBone: Nullable<Bone>;
  37951. /**
  37952. * Gets or sets the target position
  37953. */
  37954. targetPosition: Vector3;
  37955. /**
  37956. * Gets or sets the pole target position
  37957. */
  37958. poleTargetPosition: Vector3;
  37959. /**
  37960. * Gets or sets the pole target local offset
  37961. */
  37962. poleTargetLocalOffset: Vector3;
  37963. /**
  37964. * Gets or sets the pole angle
  37965. */
  37966. poleAngle: number;
  37967. /**
  37968. * Gets or sets the mesh associated with the controller
  37969. */
  37970. mesh: AbstractMesh;
  37971. /**
  37972. * 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)
  37973. */
  37974. slerpAmount: number;
  37975. private _bone1Quat;
  37976. private _bone1Mat;
  37977. private _bone2Ang;
  37978. private _bone1;
  37979. private _bone2;
  37980. private _bone1Length;
  37981. private _bone2Length;
  37982. private _maxAngle;
  37983. private _maxReach;
  37984. private _rightHandedSystem;
  37985. private _bendAxis;
  37986. private _slerping;
  37987. private _adjustRoll;
  37988. /**
  37989. * Gets or sets maximum allowed angle
  37990. */
  37991. maxAngle: number;
  37992. /**
  37993. * Creates a new BoneIKController
  37994. * @param mesh defines the mesh to control
  37995. * @param bone defines the bone to control
  37996. * @param options defines options to set up the controller
  37997. */
  37998. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  37999. targetMesh?: AbstractMesh;
  38000. poleTargetMesh?: AbstractMesh;
  38001. poleTargetBone?: Bone;
  38002. poleTargetLocalOffset?: Vector3;
  38003. poleAngle?: number;
  38004. bendAxis?: Vector3;
  38005. maxAngle?: number;
  38006. slerpAmount?: number;
  38007. });
  38008. private _setMaxAngle;
  38009. /**
  38010. * Force the controller to update the bones
  38011. */
  38012. update(): void;
  38013. }
  38014. }
  38015. declare module "babylonjs/Bones/boneLookController" {
  38016. import { Vector3 } from "babylonjs/Maths/math.vector";
  38017. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38018. import { Bone } from "babylonjs/Bones/bone";
  38019. import { Space } from "babylonjs/Maths/math.axis";
  38020. /**
  38021. * Class used to make a bone look toward a point in space
  38022. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  38023. */
  38024. export class BoneLookController {
  38025. private static _tmpVecs;
  38026. private static _tmpQuat;
  38027. private static _tmpMats;
  38028. /**
  38029. * The target Vector3 that the bone will look at
  38030. */
  38031. target: Vector3;
  38032. /**
  38033. * The mesh that the bone is attached to
  38034. */
  38035. mesh: AbstractMesh;
  38036. /**
  38037. * The bone that will be looking to the target
  38038. */
  38039. bone: Bone;
  38040. /**
  38041. * The up axis of the coordinate system that is used when the bone is rotated
  38042. */
  38043. upAxis: Vector3;
  38044. /**
  38045. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38046. */
  38047. upAxisSpace: Space;
  38048. /**
  38049. * Used to make an adjustment to the yaw of the bone
  38050. */
  38051. adjustYaw: number;
  38052. /**
  38053. * Used to make an adjustment to the pitch of the bone
  38054. */
  38055. adjustPitch: number;
  38056. /**
  38057. * Used to make an adjustment to the roll of the bone
  38058. */
  38059. adjustRoll: number;
  38060. /**
  38061. * 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)
  38062. */
  38063. slerpAmount: number;
  38064. private _minYaw;
  38065. private _maxYaw;
  38066. private _minPitch;
  38067. private _maxPitch;
  38068. private _minYawSin;
  38069. private _minYawCos;
  38070. private _maxYawSin;
  38071. private _maxYawCos;
  38072. private _midYawConstraint;
  38073. private _minPitchTan;
  38074. private _maxPitchTan;
  38075. private _boneQuat;
  38076. private _slerping;
  38077. private _transformYawPitch;
  38078. private _transformYawPitchInv;
  38079. private _firstFrameSkipped;
  38080. private _yawRange;
  38081. private _fowardAxis;
  38082. /**
  38083. * Gets or sets the minimum yaw angle that the bone can look to
  38084. */
  38085. minYaw: number;
  38086. /**
  38087. * Gets or sets the maximum yaw angle that the bone can look to
  38088. */
  38089. maxYaw: number;
  38090. /**
  38091. * Gets or sets the minimum pitch angle that the bone can look to
  38092. */
  38093. minPitch: number;
  38094. /**
  38095. * Gets or sets the maximum pitch angle that the bone can look to
  38096. */
  38097. maxPitch: number;
  38098. /**
  38099. * Create a BoneLookController
  38100. * @param mesh the mesh that the bone belongs to
  38101. * @param bone the bone that will be looking to the target
  38102. * @param target the target Vector3 to look at
  38103. * @param options optional settings:
  38104. * * maxYaw: the maximum angle the bone will yaw to
  38105. * * minYaw: the minimum angle the bone will yaw to
  38106. * * maxPitch: the maximum angle the bone will pitch to
  38107. * * minPitch: the minimum angle the bone will yaw to
  38108. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38109. * * upAxis: the up axis of the coordinate system
  38110. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38111. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  38112. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  38113. * * adjustYaw: used to make an adjustment to the yaw of the bone
  38114. * * adjustPitch: used to make an adjustment to the pitch of the bone
  38115. * * adjustRoll: used to make an adjustment to the roll of the bone
  38116. **/
  38117. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38118. maxYaw?: number;
  38119. minYaw?: number;
  38120. maxPitch?: number;
  38121. minPitch?: number;
  38122. slerpAmount?: number;
  38123. upAxis?: Vector3;
  38124. upAxisSpace?: Space;
  38125. yawAxis?: Vector3;
  38126. pitchAxis?: Vector3;
  38127. adjustYaw?: number;
  38128. adjustPitch?: number;
  38129. adjustRoll?: number;
  38130. });
  38131. /**
  38132. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38133. */
  38134. update(): void;
  38135. private _getAngleDiff;
  38136. private _getAngleBetween;
  38137. private _isAngleBetween;
  38138. }
  38139. }
  38140. declare module "babylonjs/Bones/index" {
  38141. export * from "babylonjs/Bones/bone";
  38142. export * from "babylonjs/Bones/boneIKController";
  38143. export * from "babylonjs/Bones/boneLookController";
  38144. export * from "babylonjs/Bones/skeleton";
  38145. }
  38146. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  38147. import { Nullable } from "babylonjs/types";
  38148. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38149. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38150. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  38151. /**
  38152. * Manage the gamepad inputs to control an arc rotate camera.
  38153. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38154. */
  38155. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  38156. /**
  38157. * Defines the camera the input is attached to.
  38158. */
  38159. camera: ArcRotateCamera;
  38160. /**
  38161. * Defines the gamepad the input is gathering event from.
  38162. */
  38163. gamepad: Nullable<Gamepad>;
  38164. /**
  38165. * Defines the gamepad rotation sensiblity.
  38166. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  38167. */
  38168. gamepadRotationSensibility: number;
  38169. /**
  38170. * Defines the gamepad move sensiblity.
  38171. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38172. */
  38173. gamepadMoveSensibility: number;
  38174. private _onGamepadConnectedObserver;
  38175. private _onGamepadDisconnectedObserver;
  38176. /**
  38177. * Attach the input controls to a specific dom element to get the input from.
  38178. * @param element Defines the element the controls should be listened from
  38179. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38180. */
  38181. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38182. /**
  38183. * Detach the current controls from the specified dom element.
  38184. * @param element Defines the element to stop listening the inputs from
  38185. */
  38186. detachControl(element: Nullable<HTMLElement>): void;
  38187. /**
  38188. * Update the current camera state depending on the inputs that have been used this frame.
  38189. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38190. */
  38191. checkInputs(): void;
  38192. /**
  38193. * Gets the class name of the current intput.
  38194. * @returns the class name
  38195. */
  38196. getClassName(): string;
  38197. /**
  38198. * Get the friendly name associated with the input class.
  38199. * @returns the input friendly name
  38200. */
  38201. getSimpleName(): string;
  38202. }
  38203. }
  38204. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38205. import { Nullable } from "babylonjs/types";
  38206. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38207. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38208. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38209. interface ArcRotateCameraInputsManager {
  38210. /**
  38211. * Add orientation input support to the input manager.
  38212. * @returns the current input manager
  38213. */
  38214. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38215. }
  38216. }
  38217. /**
  38218. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38219. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38220. */
  38221. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38222. /**
  38223. * Defines the camera the input is attached to.
  38224. */
  38225. camera: ArcRotateCamera;
  38226. /**
  38227. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38228. */
  38229. alphaCorrection: number;
  38230. /**
  38231. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38232. */
  38233. gammaCorrection: number;
  38234. private _alpha;
  38235. private _gamma;
  38236. private _dirty;
  38237. private _deviceOrientationHandler;
  38238. /**
  38239. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38240. */
  38241. constructor();
  38242. /**
  38243. * Attach the input controls to a specific dom element to get the input from.
  38244. * @param element Defines the element the controls should be listened from
  38245. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38246. */
  38247. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38248. /** @hidden */
  38249. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  38250. /**
  38251. * Update the current camera state depending on the inputs that have been used this frame.
  38252. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38253. */
  38254. checkInputs(): void;
  38255. /**
  38256. * Detach the current controls from the specified dom element.
  38257. * @param element Defines the element to stop listening the inputs from
  38258. */
  38259. detachControl(element: Nullable<HTMLElement>): 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/flyCameraMouseInput" {
  38273. import { Nullable } from "babylonjs/types";
  38274. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38275. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38276. /**
  38277. * Listen to mouse events to control the camera.
  38278. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38279. */
  38280. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  38281. /**
  38282. * Defines the camera the input is attached to.
  38283. */
  38284. camera: FlyCamera;
  38285. /**
  38286. * Defines if touch is enabled. (Default is true.)
  38287. */
  38288. touchEnabled: boolean;
  38289. /**
  38290. * Defines the buttons associated with the input to handle camera rotation.
  38291. */
  38292. buttons: number[];
  38293. /**
  38294. * Assign buttons for Yaw control.
  38295. */
  38296. buttonsYaw: number[];
  38297. /**
  38298. * Assign buttons for Pitch control.
  38299. */
  38300. buttonsPitch: number[];
  38301. /**
  38302. * Assign buttons for Roll control.
  38303. */
  38304. buttonsRoll: number[];
  38305. /**
  38306. * Detect if any button is being pressed while mouse is moved.
  38307. * -1 = Mouse locked.
  38308. * 0 = Left button.
  38309. * 1 = Middle Button.
  38310. * 2 = Right Button.
  38311. */
  38312. activeButton: number;
  38313. /**
  38314. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  38315. * Higher values reduce its sensitivity.
  38316. */
  38317. angularSensibility: number;
  38318. private _mousemoveCallback;
  38319. private _observer;
  38320. private _rollObserver;
  38321. private previousPosition;
  38322. private noPreventDefault;
  38323. private element;
  38324. /**
  38325. * Listen to mouse events to control the camera.
  38326. * @param touchEnabled Define if touch is enabled. (Default is true.)
  38327. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38328. */
  38329. constructor(touchEnabled?: boolean);
  38330. /**
  38331. * Attach the mouse control to the HTML DOM element.
  38332. * @param element Defines the element that listens to the input events.
  38333. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  38334. */
  38335. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38336. /**
  38337. * Detach the current controls from the specified dom element.
  38338. * @param element Defines the element to stop listening the inputs from
  38339. */
  38340. detachControl(element: Nullable<HTMLElement>): void;
  38341. /**
  38342. * Gets the class name of the current input.
  38343. * @returns the class name.
  38344. */
  38345. getClassName(): string;
  38346. /**
  38347. * Get the friendly name associated with the input class.
  38348. * @returns the input's friendly name.
  38349. */
  38350. getSimpleName(): string;
  38351. private _pointerInput;
  38352. private _onMouseMove;
  38353. /**
  38354. * Rotate camera by mouse offset.
  38355. */
  38356. private rotateCamera;
  38357. }
  38358. }
  38359. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  38360. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38361. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38362. /**
  38363. * Default Inputs manager for the FlyCamera.
  38364. * It groups all the default supported inputs for ease of use.
  38365. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38366. */
  38367. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  38368. /**
  38369. * Instantiates a new FlyCameraInputsManager.
  38370. * @param camera Defines the camera the inputs belong to.
  38371. */
  38372. constructor(camera: FlyCamera);
  38373. /**
  38374. * Add keyboard input support to the input manager.
  38375. * @returns the new FlyCameraKeyboardMoveInput().
  38376. */
  38377. addKeyboard(): FlyCameraInputsManager;
  38378. /**
  38379. * Add mouse input support to the input manager.
  38380. * @param touchEnabled Enable touch screen support.
  38381. * @returns the new FlyCameraMouseInput().
  38382. */
  38383. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  38384. }
  38385. }
  38386. declare module "babylonjs/Cameras/flyCamera" {
  38387. import { Scene } from "babylonjs/scene";
  38388. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  38389. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38390. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38391. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  38392. /**
  38393. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38394. * such as in a 3D Space Shooter or a Flight Simulator.
  38395. */
  38396. export class FlyCamera extends TargetCamera {
  38397. /**
  38398. * Define the collision ellipsoid of the camera.
  38399. * This is helpful for simulating a camera body, like a player's body.
  38400. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38401. */
  38402. ellipsoid: Vector3;
  38403. /**
  38404. * Define an offset for the position of the ellipsoid around the camera.
  38405. * This can be helpful if the camera is attached away from the player's body center,
  38406. * such as at its head.
  38407. */
  38408. ellipsoidOffset: Vector3;
  38409. /**
  38410. * Enable or disable collisions of the camera with the rest of the scene objects.
  38411. */
  38412. checkCollisions: boolean;
  38413. /**
  38414. * Enable or disable gravity on the camera.
  38415. */
  38416. applyGravity: boolean;
  38417. /**
  38418. * Define the current direction the camera is moving to.
  38419. */
  38420. cameraDirection: Vector3;
  38421. /**
  38422. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  38423. * This overrides and empties cameraRotation.
  38424. */
  38425. rotationQuaternion: Quaternion;
  38426. /**
  38427. * Track Roll to maintain the wanted Rolling when looking around.
  38428. */
  38429. _trackRoll: number;
  38430. /**
  38431. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  38432. */
  38433. rollCorrect: number;
  38434. /**
  38435. * Mimic a banked turn, Rolling the camera when Yawing.
  38436. * It's recommended to use rollCorrect = 10 for faster banking correction.
  38437. */
  38438. bankedTurn: boolean;
  38439. /**
  38440. * Limit in radians for how much Roll banking will add. (Default: 90°)
  38441. */
  38442. bankedTurnLimit: number;
  38443. /**
  38444. * Value of 0 disables the banked Roll.
  38445. * Value of 1 is equal to the Yaw angle in radians.
  38446. */
  38447. bankedTurnMultiplier: number;
  38448. /**
  38449. * The inputs manager loads all the input sources, such as keyboard and mouse.
  38450. */
  38451. inputs: FlyCameraInputsManager;
  38452. /**
  38453. * Gets the input sensibility for mouse input.
  38454. * Higher values reduce sensitivity.
  38455. */
  38456. /**
  38457. * Sets the input sensibility for a mouse input.
  38458. * Higher values reduce sensitivity.
  38459. */
  38460. angularSensibility: number;
  38461. /**
  38462. * Get the keys for camera movement forward.
  38463. */
  38464. /**
  38465. * Set the keys for camera movement forward.
  38466. */
  38467. keysForward: number[];
  38468. /**
  38469. * Get the keys for camera movement backward.
  38470. */
  38471. keysBackward: number[];
  38472. /**
  38473. * Get the keys for camera movement up.
  38474. */
  38475. /**
  38476. * Set the keys for camera movement up.
  38477. */
  38478. keysUp: number[];
  38479. /**
  38480. * Get the keys for camera movement down.
  38481. */
  38482. /**
  38483. * Set the keys for camera movement down.
  38484. */
  38485. keysDown: number[];
  38486. /**
  38487. * Get the keys for camera movement left.
  38488. */
  38489. /**
  38490. * Set the keys for camera movement left.
  38491. */
  38492. keysLeft: number[];
  38493. /**
  38494. * Set the keys for camera movement right.
  38495. */
  38496. /**
  38497. * Set the keys for camera movement right.
  38498. */
  38499. keysRight: number[];
  38500. /**
  38501. * Event raised when the camera collides with a mesh in the scene.
  38502. */
  38503. onCollide: (collidedMesh: AbstractMesh) => void;
  38504. private _collider;
  38505. private _needMoveForGravity;
  38506. private _oldPosition;
  38507. private _diffPosition;
  38508. private _newPosition;
  38509. /** @hidden */
  38510. _localDirection: Vector3;
  38511. /** @hidden */
  38512. _transformedDirection: Vector3;
  38513. /**
  38514. * Instantiates a FlyCamera.
  38515. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38516. * such as in a 3D Space Shooter or a Flight Simulator.
  38517. * @param name Define the name of the camera in the scene.
  38518. * @param position Define the starting position of the camera in the scene.
  38519. * @param scene Define the scene the camera belongs to.
  38520. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  38521. */
  38522. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38523. /**
  38524. * Attach a control to the HTML DOM element.
  38525. * @param element Defines the element that listens to the input events.
  38526. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  38527. */
  38528. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38529. /**
  38530. * Detach a control from the HTML DOM element.
  38531. * The camera will stop reacting to that input.
  38532. * @param element Defines the element that listens to the input events.
  38533. */
  38534. detachControl(element: HTMLElement): void;
  38535. private _collisionMask;
  38536. /**
  38537. * Get the mask that the camera ignores in collision events.
  38538. */
  38539. /**
  38540. * Set the mask that the camera ignores in collision events.
  38541. */
  38542. collisionMask: number;
  38543. /** @hidden */
  38544. _collideWithWorld(displacement: Vector3): void;
  38545. /** @hidden */
  38546. private _onCollisionPositionChange;
  38547. /** @hidden */
  38548. _checkInputs(): void;
  38549. /** @hidden */
  38550. _decideIfNeedsToMove(): boolean;
  38551. /** @hidden */
  38552. _updatePosition(): void;
  38553. /**
  38554. * Restore the Roll to its target value at the rate specified.
  38555. * @param rate - Higher means slower restoring.
  38556. * @hidden
  38557. */
  38558. restoreRoll(rate: number): void;
  38559. /**
  38560. * Destroy the camera and release the current resources held by it.
  38561. */
  38562. dispose(): void;
  38563. /**
  38564. * Get the current object class name.
  38565. * @returns the class name.
  38566. */
  38567. getClassName(): string;
  38568. }
  38569. }
  38570. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  38571. import { Nullable } from "babylonjs/types";
  38572. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38573. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38574. /**
  38575. * Listen to keyboard events to control the camera.
  38576. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38577. */
  38578. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  38579. /**
  38580. * Defines the camera the input is attached to.
  38581. */
  38582. camera: FlyCamera;
  38583. /**
  38584. * The list of keyboard keys used to control the forward move of the camera.
  38585. */
  38586. keysForward: number[];
  38587. /**
  38588. * The list of keyboard keys used to control the backward move of the camera.
  38589. */
  38590. keysBackward: number[];
  38591. /**
  38592. * The list of keyboard keys used to control the forward move of the camera.
  38593. */
  38594. keysUp: number[];
  38595. /**
  38596. * The list of keyboard keys used to control the backward move of the camera.
  38597. */
  38598. keysDown: number[];
  38599. /**
  38600. * The list of keyboard keys used to control the right strafe move of the camera.
  38601. */
  38602. keysRight: number[];
  38603. /**
  38604. * The list of keyboard keys used to control the left strafe move of the camera.
  38605. */
  38606. keysLeft: number[];
  38607. private _keys;
  38608. private _onCanvasBlurObserver;
  38609. private _onKeyboardObserver;
  38610. private _engine;
  38611. private _scene;
  38612. /**
  38613. * Attach the input controls to a specific dom element to get the input from.
  38614. * @param element Defines the element the controls should be listened from
  38615. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38616. */
  38617. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38618. /**
  38619. * Detach the current controls from the specified dom element.
  38620. * @param element Defines the element to stop listening the inputs from
  38621. */
  38622. detachControl(element: Nullable<HTMLElement>): void;
  38623. /**
  38624. * Gets the class name of the current intput.
  38625. * @returns the class name
  38626. */
  38627. getClassName(): string;
  38628. /** @hidden */
  38629. _onLostFocus(e: FocusEvent): void;
  38630. /**
  38631. * Get the friendly name associated with the input class.
  38632. * @returns the input friendly name
  38633. */
  38634. getSimpleName(): string;
  38635. /**
  38636. * Update the current camera state depending on the inputs that have been used this frame.
  38637. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38638. */
  38639. checkInputs(): void;
  38640. }
  38641. }
  38642. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  38643. import { Nullable } from "babylonjs/types";
  38644. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38645. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38646. /**
  38647. * Manage the mouse wheel inputs to control a follow camera.
  38648. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38649. */
  38650. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  38651. /**
  38652. * Defines the camera the input is attached to.
  38653. */
  38654. camera: FollowCamera;
  38655. /**
  38656. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  38657. */
  38658. axisControlRadius: boolean;
  38659. /**
  38660. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  38661. */
  38662. axisControlHeight: boolean;
  38663. /**
  38664. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  38665. */
  38666. axisControlRotation: boolean;
  38667. /**
  38668. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  38669. * relation to mouseWheel events.
  38670. */
  38671. wheelPrecision: number;
  38672. /**
  38673. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  38674. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  38675. */
  38676. wheelDeltaPercentage: number;
  38677. private _wheel;
  38678. private _observer;
  38679. /**
  38680. * Attach the input controls to a specific dom element to get the input from.
  38681. * @param element Defines the element the controls should be listened from
  38682. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38683. */
  38684. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38685. /**
  38686. * Detach the current controls from the specified dom element.
  38687. * @param element Defines the element to stop listening the inputs from
  38688. */
  38689. detachControl(element: Nullable<HTMLElement>): void;
  38690. /**
  38691. * Gets the class name of the current intput.
  38692. * @returns the class name
  38693. */
  38694. getClassName(): string;
  38695. /**
  38696. * Get the friendly name associated with the input class.
  38697. * @returns the input friendly name
  38698. */
  38699. getSimpleName(): string;
  38700. }
  38701. }
  38702. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  38703. import { Nullable } from "babylonjs/types";
  38704. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38705. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  38706. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  38707. /**
  38708. * Manage the pointers inputs to control an follow camera.
  38709. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38710. */
  38711. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  38712. /**
  38713. * Defines the camera the input is attached to.
  38714. */
  38715. camera: FollowCamera;
  38716. /**
  38717. * Gets the class name of the current input.
  38718. * @returns the class name
  38719. */
  38720. getClassName(): string;
  38721. /**
  38722. * Defines the pointer angular sensibility along the X axis or how fast is
  38723. * the camera rotating.
  38724. * A negative number will reverse the axis direction.
  38725. */
  38726. angularSensibilityX: number;
  38727. /**
  38728. * Defines the pointer angular sensibility along the Y axis or how fast is
  38729. * the camera rotating.
  38730. * A negative number will reverse the axis direction.
  38731. */
  38732. angularSensibilityY: number;
  38733. /**
  38734. * Defines the pointer pinch precision or how fast is the camera zooming.
  38735. * A negative number will reverse the axis direction.
  38736. */
  38737. pinchPrecision: number;
  38738. /**
  38739. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  38740. * from 0.
  38741. * It defines the percentage of current camera.radius to use as delta when
  38742. * pinch zoom is used.
  38743. */
  38744. pinchDeltaPercentage: number;
  38745. /**
  38746. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  38747. */
  38748. axisXControlRadius: boolean;
  38749. /**
  38750. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  38751. */
  38752. axisXControlHeight: boolean;
  38753. /**
  38754. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  38755. */
  38756. axisXControlRotation: boolean;
  38757. /**
  38758. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  38759. */
  38760. axisYControlRadius: boolean;
  38761. /**
  38762. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  38763. */
  38764. axisYControlHeight: boolean;
  38765. /**
  38766. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  38767. */
  38768. axisYControlRotation: boolean;
  38769. /**
  38770. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  38771. */
  38772. axisPinchControlRadius: boolean;
  38773. /**
  38774. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  38775. */
  38776. axisPinchControlHeight: boolean;
  38777. /**
  38778. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  38779. */
  38780. axisPinchControlRotation: boolean;
  38781. /**
  38782. * Log error messages if basic misconfiguration has occurred.
  38783. */
  38784. warningEnable: boolean;
  38785. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  38786. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  38787. private _warningCounter;
  38788. private _warning;
  38789. }
  38790. }
  38791. declare module "babylonjs/Cameras/followCameraInputsManager" {
  38792. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38793. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38794. /**
  38795. * Default Inputs manager for the FollowCamera.
  38796. * It groups all the default supported inputs for ease of use.
  38797. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38798. */
  38799. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  38800. /**
  38801. * Instantiates a new FollowCameraInputsManager.
  38802. * @param camera Defines the camera the inputs belong to
  38803. */
  38804. constructor(camera: FollowCamera);
  38805. /**
  38806. * Add keyboard input support to the input manager.
  38807. * @returns the current input manager
  38808. */
  38809. addKeyboard(): FollowCameraInputsManager;
  38810. /**
  38811. * Add mouse wheel input support to the input manager.
  38812. * @returns the current input manager
  38813. */
  38814. addMouseWheel(): FollowCameraInputsManager;
  38815. /**
  38816. * Add pointers input support to the input manager.
  38817. * @returns the current input manager
  38818. */
  38819. addPointers(): FollowCameraInputsManager;
  38820. /**
  38821. * Add orientation input support to the input manager.
  38822. * @returns the current input manager
  38823. */
  38824. addVRDeviceOrientation(): FollowCameraInputsManager;
  38825. }
  38826. }
  38827. declare module "babylonjs/Cameras/followCamera" {
  38828. import { Nullable } from "babylonjs/types";
  38829. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38830. import { Scene } from "babylonjs/scene";
  38831. import { Vector3 } from "babylonjs/Maths/math.vector";
  38832. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38833. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  38834. /**
  38835. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  38836. * an arc rotate version arcFollowCamera are available.
  38837. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38838. */
  38839. export class FollowCamera extends TargetCamera {
  38840. /**
  38841. * Distance the follow camera should follow an object at
  38842. */
  38843. radius: number;
  38844. /**
  38845. * Minimum allowed distance of the camera to the axis of rotation
  38846. * (The camera can not get closer).
  38847. * This can help limiting how the Camera is able to move in the scene.
  38848. */
  38849. lowerRadiusLimit: Nullable<number>;
  38850. /**
  38851. * Maximum allowed distance of the camera to the axis of rotation
  38852. * (The camera can not get further).
  38853. * This can help limiting how the Camera is able to move in the scene.
  38854. */
  38855. upperRadiusLimit: Nullable<number>;
  38856. /**
  38857. * Define a rotation offset between the camera and the object it follows
  38858. */
  38859. rotationOffset: number;
  38860. /**
  38861. * Minimum allowed angle to camera position relative to target object.
  38862. * This can help limiting how the Camera is able to move in the scene.
  38863. */
  38864. lowerRotationOffsetLimit: Nullable<number>;
  38865. /**
  38866. * Maximum allowed angle to camera position relative to target object.
  38867. * This can help limiting how the Camera is able to move in the scene.
  38868. */
  38869. upperRotationOffsetLimit: Nullable<number>;
  38870. /**
  38871. * Define a height offset between the camera and the object it follows.
  38872. * It can help following an object from the top (like a car chaing a plane)
  38873. */
  38874. heightOffset: number;
  38875. /**
  38876. * Minimum allowed height of camera position relative to target object.
  38877. * This can help limiting how the Camera is able to move in the scene.
  38878. */
  38879. lowerHeightOffsetLimit: Nullable<number>;
  38880. /**
  38881. * Maximum allowed height of camera position relative to target object.
  38882. * This can help limiting how the Camera is able to move in the scene.
  38883. */
  38884. upperHeightOffsetLimit: Nullable<number>;
  38885. /**
  38886. * Define how fast the camera can accelerate to follow it s target.
  38887. */
  38888. cameraAcceleration: number;
  38889. /**
  38890. * Define the speed limit of the camera following an object.
  38891. */
  38892. maxCameraSpeed: number;
  38893. /**
  38894. * Define the target of the camera.
  38895. */
  38896. lockedTarget: Nullable<AbstractMesh>;
  38897. /**
  38898. * Defines the input associated with the camera.
  38899. */
  38900. inputs: FollowCameraInputsManager;
  38901. /**
  38902. * Instantiates the follow camera.
  38903. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38904. * @param name Define the name of the camera in the scene
  38905. * @param position Define the position of the camera
  38906. * @param scene Define the scene the camera belong to
  38907. * @param lockedTarget Define the target of the camera
  38908. */
  38909. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  38910. private _follow;
  38911. /**
  38912. * Attached controls to the current camera.
  38913. * @param element Defines the element the controls should be listened from
  38914. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38915. */
  38916. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38917. /**
  38918. * Detach the current controls from the camera.
  38919. * The camera will stop reacting to inputs.
  38920. * @param element Defines the element to stop listening the inputs from
  38921. */
  38922. detachControl(element: HTMLElement): void;
  38923. /** @hidden */
  38924. _checkInputs(): void;
  38925. private _checkLimits;
  38926. /**
  38927. * Gets the camera class name.
  38928. * @returns the class name
  38929. */
  38930. getClassName(): string;
  38931. }
  38932. /**
  38933. * Arc Rotate version of the follow camera.
  38934. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  38935. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38936. */
  38937. export class ArcFollowCamera extends TargetCamera {
  38938. /** The longitudinal angle of the camera */
  38939. alpha: number;
  38940. /** The latitudinal angle of the camera */
  38941. beta: number;
  38942. /** The radius of the camera from its target */
  38943. radius: number;
  38944. /** Define the camera target (the messh it should follow) */
  38945. target: Nullable<AbstractMesh>;
  38946. private _cartesianCoordinates;
  38947. /**
  38948. * Instantiates a new ArcFollowCamera
  38949. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38950. * @param name Define the name of the camera
  38951. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  38952. * @param beta Define the rotation angle of the camera around the elevation axis
  38953. * @param radius Define the radius of the camera from its target point
  38954. * @param target Define the target of the camera
  38955. * @param scene Define the scene the camera belongs to
  38956. */
  38957. constructor(name: string,
  38958. /** The longitudinal angle of the camera */
  38959. alpha: number,
  38960. /** The latitudinal angle of the camera */
  38961. beta: number,
  38962. /** The radius of the camera from its target */
  38963. radius: number,
  38964. /** Define the camera target (the messh it should follow) */
  38965. target: Nullable<AbstractMesh>, scene: Scene);
  38966. private _follow;
  38967. /** @hidden */
  38968. _checkInputs(): void;
  38969. /**
  38970. * Returns the class name of the object.
  38971. * It is mostly used internally for serialization purposes.
  38972. */
  38973. getClassName(): string;
  38974. }
  38975. }
  38976. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  38977. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38978. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38979. import { Nullable } from "babylonjs/types";
  38980. /**
  38981. * Manage the keyboard inputs to control the movement of a follow camera.
  38982. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38983. */
  38984. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  38985. /**
  38986. * Defines the camera the input is attached to.
  38987. */
  38988. camera: FollowCamera;
  38989. /**
  38990. * Defines the list of key codes associated with the up action (increase heightOffset)
  38991. */
  38992. keysHeightOffsetIncr: number[];
  38993. /**
  38994. * Defines the list of key codes associated with the down action (decrease heightOffset)
  38995. */
  38996. keysHeightOffsetDecr: number[];
  38997. /**
  38998. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  38999. */
  39000. keysHeightOffsetModifierAlt: boolean;
  39001. /**
  39002. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  39003. */
  39004. keysHeightOffsetModifierCtrl: boolean;
  39005. /**
  39006. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  39007. */
  39008. keysHeightOffsetModifierShift: boolean;
  39009. /**
  39010. * Defines the list of key codes associated with the left action (increase rotationOffset)
  39011. */
  39012. keysRotationOffsetIncr: number[];
  39013. /**
  39014. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  39015. */
  39016. keysRotationOffsetDecr: number[];
  39017. /**
  39018. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  39019. */
  39020. keysRotationOffsetModifierAlt: boolean;
  39021. /**
  39022. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  39023. */
  39024. keysRotationOffsetModifierCtrl: boolean;
  39025. /**
  39026. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  39027. */
  39028. keysRotationOffsetModifierShift: boolean;
  39029. /**
  39030. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  39031. */
  39032. keysRadiusIncr: number[];
  39033. /**
  39034. * Defines the list of key codes associated with the zoom-out action (increase radius)
  39035. */
  39036. keysRadiusDecr: number[];
  39037. /**
  39038. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  39039. */
  39040. keysRadiusModifierAlt: boolean;
  39041. /**
  39042. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  39043. */
  39044. keysRadiusModifierCtrl: boolean;
  39045. /**
  39046. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39047. */
  39048. keysRadiusModifierShift: boolean;
  39049. /**
  39050. * Defines the rate of change of heightOffset.
  39051. */
  39052. heightSensibility: number;
  39053. /**
  39054. * Defines the rate of change of rotationOffset.
  39055. */
  39056. rotationSensibility: number;
  39057. /**
  39058. * Defines the rate of change of radius.
  39059. */
  39060. radiusSensibility: number;
  39061. private _keys;
  39062. private _ctrlPressed;
  39063. private _altPressed;
  39064. private _shiftPressed;
  39065. private _onCanvasBlurObserver;
  39066. private _onKeyboardObserver;
  39067. private _engine;
  39068. private _scene;
  39069. /**
  39070. * Attach the input controls to a specific dom element to get the input from.
  39071. * @param element Defines the element the controls should be listened from
  39072. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39073. */
  39074. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39075. /**
  39076. * Detach the current controls from the specified dom element.
  39077. * @param element Defines the element to stop listening the inputs from
  39078. */
  39079. detachControl(element: Nullable<HTMLElement>): void;
  39080. /**
  39081. * Update the current camera state depending on the inputs that have been used this frame.
  39082. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39083. */
  39084. checkInputs(): void;
  39085. /**
  39086. * Gets the class name of the current input.
  39087. * @returns the class name
  39088. */
  39089. getClassName(): string;
  39090. /**
  39091. * Get the friendly name associated with the input class.
  39092. * @returns the input friendly name
  39093. */
  39094. getSimpleName(): string;
  39095. /**
  39096. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39097. * allow modification of the heightOffset value.
  39098. */
  39099. private _modifierHeightOffset;
  39100. /**
  39101. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39102. * allow modification of the rotationOffset value.
  39103. */
  39104. private _modifierRotationOffset;
  39105. /**
  39106. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39107. * allow modification of the radius value.
  39108. */
  39109. private _modifierRadius;
  39110. }
  39111. }
  39112. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  39113. import { Nullable } from "babylonjs/types";
  39114. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39115. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39116. import { Observable } from "babylonjs/Misc/observable";
  39117. module "babylonjs/Cameras/freeCameraInputsManager" {
  39118. interface FreeCameraInputsManager {
  39119. /**
  39120. * @hidden
  39121. */
  39122. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39123. /**
  39124. * Add orientation input support to the input manager.
  39125. * @returns the current input manager
  39126. */
  39127. addDeviceOrientation(): FreeCameraInputsManager;
  39128. }
  39129. }
  39130. /**
  39131. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39132. * Screen rotation is taken into account.
  39133. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39134. */
  39135. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39136. private _camera;
  39137. private _screenOrientationAngle;
  39138. private _constantTranform;
  39139. private _screenQuaternion;
  39140. private _alpha;
  39141. private _beta;
  39142. private _gamma;
  39143. /**
  39144. * Can be used to detect if a device orientation sensor is availible on a device
  39145. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  39146. * @returns a promise that will resolve on orientation change
  39147. */
  39148. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  39149. /**
  39150. * @hidden
  39151. */
  39152. _onDeviceOrientationChangedObservable: Observable<void>;
  39153. /**
  39154. * Instantiates a new input
  39155. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39156. */
  39157. constructor();
  39158. /**
  39159. * Define the camera controlled by the input.
  39160. */
  39161. camera: FreeCamera;
  39162. /**
  39163. * Attach the input controls to a specific dom element to get the input from.
  39164. * @param element Defines the element the controls should be listened from
  39165. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39166. */
  39167. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39168. private _orientationChanged;
  39169. private _deviceOrientation;
  39170. /**
  39171. * Detach the current controls from the specified dom element.
  39172. * @param element Defines the element to stop listening the inputs from
  39173. */
  39174. detachControl(element: Nullable<HTMLElement>): void;
  39175. /**
  39176. * Update the current camera state depending on the inputs that have been used this frame.
  39177. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39178. */
  39179. checkInputs(): void;
  39180. /**
  39181. * Gets the class name of the current intput.
  39182. * @returns the class name
  39183. */
  39184. getClassName(): string;
  39185. /**
  39186. * Get the friendly name associated with the input class.
  39187. * @returns the input friendly name
  39188. */
  39189. getSimpleName(): string;
  39190. }
  39191. }
  39192. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39193. import { Nullable } from "babylonjs/types";
  39194. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39195. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39196. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39197. /**
  39198. * Manage the gamepad inputs to control a free camera.
  39199. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39200. */
  39201. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39202. /**
  39203. * Define the camera the input is attached to.
  39204. */
  39205. camera: FreeCamera;
  39206. /**
  39207. * Define the Gamepad controlling the input
  39208. */
  39209. gamepad: Nullable<Gamepad>;
  39210. /**
  39211. * Defines the gamepad rotation sensiblity.
  39212. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39213. */
  39214. gamepadAngularSensibility: number;
  39215. /**
  39216. * Defines the gamepad move sensiblity.
  39217. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39218. */
  39219. gamepadMoveSensibility: number;
  39220. private _onGamepadConnectedObserver;
  39221. private _onGamepadDisconnectedObserver;
  39222. private _cameraTransform;
  39223. private _deltaTransform;
  39224. private _vector3;
  39225. private _vector2;
  39226. /**
  39227. * Attach the input controls to a specific dom element to get the input from.
  39228. * @param element Defines the element the controls should be listened from
  39229. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39230. */
  39231. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39232. /**
  39233. * Detach the current controls from the specified dom element.
  39234. * @param element Defines the element to stop listening the inputs from
  39235. */
  39236. detachControl(element: Nullable<HTMLElement>): void;
  39237. /**
  39238. * Update the current camera state depending on the inputs that have been used this frame.
  39239. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39240. */
  39241. checkInputs(): void;
  39242. /**
  39243. * Gets the class name of the current intput.
  39244. * @returns the class name
  39245. */
  39246. getClassName(): string;
  39247. /**
  39248. * Get the friendly name associated with the input class.
  39249. * @returns the input friendly name
  39250. */
  39251. getSimpleName(): string;
  39252. }
  39253. }
  39254. declare module "babylonjs/Misc/virtualJoystick" {
  39255. import { Nullable } from "babylonjs/types";
  39256. import { Vector3 } from "babylonjs/Maths/math.vector";
  39257. /**
  39258. * Defines the potential axis of a Joystick
  39259. */
  39260. export enum JoystickAxis {
  39261. /** X axis */
  39262. X = 0,
  39263. /** Y axis */
  39264. Y = 1,
  39265. /** Z axis */
  39266. Z = 2
  39267. }
  39268. /**
  39269. * Class used to define virtual joystick (used in touch mode)
  39270. */
  39271. export class VirtualJoystick {
  39272. /**
  39273. * Gets or sets a boolean indicating that left and right values must be inverted
  39274. */
  39275. reverseLeftRight: boolean;
  39276. /**
  39277. * Gets or sets a boolean indicating that up and down values must be inverted
  39278. */
  39279. reverseUpDown: boolean;
  39280. /**
  39281. * Gets the offset value for the position (ie. the change of the position value)
  39282. */
  39283. deltaPosition: Vector3;
  39284. /**
  39285. * Gets a boolean indicating if the virtual joystick was pressed
  39286. */
  39287. pressed: boolean;
  39288. /**
  39289. * Canvas the virtual joystick will render onto, default z-index of this is 5
  39290. */
  39291. static Canvas: Nullable<HTMLCanvasElement>;
  39292. private static _globalJoystickIndex;
  39293. private static vjCanvasContext;
  39294. private static vjCanvasWidth;
  39295. private static vjCanvasHeight;
  39296. private static halfWidth;
  39297. private _action;
  39298. private _axisTargetedByLeftAndRight;
  39299. private _axisTargetedByUpAndDown;
  39300. private _joystickSensibility;
  39301. private _inversedSensibility;
  39302. private _joystickPointerID;
  39303. private _joystickColor;
  39304. private _joystickPointerPos;
  39305. private _joystickPreviousPointerPos;
  39306. private _joystickPointerStartPos;
  39307. private _deltaJoystickVector;
  39308. private _leftJoystick;
  39309. private _touches;
  39310. private _onPointerDownHandlerRef;
  39311. private _onPointerMoveHandlerRef;
  39312. private _onPointerUpHandlerRef;
  39313. private _onResize;
  39314. /**
  39315. * Creates a new virtual joystick
  39316. * @param leftJoystick defines that the joystick is for left hand (false by default)
  39317. */
  39318. constructor(leftJoystick?: boolean);
  39319. /**
  39320. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  39321. * @param newJoystickSensibility defines the new sensibility
  39322. */
  39323. setJoystickSensibility(newJoystickSensibility: number): void;
  39324. private _onPointerDown;
  39325. private _onPointerMove;
  39326. private _onPointerUp;
  39327. /**
  39328. * Change the color of the virtual joystick
  39329. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  39330. */
  39331. setJoystickColor(newColor: string): void;
  39332. /**
  39333. * Defines a callback to call when the joystick is touched
  39334. * @param action defines the callback
  39335. */
  39336. setActionOnTouch(action: () => any): void;
  39337. /**
  39338. * Defines which axis you'd like to control for left & right
  39339. * @param axis defines the axis to use
  39340. */
  39341. setAxisForLeftRight(axis: JoystickAxis): void;
  39342. /**
  39343. * Defines which axis you'd like to control for up & down
  39344. * @param axis defines the axis to use
  39345. */
  39346. setAxisForUpDown(axis: JoystickAxis): void;
  39347. private _drawVirtualJoystick;
  39348. /**
  39349. * Release internal HTML canvas
  39350. */
  39351. releaseCanvas(): void;
  39352. }
  39353. }
  39354. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  39355. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  39356. import { Nullable } from "babylonjs/types";
  39357. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39358. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39359. module "babylonjs/Cameras/freeCameraInputsManager" {
  39360. interface FreeCameraInputsManager {
  39361. /**
  39362. * Add virtual joystick input support to the input manager.
  39363. * @returns the current input manager
  39364. */
  39365. addVirtualJoystick(): FreeCameraInputsManager;
  39366. }
  39367. }
  39368. /**
  39369. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  39370. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39371. */
  39372. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  39373. /**
  39374. * Defines the camera the input is attached to.
  39375. */
  39376. camera: FreeCamera;
  39377. private _leftjoystick;
  39378. private _rightjoystick;
  39379. /**
  39380. * Gets the left stick of the virtual joystick.
  39381. * @returns The virtual Joystick
  39382. */
  39383. getLeftJoystick(): VirtualJoystick;
  39384. /**
  39385. * Gets the right stick of the virtual joystick.
  39386. * @returns The virtual Joystick
  39387. */
  39388. getRightJoystick(): VirtualJoystick;
  39389. /**
  39390. * Update the current camera state depending on the inputs that have been used this frame.
  39391. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39392. */
  39393. checkInputs(): void;
  39394. /**
  39395. * Attach the input controls to a specific dom element to get the input from.
  39396. * @param element Defines the element the controls should be listened from
  39397. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39398. */
  39399. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39400. /**
  39401. * Detach the current controls from the specified dom element.
  39402. * @param element Defines the element to stop listening the inputs from
  39403. */
  39404. detachControl(element: Nullable<HTMLElement>): void;
  39405. /**
  39406. * Gets the class name of the current intput.
  39407. * @returns the class name
  39408. */
  39409. getClassName(): string;
  39410. /**
  39411. * Get the friendly name associated with the input class.
  39412. * @returns the input friendly name
  39413. */
  39414. getSimpleName(): string;
  39415. }
  39416. }
  39417. declare module "babylonjs/Cameras/Inputs/index" {
  39418. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  39419. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  39420. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  39421. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  39422. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  39423. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  39424. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  39425. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  39426. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  39427. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  39428. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39429. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  39430. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  39431. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  39432. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  39433. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  39434. }
  39435. declare module "babylonjs/Cameras/touchCamera" {
  39436. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39437. import { Scene } from "babylonjs/scene";
  39438. import { Vector3 } from "babylonjs/Maths/math.vector";
  39439. /**
  39440. * This represents a FPS type of camera controlled by touch.
  39441. * This is like a universal camera minus the Gamepad controls.
  39442. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39443. */
  39444. export class TouchCamera extends FreeCamera {
  39445. /**
  39446. * Defines the touch sensibility for rotation.
  39447. * The higher the faster.
  39448. */
  39449. touchAngularSensibility: number;
  39450. /**
  39451. * Defines the touch sensibility for move.
  39452. * The higher the faster.
  39453. */
  39454. touchMoveSensibility: number;
  39455. /**
  39456. * Instantiates a new touch camera.
  39457. * This represents a FPS type of camera controlled by touch.
  39458. * This is like a universal camera minus the Gamepad controls.
  39459. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39460. * @param name Define the name of the camera in the scene
  39461. * @param position Define the start position of the camera in the scene
  39462. * @param scene Define the scene the camera belongs to
  39463. */
  39464. constructor(name: string, position: Vector3, scene: Scene);
  39465. /**
  39466. * Gets the current object class name.
  39467. * @return the class name
  39468. */
  39469. getClassName(): string;
  39470. /** @hidden */
  39471. _setupInputs(): void;
  39472. }
  39473. }
  39474. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  39475. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39476. import { Scene } from "babylonjs/scene";
  39477. import { Vector3 } from "babylonjs/Maths/math.vector";
  39478. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39479. import { Axis } from "babylonjs/Maths/math.axis";
  39480. /**
  39481. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  39482. * being tilted forward or back and left or right.
  39483. */
  39484. export class DeviceOrientationCamera extends FreeCamera {
  39485. private _initialQuaternion;
  39486. private _quaternionCache;
  39487. private _tmpDragQuaternion;
  39488. private _disablePointerInputWhenUsingDeviceOrientation;
  39489. /**
  39490. * Creates a new device orientation camera
  39491. * @param name The name of the camera
  39492. * @param position The start position camera
  39493. * @param scene The scene the camera belongs to
  39494. */
  39495. constructor(name: string, position: Vector3, scene: Scene);
  39496. /**
  39497. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  39498. */
  39499. disablePointerInputWhenUsingDeviceOrientation: boolean;
  39500. private _dragFactor;
  39501. /**
  39502. * Enabled turning on the y axis when the orientation sensor is active
  39503. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  39504. */
  39505. enableHorizontalDragging(dragFactor?: number): void;
  39506. /**
  39507. * Gets the current instance class name ("DeviceOrientationCamera").
  39508. * This helps avoiding instanceof at run time.
  39509. * @returns the class name
  39510. */
  39511. getClassName(): string;
  39512. /**
  39513. * @hidden
  39514. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  39515. */
  39516. _checkInputs(): void;
  39517. /**
  39518. * Reset the camera to its default orientation on the specified axis only.
  39519. * @param axis The axis to reset
  39520. */
  39521. resetToCurrentRotation(axis?: Axis): void;
  39522. }
  39523. }
  39524. declare module "babylonjs/Gamepads/xboxGamepad" {
  39525. import { Observable } from "babylonjs/Misc/observable";
  39526. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39527. /**
  39528. * Defines supported buttons for XBox360 compatible gamepads
  39529. */
  39530. export enum Xbox360Button {
  39531. /** A */
  39532. A = 0,
  39533. /** B */
  39534. B = 1,
  39535. /** X */
  39536. X = 2,
  39537. /** Y */
  39538. Y = 3,
  39539. /** Start */
  39540. Start = 4,
  39541. /** Back */
  39542. Back = 5,
  39543. /** Left button */
  39544. LB = 6,
  39545. /** Right button */
  39546. RB = 7,
  39547. /** Left stick */
  39548. LeftStick = 8,
  39549. /** Right stick */
  39550. RightStick = 9
  39551. }
  39552. /** Defines values for XBox360 DPad */
  39553. export enum Xbox360Dpad {
  39554. /** Up */
  39555. Up = 0,
  39556. /** Down */
  39557. Down = 1,
  39558. /** Left */
  39559. Left = 2,
  39560. /** Right */
  39561. Right = 3
  39562. }
  39563. /**
  39564. * Defines a XBox360 gamepad
  39565. */
  39566. export class Xbox360Pad extends Gamepad {
  39567. private _leftTrigger;
  39568. private _rightTrigger;
  39569. private _onlefttriggerchanged;
  39570. private _onrighttriggerchanged;
  39571. private _onbuttondown;
  39572. private _onbuttonup;
  39573. private _ondpaddown;
  39574. private _ondpadup;
  39575. /** Observable raised when a button is pressed */
  39576. onButtonDownObservable: Observable<Xbox360Button>;
  39577. /** Observable raised when a button is released */
  39578. onButtonUpObservable: Observable<Xbox360Button>;
  39579. /** Observable raised when a pad is pressed */
  39580. onPadDownObservable: Observable<Xbox360Dpad>;
  39581. /** Observable raised when a pad is released */
  39582. onPadUpObservable: Observable<Xbox360Dpad>;
  39583. private _buttonA;
  39584. private _buttonB;
  39585. private _buttonX;
  39586. private _buttonY;
  39587. private _buttonBack;
  39588. private _buttonStart;
  39589. private _buttonLB;
  39590. private _buttonRB;
  39591. private _buttonLeftStick;
  39592. private _buttonRightStick;
  39593. private _dPadUp;
  39594. private _dPadDown;
  39595. private _dPadLeft;
  39596. private _dPadRight;
  39597. private _isXboxOnePad;
  39598. /**
  39599. * Creates a new XBox360 gamepad object
  39600. * @param id defines the id of this gamepad
  39601. * @param index defines its index
  39602. * @param gamepad defines the internal HTML gamepad object
  39603. * @param xboxOne defines if it is a XBox One gamepad
  39604. */
  39605. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  39606. /**
  39607. * Defines the callback to call when left trigger is pressed
  39608. * @param callback defines the callback to use
  39609. */
  39610. onlefttriggerchanged(callback: (value: number) => void): void;
  39611. /**
  39612. * Defines the callback to call when right trigger is pressed
  39613. * @param callback defines the callback to use
  39614. */
  39615. onrighttriggerchanged(callback: (value: number) => void): void;
  39616. /**
  39617. * Gets the left trigger value
  39618. */
  39619. /**
  39620. * Sets the left trigger value
  39621. */
  39622. leftTrigger: number;
  39623. /**
  39624. * Gets the right trigger value
  39625. */
  39626. /**
  39627. * Sets the right trigger value
  39628. */
  39629. rightTrigger: number;
  39630. /**
  39631. * Defines the callback to call when a button is pressed
  39632. * @param callback defines the callback to use
  39633. */
  39634. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  39635. /**
  39636. * Defines the callback to call when a button is released
  39637. * @param callback defines the callback to use
  39638. */
  39639. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  39640. /**
  39641. * Defines the callback to call when a pad is pressed
  39642. * @param callback defines the callback to use
  39643. */
  39644. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  39645. /**
  39646. * Defines the callback to call when a pad is released
  39647. * @param callback defines the callback to use
  39648. */
  39649. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  39650. private _setButtonValue;
  39651. private _setDPadValue;
  39652. /**
  39653. * Gets the value of the `A` button
  39654. */
  39655. /**
  39656. * Sets the value of the `A` button
  39657. */
  39658. buttonA: number;
  39659. /**
  39660. * Gets the value of the `B` button
  39661. */
  39662. /**
  39663. * Sets the value of the `B` button
  39664. */
  39665. buttonB: number;
  39666. /**
  39667. * Gets the value of the `X` button
  39668. */
  39669. /**
  39670. * Sets the value of the `X` button
  39671. */
  39672. buttonX: number;
  39673. /**
  39674. * Gets the value of the `Y` button
  39675. */
  39676. /**
  39677. * Sets the value of the `Y` button
  39678. */
  39679. buttonY: number;
  39680. /**
  39681. * Gets the value of the `Start` button
  39682. */
  39683. /**
  39684. * Sets the value of the `Start` button
  39685. */
  39686. buttonStart: number;
  39687. /**
  39688. * Gets the value of the `Back` button
  39689. */
  39690. /**
  39691. * Sets the value of the `Back` button
  39692. */
  39693. buttonBack: number;
  39694. /**
  39695. * Gets the value of the `Left` button
  39696. */
  39697. /**
  39698. * Sets the value of the `Left` button
  39699. */
  39700. buttonLB: number;
  39701. /**
  39702. * Gets the value of the `Right` button
  39703. */
  39704. /**
  39705. * Sets the value of the `Right` button
  39706. */
  39707. buttonRB: number;
  39708. /**
  39709. * Gets the value of the Left joystick
  39710. */
  39711. /**
  39712. * Sets the value of the Left joystick
  39713. */
  39714. buttonLeftStick: number;
  39715. /**
  39716. * Gets the value of the Right joystick
  39717. */
  39718. /**
  39719. * Sets the value of the Right joystick
  39720. */
  39721. buttonRightStick: number;
  39722. /**
  39723. * Gets the value of D-pad up
  39724. */
  39725. /**
  39726. * Sets the value of D-pad up
  39727. */
  39728. dPadUp: number;
  39729. /**
  39730. * Gets the value of D-pad down
  39731. */
  39732. /**
  39733. * Sets the value of D-pad down
  39734. */
  39735. dPadDown: number;
  39736. /**
  39737. * Gets the value of D-pad left
  39738. */
  39739. /**
  39740. * Sets the value of D-pad left
  39741. */
  39742. dPadLeft: number;
  39743. /**
  39744. * Gets the value of D-pad right
  39745. */
  39746. /**
  39747. * Sets the value of D-pad right
  39748. */
  39749. dPadRight: number;
  39750. /**
  39751. * Force the gamepad to synchronize with device values
  39752. */
  39753. update(): void;
  39754. /**
  39755. * Disposes the gamepad
  39756. */
  39757. dispose(): void;
  39758. }
  39759. }
  39760. declare module "babylonjs/Gamepads/dualShockGamepad" {
  39761. import { Observable } from "babylonjs/Misc/observable";
  39762. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39763. /**
  39764. * Defines supported buttons for DualShock compatible gamepads
  39765. */
  39766. export enum DualShockButton {
  39767. /** Cross */
  39768. Cross = 0,
  39769. /** Circle */
  39770. Circle = 1,
  39771. /** Square */
  39772. Square = 2,
  39773. /** Triangle */
  39774. Triangle = 3,
  39775. /** Options */
  39776. Options = 4,
  39777. /** Share */
  39778. Share = 5,
  39779. /** L1 */
  39780. L1 = 6,
  39781. /** R1 */
  39782. R1 = 7,
  39783. /** Left stick */
  39784. LeftStick = 8,
  39785. /** Right stick */
  39786. RightStick = 9
  39787. }
  39788. /** Defines values for DualShock DPad */
  39789. export enum DualShockDpad {
  39790. /** Up */
  39791. Up = 0,
  39792. /** Down */
  39793. Down = 1,
  39794. /** Left */
  39795. Left = 2,
  39796. /** Right */
  39797. Right = 3
  39798. }
  39799. /**
  39800. * Defines a DualShock gamepad
  39801. */
  39802. export class DualShockPad extends Gamepad {
  39803. private _leftTrigger;
  39804. private _rightTrigger;
  39805. private _onlefttriggerchanged;
  39806. private _onrighttriggerchanged;
  39807. private _onbuttondown;
  39808. private _onbuttonup;
  39809. private _ondpaddown;
  39810. private _ondpadup;
  39811. /** Observable raised when a button is pressed */
  39812. onButtonDownObservable: Observable<DualShockButton>;
  39813. /** Observable raised when a button is released */
  39814. onButtonUpObservable: Observable<DualShockButton>;
  39815. /** Observable raised when a pad is pressed */
  39816. onPadDownObservable: Observable<DualShockDpad>;
  39817. /** Observable raised when a pad is released */
  39818. onPadUpObservable: Observable<DualShockDpad>;
  39819. private _buttonCross;
  39820. private _buttonCircle;
  39821. private _buttonSquare;
  39822. private _buttonTriangle;
  39823. private _buttonShare;
  39824. private _buttonOptions;
  39825. private _buttonL1;
  39826. private _buttonR1;
  39827. private _buttonLeftStick;
  39828. private _buttonRightStick;
  39829. private _dPadUp;
  39830. private _dPadDown;
  39831. private _dPadLeft;
  39832. private _dPadRight;
  39833. /**
  39834. * Creates a new DualShock gamepad object
  39835. * @param id defines the id of this gamepad
  39836. * @param index defines its index
  39837. * @param gamepad defines the internal HTML gamepad object
  39838. */
  39839. constructor(id: string, index: number, gamepad: any);
  39840. /**
  39841. * Defines the callback to call when left trigger is pressed
  39842. * @param callback defines the callback to use
  39843. */
  39844. onlefttriggerchanged(callback: (value: number) => void): void;
  39845. /**
  39846. * Defines the callback to call when right trigger is pressed
  39847. * @param callback defines the callback to use
  39848. */
  39849. onrighttriggerchanged(callback: (value: number) => void): void;
  39850. /**
  39851. * Gets the left trigger value
  39852. */
  39853. /**
  39854. * Sets the left trigger value
  39855. */
  39856. leftTrigger: number;
  39857. /**
  39858. * Gets the right trigger value
  39859. */
  39860. /**
  39861. * Sets the right trigger value
  39862. */
  39863. rightTrigger: number;
  39864. /**
  39865. * Defines the callback to call when a button is pressed
  39866. * @param callback defines the callback to use
  39867. */
  39868. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  39869. /**
  39870. * Defines the callback to call when a button is released
  39871. * @param callback defines the callback to use
  39872. */
  39873. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  39874. /**
  39875. * Defines the callback to call when a pad is pressed
  39876. * @param callback defines the callback to use
  39877. */
  39878. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  39879. /**
  39880. * Defines the callback to call when a pad is released
  39881. * @param callback defines the callback to use
  39882. */
  39883. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  39884. private _setButtonValue;
  39885. private _setDPadValue;
  39886. /**
  39887. * Gets the value of the `Cross` button
  39888. */
  39889. /**
  39890. * Sets the value of the `Cross` button
  39891. */
  39892. buttonCross: number;
  39893. /**
  39894. * Gets the value of the `Circle` button
  39895. */
  39896. /**
  39897. * Sets the value of the `Circle` button
  39898. */
  39899. buttonCircle: number;
  39900. /**
  39901. * Gets the value of the `Square` button
  39902. */
  39903. /**
  39904. * Sets the value of the `Square` button
  39905. */
  39906. buttonSquare: number;
  39907. /**
  39908. * Gets the value of the `Triangle` button
  39909. */
  39910. /**
  39911. * Sets the value of the `Triangle` button
  39912. */
  39913. buttonTriangle: number;
  39914. /**
  39915. * Gets the value of the `Options` button
  39916. */
  39917. /**
  39918. * Sets the value of the `Options` button
  39919. */
  39920. buttonOptions: number;
  39921. /**
  39922. * Gets the value of the `Share` button
  39923. */
  39924. /**
  39925. * Sets the value of the `Share` button
  39926. */
  39927. buttonShare: number;
  39928. /**
  39929. * Gets the value of the `L1` button
  39930. */
  39931. /**
  39932. * Sets the value of the `L1` button
  39933. */
  39934. buttonL1: number;
  39935. /**
  39936. * Gets the value of the `R1` button
  39937. */
  39938. /**
  39939. * Sets the value of the `R1` button
  39940. */
  39941. buttonR1: number;
  39942. /**
  39943. * Gets the value of the Left joystick
  39944. */
  39945. /**
  39946. * Sets the value of the Left joystick
  39947. */
  39948. buttonLeftStick: number;
  39949. /**
  39950. * Gets the value of the Right joystick
  39951. */
  39952. /**
  39953. * Sets the value of the Right joystick
  39954. */
  39955. buttonRightStick: number;
  39956. /**
  39957. * Gets the value of D-pad up
  39958. */
  39959. /**
  39960. * Sets the value of D-pad up
  39961. */
  39962. dPadUp: number;
  39963. /**
  39964. * Gets the value of D-pad down
  39965. */
  39966. /**
  39967. * Sets the value of D-pad down
  39968. */
  39969. dPadDown: number;
  39970. /**
  39971. * Gets the value of D-pad left
  39972. */
  39973. /**
  39974. * Sets the value of D-pad left
  39975. */
  39976. dPadLeft: number;
  39977. /**
  39978. * Gets the value of D-pad right
  39979. */
  39980. /**
  39981. * Sets the value of D-pad right
  39982. */
  39983. dPadRight: number;
  39984. /**
  39985. * Force the gamepad to synchronize with device values
  39986. */
  39987. update(): void;
  39988. /**
  39989. * Disposes the gamepad
  39990. */
  39991. dispose(): void;
  39992. }
  39993. }
  39994. declare module "babylonjs/Gamepads/gamepadManager" {
  39995. import { Observable } from "babylonjs/Misc/observable";
  39996. import { Nullable } from "babylonjs/types";
  39997. import { Scene } from "babylonjs/scene";
  39998. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39999. /**
  40000. * Manager for handling gamepads
  40001. */
  40002. export class GamepadManager {
  40003. private _scene?;
  40004. private _babylonGamepads;
  40005. private _oneGamepadConnected;
  40006. /** @hidden */
  40007. _isMonitoring: boolean;
  40008. private _gamepadEventSupported;
  40009. private _gamepadSupport;
  40010. /**
  40011. * observable to be triggered when the gamepad controller has been connected
  40012. */
  40013. onGamepadConnectedObservable: Observable<Gamepad>;
  40014. /**
  40015. * observable to be triggered when the gamepad controller has been disconnected
  40016. */
  40017. onGamepadDisconnectedObservable: Observable<Gamepad>;
  40018. private _onGamepadConnectedEvent;
  40019. private _onGamepadDisconnectedEvent;
  40020. /**
  40021. * Initializes the gamepad manager
  40022. * @param _scene BabylonJS scene
  40023. */
  40024. constructor(_scene?: Scene | undefined);
  40025. /**
  40026. * The gamepads in the game pad manager
  40027. */
  40028. readonly gamepads: Gamepad[];
  40029. /**
  40030. * Get the gamepad controllers based on type
  40031. * @param type The type of gamepad controller
  40032. * @returns Nullable gamepad
  40033. */
  40034. getGamepadByType(type?: number): Nullable<Gamepad>;
  40035. /**
  40036. * Disposes the gamepad manager
  40037. */
  40038. dispose(): void;
  40039. private _addNewGamepad;
  40040. private _startMonitoringGamepads;
  40041. private _stopMonitoringGamepads;
  40042. /** @hidden */
  40043. _checkGamepadsStatus(): void;
  40044. private _updateGamepadObjects;
  40045. }
  40046. }
  40047. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40048. import { Nullable } from "babylonjs/types";
  40049. import { Scene } from "babylonjs/scene";
  40050. import { ISceneComponent } from "babylonjs/sceneComponent";
  40051. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40052. module "babylonjs/scene" {
  40053. interface Scene {
  40054. /** @hidden */
  40055. _gamepadManager: Nullable<GamepadManager>;
  40056. /**
  40057. * Gets the gamepad manager associated with the scene
  40058. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40059. */
  40060. gamepadManager: GamepadManager;
  40061. }
  40062. }
  40063. module "babylonjs/Cameras/freeCameraInputsManager" {
  40064. /**
  40065. * Interface representing a free camera inputs manager
  40066. */
  40067. interface FreeCameraInputsManager {
  40068. /**
  40069. * Adds gamepad input support to the FreeCameraInputsManager.
  40070. * @returns the FreeCameraInputsManager
  40071. */
  40072. addGamepad(): FreeCameraInputsManager;
  40073. }
  40074. }
  40075. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40076. /**
  40077. * Interface representing an arc rotate camera inputs manager
  40078. */
  40079. interface ArcRotateCameraInputsManager {
  40080. /**
  40081. * Adds gamepad input support to the ArcRotateCamera InputManager.
  40082. * @returns the camera inputs manager
  40083. */
  40084. addGamepad(): ArcRotateCameraInputsManager;
  40085. }
  40086. }
  40087. /**
  40088. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  40089. */
  40090. export class GamepadSystemSceneComponent implements ISceneComponent {
  40091. /**
  40092. * The component name helpfull to identify the component in the list of scene components.
  40093. */
  40094. readonly name: string;
  40095. /**
  40096. * The scene the component belongs to.
  40097. */
  40098. scene: Scene;
  40099. /**
  40100. * Creates a new instance of the component for the given scene
  40101. * @param scene Defines the scene to register the component in
  40102. */
  40103. constructor(scene: Scene);
  40104. /**
  40105. * Registers the component in a given scene
  40106. */
  40107. register(): void;
  40108. /**
  40109. * Rebuilds the elements related to this component in case of
  40110. * context lost for instance.
  40111. */
  40112. rebuild(): void;
  40113. /**
  40114. * Disposes the component and the associated ressources
  40115. */
  40116. dispose(): void;
  40117. private _beforeCameraUpdate;
  40118. }
  40119. }
  40120. declare module "babylonjs/Cameras/universalCamera" {
  40121. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  40122. import { Scene } from "babylonjs/scene";
  40123. import { Vector3 } from "babylonjs/Maths/math.vector";
  40124. import "babylonjs/Gamepads/gamepadSceneComponent";
  40125. /**
  40126. * 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,
  40127. * which still works and will still be found in many Playgrounds.
  40128. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40129. */
  40130. export class UniversalCamera extends TouchCamera {
  40131. /**
  40132. * Defines the gamepad rotation sensiblity.
  40133. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40134. */
  40135. gamepadAngularSensibility: number;
  40136. /**
  40137. * Defines the gamepad move sensiblity.
  40138. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40139. */
  40140. gamepadMoveSensibility: number;
  40141. /**
  40142. * 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,
  40143. * which still works and will still be found in many Playgrounds.
  40144. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40145. * @param name Define the name of the camera in the scene
  40146. * @param position Define the start position of the camera in the scene
  40147. * @param scene Define the scene the camera belongs to
  40148. */
  40149. constructor(name: string, position: Vector3, scene: Scene);
  40150. /**
  40151. * Gets the current object class name.
  40152. * @return the class name
  40153. */
  40154. getClassName(): string;
  40155. }
  40156. }
  40157. declare module "babylonjs/Cameras/gamepadCamera" {
  40158. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40159. import { Scene } from "babylonjs/scene";
  40160. import { Vector3 } from "babylonjs/Maths/math.vector";
  40161. /**
  40162. * This represents a FPS type of camera. This is only here for back compat purpose.
  40163. * Please use the UniversalCamera instead as both are identical.
  40164. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40165. */
  40166. export class GamepadCamera extends UniversalCamera {
  40167. /**
  40168. * Instantiates a new Gamepad Camera
  40169. * This represents a FPS type of camera. This is only here for back compat purpose.
  40170. * Please use the UniversalCamera instead as both are identical.
  40171. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40172. * @param name Define the name of the camera in the scene
  40173. * @param position Define the start position of the camera in the scene
  40174. * @param scene Define the scene the camera belongs to
  40175. */
  40176. constructor(name: string, position: Vector3, scene: Scene);
  40177. /**
  40178. * Gets the current object class name.
  40179. * @return the class name
  40180. */
  40181. getClassName(): string;
  40182. }
  40183. }
  40184. declare module "babylonjs/Shaders/pass.fragment" {
  40185. /** @hidden */
  40186. export var passPixelShader: {
  40187. name: string;
  40188. shader: string;
  40189. };
  40190. }
  40191. declare module "babylonjs/Shaders/passCube.fragment" {
  40192. /** @hidden */
  40193. export var passCubePixelShader: {
  40194. name: string;
  40195. shader: string;
  40196. };
  40197. }
  40198. declare module "babylonjs/PostProcesses/passPostProcess" {
  40199. import { Nullable } from "babylonjs/types";
  40200. import { Camera } from "babylonjs/Cameras/camera";
  40201. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40202. import { Engine } from "babylonjs/Engines/engine";
  40203. import "babylonjs/Shaders/pass.fragment";
  40204. import "babylonjs/Shaders/passCube.fragment";
  40205. /**
  40206. * PassPostProcess which produces an output the same as it's input
  40207. */
  40208. export class PassPostProcess extends PostProcess {
  40209. /**
  40210. * Creates the PassPostProcess
  40211. * @param name The name of the effect.
  40212. * @param options The required width/height ratio to downsize to before computing the render pass.
  40213. * @param camera The camera to apply the render pass to.
  40214. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40215. * @param engine The engine which the post process will be applied. (default: current engine)
  40216. * @param reusable If the post process can be reused on the same frame. (default: false)
  40217. * @param textureType The type of texture to be used when performing the post processing.
  40218. * @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)
  40219. */
  40220. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40221. }
  40222. /**
  40223. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  40224. */
  40225. export class PassCubePostProcess extends PostProcess {
  40226. private _face;
  40227. /**
  40228. * Gets or sets the cube face to display.
  40229. * * 0 is +X
  40230. * * 1 is -X
  40231. * * 2 is +Y
  40232. * * 3 is -Y
  40233. * * 4 is +Z
  40234. * * 5 is -Z
  40235. */
  40236. face: number;
  40237. /**
  40238. * Creates the PassCubePostProcess
  40239. * @param name The name of the effect.
  40240. * @param options The required width/height ratio to downsize to before computing the render pass.
  40241. * @param camera The camera to apply the render pass to.
  40242. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40243. * @param engine The engine which the post process will be applied. (default: current engine)
  40244. * @param reusable If the post process can be reused on the same frame. (default: false)
  40245. * @param textureType The type of texture to be used when performing the post processing.
  40246. * @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)
  40247. */
  40248. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40249. }
  40250. }
  40251. declare module "babylonjs/Shaders/anaglyph.fragment" {
  40252. /** @hidden */
  40253. export var anaglyphPixelShader: {
  40254. name: string;
  40255. shader: string;
  40256. };
  40257. }
  40258. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  40259. import { Engine } from "babylonjs/Engines/engine";
  40260. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40261. import { Camera } from "babylonjs/Cameras/camera";
  40262. import "babylonjs/Shaders/anaglyph.fragment";
  40263. /**
  40264. * Postprocess used to generate anaglyphic rendering
  40265. */
  40266. export class AnaglyphPostProcess extends PostProcess {
  40267. private _passedProcess;
  40268. /**
  40269. * Creates a new AnaglyphPostProcess
  40270. * @param name defines postprocess name
  40271. * @param options defines creation options or target ratio scale
  40272. * @param rigCameras defines cameras using this postprocess
  40273. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  40274. * @param engine defines hosting engine
  40275. * @param reusable defines if the postprocess will be reused multiple times per frame
  40276. */
  40277. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  40278. }
  40279. }
  40280. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  40281. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  40282. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40283. import { Scene } from "babylonjs/scene";
  40284. import { Vector3 } from "babylonjs/Maths/math.vector";
  40285. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40286. /**
  40287. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  40288. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40289. */
  40290. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  40291. /**
  40292. * Creates a new AnaglyphArcRotateCamera
  40293. * @param name defines camera name
  40294. * @param alpha defines alpha angle (in radians)
  40295. * @param beta defines beta angle (in radians)
  40296. * @param radius defines radius
  40297. * @param target defines camera target
  40298. * @param interaxialDistance defines distance between each color axis
  40299. * @param scene defines the hosting scene
  40300. */
  40301. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  40302. /**
  40303. * Gets camera class name
  40304. * @returns AnaglyphArcRotateCamera
  40305. */
  40306. getClassName(): string;
  40307. }
  40308. }
  40309. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  40310. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40311. import { Scene } from "babylonjs/scene";
  40312. import { Vector3 } from "babylonjs/Maths/math.vector";
  40313. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40314. /**
  40315. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  40316. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40317. */
  40318. export class AnaglyphFreeCamera extends FreeCamera {
  40319. /**
  40320. * Creates a new AnaglyphFreeCamera
  40321. * @param name defines camera name
  40322. * @param position defines initial position
  40323. * @param interaxialDistance defines distance between each color axis
  40324. * @param scene defines the hosting scene
  40325. */
  40326. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40327. /**
  40328. * Gets camera class name
  40329. * @returns AnaglyphFreeCamera
  40330. */
  40331. getClassName(): string;
  40332. }
  40333. }
  40334. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  40335. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40336. import { Scene } from "babylonjs/scene";
  40337. import { Vector3 } from "babylonjs/Maths/math.vector";
  40338. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40339. /**
  40340. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  40341. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40342. */
  40343. export class AnaglyphGamepadCamera extends GamepadCamera {
  40344. /**
  40345. * Creates a new AnaglyphGamepadCamera
  40346. * @param name defines camera name
  40347. * @param position defines initial position
  40348. * @param interaxialDistance defines distance between each color axis
  40349. * @param scene defines the hosting scene
  40350. */
  40351. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40352. /**
  40353. * Gets camera class name
  40354. * @returns AnaglyphGamepadCamera
  40355. */
  40356. getClassName(): string;
  40357. }
  40358. }
  40359. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  40360. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40361. import { Scene } from "babylonjs/scene";
  40362. import { Vector3 } from "babylonjs/Maths/math.vector";
  40363. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40364. /**
  40365. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  40366. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40367. */
  40368. export class AnaglyphUniversalCamera extends UniversalCamera {
  40369. /**
  40370. * Creates a new AnaglyphUniversalCamera
  40371. * @param name defines camera name
  40372. * @param position defines initial position
  40373. * @param interaxialDistance defines distance between each color axis
  40374. * @param scene defines the hosting scene
  40375. */
  40376. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40377. /**
  40378. * Gets camera class name
  40379. * @returns AnaglyphUniversalCamera
  40380. */
  40381. getClassName(): string;
  40382. }
  40383. }
  40384. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  40385. /** @hidden */
  40386. export var stereoscopicInterlacePixelShader: {
  40387. name: string;
  40388. shader: string;
  40389. };
  40390. }
  40391. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  40392. import { Camera } from "babylonjs/Cameras/camera";
  40393. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40394. import { Engine } from "babylonjs/Engines/engine";
  40395. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  40396. /**
  40397. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  40398. */
  40399. export class StereoscopicInterlacePostProcess extends PostProcess {
  40400. private _stepSize;
  40401. private _passedProcess;
  40402. /**
  40403. * Initializes a StereoscopicInterlacePostProcess
  40404. * @param name The name of the effect.
  40405. * @param rigCameras The rig cameras to be appled to the post process
  40406. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  40407. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40408. * @param engine The engine which the post process will be applied. (default: current engine)
  40409. * @param reusable If the post process can be reused on the same frame. (default: false)
  40410. */
  40411. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  40412. }
  40413. }
  40414. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  40415. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  40416. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40417. import { Scene } from "babylonjs/scene";
  40418. import { Vector3 } from "babylonjs/Maths/math.vector";
  40419. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40420. /**
  40421. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  40422. * @see http://doc.babylonjs.com/features/cameras
  40423. */
  40424. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  40425. /**
  40426. * Creates a new StereoscopicArcRotateCamera
  40427. * @param name defines camera name
  40428. * @param alpha defines alpha angle (in radians)
  40429. * @param beta defines beta angle (in radians)
  40430. * @param radius defines radius
  40431. * @param target defines camera target
  40432. * @param interaxialDistance defines distance between each color axis
  40433. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40434. * @param scene defines the hosting scene
  40435. */
  40436. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40437. /**
  40438. * Gets camera class name
  40439. * @returns StereoscopicArcRotateCamera
  40440. */
  40441. getClassName(): string;
  40442. }
  40443. }
  40444. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  40445. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40446. import { Scene } from "babylonjs/scene";
  40447. import { Vector3 } from "babylonjs/Maths/math.vector";
  40448. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40449. /**
  40450. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  40451. * @see http://doc.babylonjs.com/features/cameras
  40452. */
  40453. export class StereoscopicFreeCamera extends FreeCamera {
  40454. /**
  40455. * Creates a new StereoscopicFreeCamera
  40456. * @param name defines camera name
  40457. * @param position defines initial position
  40458. * @param interaxialDistance defines distance between each color axis
  40459. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40460. * @param scene defines the hosting scene
  40461. */
  40462. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40463. /**
  40464. * Gets camera class name
  40465. * @returns StereoscopicFreeCamera
  40466. */
  40467. getClassName(): string;
  40468. }
  40469. }
  40470. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  40471. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40472. import { Scene } from "babylonjs/scene";
  40473. import { Vector3 } from "babylonjs/Maths/math.vector";
  40474. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40475. /**
  40476. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  40477. * @see http://doc.babylonjs.com/features/cameras
  40478. */
  40479. export class StereoscopicGamepadCamera extends GamepadCamera {
  40480. /**
  40481. * Creates a new StereoscopicGamepadCamera
  40482. * @param name defines camera name
  40483. * @param position defines initial position
  40484. * @param interaxialDistance defines distance between each color axis
  40485. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40486. * @param scene defines the hosting scene
  40487. */
  40488. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40489. /**
  40490. * Gets camera class name
  40491. * @returns StereoscopicGamepadCamera
  40492. */
  40493. getClassName(): string;
  40494. }
  40495. }
  40496. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  40497. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40498. import { Scene } from "babylonjs/scene";
  40499. import { Vector3 } from "babylonjs/Maths/math.vector";
  40500. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40501. /**
  40502. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  40503. * @see http://doc.babylonjs.com/features/cameras
  40504. */
  40505. export class StereoscopicUniversalCamera extends UniversalCamera {
  40506. /**
  40507. * Creates a new StereoscopicUniversalCamera
  40508. * @param name defines camera name
  40509. * @param position defines initial position
  40510. * @param interaxialDistance defines distance between each color axis
  40511. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40512. * @param scene defines the hosting scene
  40513. */
  40514. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40515. /**
  40516. * Gets camera class name
  40517. * @returns StereoscopicUniversalCamera
  40518. */
  40519. getClassName(): string;
  40520. }
  40521. }
  40522. declare module "babylonjs/Cameras/Stereoscopic/index" {
  40523. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  40524. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  40525. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  40526. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  40527. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  40528. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  40529. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  40530. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  40531. }
  40532. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  40533. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40534. import { Scene } from "babylonjs/scene";
  40535. import { Vector3 } from "babylonjs/Maths/math.vector";
  40536. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40537. /**
  40538. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  40539. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40540. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40541. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40542. */
  40543. export class VirtualJoysticksCamera extends FreeCamera {
  40544. /**
  40545. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  40546. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40547. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40548. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40549. * @param name Define the name of the camera in the scene
  40550. * @param position Define the start position of the camera in the scene
  40551. * @param scene Define the scene the camera belongs to
  40552. */
  40553. constructor(name: string, position: Vector3, scene: Scene);
  40554. /**
  40555. * Gets the current object class name.
  40556. * @return the class name
  40557. */
  40558. getClassName(): string;
  40559. }
  40560. }
  40561. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  40562. import { Matrix } from "babylonjs/Maths/math.vector";
  40563. /**
  40564. * This represents all the required metrics to create a VR camera.
  40565. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  40566. */
  40567. export class VRCameraMetrics {
  40568. /**
  40569. * Define the horizontal resolution off the screen.
  40570. */
  40571. hResolution: number;
  40572. /**
  40573. * Define the vertical resolution off the screen.
  40574. */
  40575. vResolution: number;
  40576. /**
  40577. * Define the horizontal screen size.
  40578. */
  40579. hScreenSize: number;
  40580. /**
  40581. * Define the vertical screen size.
  40582. */
  40583. vScreenSize: number;
  40584. /**
  40585. * Define the vertical screen center position.
  40586. */
  40587. vScreenCenter: number;
  40588. /**
  40589. * Define the distance of the eyes to the screen.
  40590. */
  40591. eyeToScreenDistance: number;
  40592. /**
  40593. * Define the distance between both lenses
  40594. */
  40595. lensSeparationDistance: number;
  40596. /**
  40597. * Define the distance between both viewer's eyes.
  40598. */
  40599. interpupillaryDistance: number;
  40600. /**
  40601. * Define the distortion factor of the VR postprocess.
  40602. * Please, touch with care.
  40603. */
  40604. distortionK: number[];
  40605. /**
  40606. * Define the chromatic aberration correction factors for the VR post process.
  40607. */
  40608. chromaAbCorrection: number[];
  40609. /**
  40610. * Define the scale factor of the post process.
  40611. * The smaller the better but the slower.
  40612. */
  40613. postProcessScaleFactor: number;
  40614. /**
  40615. * Define an offset for the lens center.
  40616. */
  40617. lensCenterOffset: number;
  40618. /**
  40619. * Define if the current vr camera should compensate the distortion of the lense or not.
  40620. */
  40621. compensateDistortion: boolean;
  40622. /**
  40623. * Defines if multiview should be enabled when rendering (Default: false)
  40624. */
  40625. multiviewEnabled: boolean;
  40626. /**
  40627. * Gets the rendering aspect ratio based on the provided resolutions.
  40628. */
  40629. readonly aspectRatio: number;
  40630. /**
  40631. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  40632. */
  40633. readonly aspectRatioFov: number;
  40634. /**
  40635. * @hidden
  40636. */
  40637. readonly leftHMatrix: Matrix;
  40638. /**
  40639. * @hidden
  40640. */
  40641. readonly rightHMatrix: Matrix;
  40642. /**
  40643. * @hidden
  40644. */
  40645. readonly leftPreViewMatrix: Matrix;
  40646. /**
  40647. * @hidden
  40648. */
  40649. readonly rightPreViewMatrix: Matrix;
  40650. /**
  40651. * Get the default VRMetrics based on the most generic setup.
  40652. * @returns the default vr metrics
  40653. */
  40654. static GetDefault(): VRCameraMetrics;
  40655. }
  40656. }
  40657. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  40658. /** @hidden */
  40659. export var vrDistortionCorrectionPixelShader: {
  40660. name: string;
  40661. shader: string;
  40662. };
  40663. }
  40664. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  40665. import { Camera } from "babylonjs/Cameras/camera";
  40666. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40667. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40668. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  40669. /**
  40670. * VRDistortionCorrectionPostProcess used for mobile VR
  40671. */
  40672. export class VRDistortionCorrectionPostProcess extends PostProcess {
  40673. private _isRightEye;
  40674. private _distortionFactors;
  40675. private _postProcessScaleFactor;
  40676. private _lensCenterOffset;
  40677. private _scaleIn;
  40678. private _scaleFactor;
  40679. private _lensCenter;
  40680. /**
  40681. * Initializes the VRDistortionCorrectionPostProcess
  40682. * @param name The name of the effect.
  40683. * @param camera The camera to apply the render pass to.
  40684. * @param isRightEye If this is for the right eye distortion
  40685. * @param vrMetrics All the required metrics for the VR camera
  40686. */
  40687. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  40688. }
  40689. }
  40690. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  40691. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  40692. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40693. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40694. import { Scene } from "babylonjs/scene";
  40695. import { Vector3 } from "babylonjs/Maths/math.vector";
  40696. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40697. import "babylonjs/Cameras/RigModes/vrRigMode";
  40698. /**
  40699. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  40700. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40701. */
  40702. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  40703. /**
  40704. * Creates a new VRDeviceOrientationArcRotateCamera
  40705. * @param name defines camera name
  40706. * @param alpha defines the camera rotation along the logitudinal axis
  40707. * @param beta defines the camera rotation along the latitudinal axis
  40708. * @param radius defines the camera distance from its target
  40709. * @param target defines the camera target
  40710. * @param scene defines the scene the camera belongs to
  40711. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40712. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40713. */
  40714. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40715. /**
  40716. * Gets camera class name
  40717. * @returns VRDeviceOrientationArcRotateCamera
  40718. */
  40719. getClassName(): string;
  40720. }
  40721. }
  40722. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  40723. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  40724. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40725. import { Scene } from "babylonjs/scene";
  40726. import { Vector3 } from "babylonjs/Maths/math.vector";
  40727. import "babylonjs/Cameras/RigModes/vrRigMode";
  40728. /**
  40729. * Camera used to simulate VR rendering (based on FreeCamera)
  40730. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40731. */
  40732. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  40733. /**
  40734. * Creates a new VRDeviceOrientationFreeCamera
  40735. * @param name defines camera name
  40736. * @param position defines the start position of the camera
  40737. * @param scene defines the scene the camera belongs to
  40738. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40739. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40740. */
  40741. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40742. /**
  40743. * Gets camera class name
  40744. * @returns VRDeviceOrientationFreeCamera
  40745. */
  40746. getClassName(): string;
  40747. }
  40748. }
  40749. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  40750. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  40751. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40752. import { Scene } from "babylonjs/scene";
  40753. import { Vector3 } from "babylonjs/Maths/math.vector";
  40754. import "babylonjs/Gamepads/gamepadSceneComponent";
  40755. /**
  40756. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  40757. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40758. */
  40759. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  40760. /**
  40761. * Creates a new VRDeviceOrientationGamepadCamera
  40762. * @param name defines camera name
  40763. * @param position defines the start position of the camera
  40764. * @param scene defines the scene the camera belongs to
  40765. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40766. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40767. */
  40768. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40769. /**
  40770. * Gets camera class name
  40771. * @returns VRDeviceOrientationGamepadCamera
  40772. */
  40773. getClassName(): string;
  40774. }
  40775. }
  40776. declare module "babylonjs/Materials/pushMaterial" {
  40777. import { Nullable } from "babylonjs/types";
  40778. import { Scene } from "babylonjs/scene";
  40779. import { Matrix } from "babylonjs/Maths/math.vector";
  40780. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40781. import { Mesh } from "babylonjs/Meshes/mesh";
  40782. import { Material } from "babylonjs/Materials/material";
  40783. import { Effect } from "babylonjs/Materials/effect";
  40784. /**
  40785. * Base class of materials working in push mode in babylon JS
  40786. * @hidden
  40787. */
  40788. export class PushMaterial extends Material {
  40789. protected _activeEffect: Effect;
  40790. protected _normalMatrix: Matrix;
  40791. /**
  40792. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  40793. * This means that the material can keep using a previous shader while a new one is being compiled.
  40794. * This is mostly used when shader parallel compilation is supported (true by default)
  40795. */
  40796. allowShaderHotSwapping: boolean;
  40797. constructor(name: string, scene: Scene);
  40798. getEffect(): Effect;
  40799. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  40800. /**
  40801. * Binds the given world matrix to the active effect
  40802. *
  40803. * @param world the matrix to bind
  40804. */
  40805. bindOnlyWorldMatrix(world: Matrix): void;
  40806. /**
  40807. * Binds the given normal matrix to the active effect
  40808. *
  40809. * @param normalMatrix the matrix to bind
  40810. */
  40811. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  40812. bind(world: Matrix, mesh?: Mesh): void;
  40813. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  40814. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  40815. }
  40816. }
  40817. declare module "babylonjs/Materials/materialFlags" {
  40818. /**
  40819. * This groups all the flags used to control the materials channel.
  40820. */
  40821. export class MaterialFlags {
  40822. private static _DiffuseTextureEnabled;
  40823. /**
  40824. * Are diffuse textures enabled in the application.
  40825. */
  40826. static DiffuseTextureEnabled: boolean;
  40827. private static _AmbientTextureEnabled;
  40828. /**
  40829. * Are ambient textures enabled in the application.
  40830. */
  40831. static AmbientTextureEnabled: boolean;
  40832. private static _OpacityTextureEnabled;
  40833. /**
  40834. * Are opacity textures enabled in the application.
  40835. */
  40836. static OpacityTextureEnabled: boolean;
  40837. private static _ReflectionTextureEnabled;
  40838. /**
  40839. * Are reflection textures enabled in the application.
  40840. */
  40841. static ReflectionTextureEnabled: boolean;
  40842. private static _EmissiveTextureEnabled;
  40843. /**
  40844. * Are emissive textures enabled in the application.
  40845. */
  40846. static EmissiveTextureEnabled: boolean;
  40847. private static _SpecularTextureEnabled;
  40848. /**
  40849. * Are specular textures enabled in the application.
  40850. */
  40851. static SpecularTextureEnabled: boolean;
  40852. private static _BumpTextureEnabled;
  40853. /**
  40854. * Are bump textures enabled in the application.
  40855. */
  40856. static BumpTextureEnabled: boolean;
  40857. private static _LightmapTextureEnabled;
  40858. /**
  40859. * Are lightmap textures enabled in the application.
  40860. */
  40861. static LightmapTextureEnabled: boolean;
  40862. private static _RefractionTextureEnabled;
  40863. /**
  40864. * Are refraction textures enabled in the application.
  40865. */
  40866. static RefractionTextureEnabled: boolean;
  40867. private static _ColorGradingTextureEnabled;
  40868. /**
  40869. * Are color grading textures enabled in the application.
  40870. */
  40871. static ColorGradingTextureEnabled: boolean;
  40872. private static _FresnelEnabled;
  40873. /**
  40874. * Are fresnels enabled in the application.
  40875. */
  40876. static FresnelEnabled: boolean;
  40877. private static _ClearCoatTextureEnabled;
  40878. /**
  40879. * Are clear coat textures enabled in the application.
  40880. */
  40881. static ClearCoatTextureEnabled: boolean;
  40882. private static _ClearCoatBumpTextureEnabled;
  40883. /**
  40884. * Are clear coat bump textures enabled in the application.
  40885. */
  40886. static ClearCoatBumpTextureEnabled: boolean;
  40887. private static _ClearCoatTintTextureEnabled;
  40888. /**
  40889. * Are clear coat tint textures enabled in the application.
  40890. */
  40891. static ClearCoatTintTextureEnabled: boolean;
  40892. private static _SheenTextureEnabled;
  40893. /**
  40894. * Are sheen textures enabled in the application.
  40895. */
  40896. static SheenTextureEnabled: boolean;
  40897. private static _AnisotropicTextureEnabled;
  40898. /**
  40899. * Are anisotropic textures enabled in the application.
  40900. */
  40901. static AnisotropicTextureEnabled: boolean;
  40902. private static _ThicknessTextureEnabled;
  40903. /**
  40904. * Are thickness textures enabled in the application.
  40905. */
  40906. static ThicknessTextureEnabled: boolean;
  40907. }
  40908. }
  40909. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  40910. /** @hidden */
  40911. export var defaultFragmentDeclaration: {
  40912. name: string;
  40913. shader: string;
  40914. };
  40915. }
  40916. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  40917. /** @hidden */
  40918. export var defaultUboDeclaration: {
  40919. name: string;
  40920. shader: string;
  40921. };
  40922. }
  40923. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  40924. /** @hidden */
  40925. export var lightFragmentDeclaration: {
  40926. name: string;
  40927. shader: string;
  40928. };
  40929. }
  40930. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  40931. /** @hidden */
  40932. export var lightUboDeclaration: {
  40933. name: string;
  40934. shader: string;
  40935. };
  40936. }
  40937. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  40938. /** @hidden */
  40939. export var lightsFragmentFunctions: {
  40940. name: string;
  40941. shader: string;
  40942. };
  40943. }
  40944. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  40945. /** @hidden */
  40946. export var shadowsFragmentFunctions: {
  40947. name: string;
  40948. shader: string;
  40949. };
  40950. }
  40951. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  40952. /** @hidden */
  40953. export var fresnelFunction: {
  40954. name: string;
  40955. shader: string;
  40956. };
  40957. }
  40958. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  40959. /** @hidden */
  40960. export var reflectionFunction: {
  40961. name: string;
  40962. shader: string;
  40963. };
  40964. }
  40965. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  40966. /** @hidden */
  40967. export var bumpFragmentFunctions: {
  40968. name: string;
  40969. shader: string;
  40970. };
  40971. }
  40972. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  40973. /** @hidden */
  40974. export var logDepthDeclaration: {
  40975. name: string;
  40976. shader: string;
  40977. };
  40978. }
  40979. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  40980. /** @hidden */
  40981. export var bumpFragment: {
  40982. name: string;
  40983. shader: string;
  40984. };
  40985. }
  40986. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  40987. /** @hidden */
  40988. export var depthPrePass: {
  40989. name: string;
  40990. shader: string;
  40991. };
  40992. }
  40993. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  40994. /** @hidden */
  40995. export var lightFragment: {
  40996. name: string;
  40997. shader: string;
  40998. };
  40999. }
  41000. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  41001. /** @hidden */
  41002. export var logDepthFragment: {
  41003. name: string;
  41004. shader: string;
  41005. };
  41006. }
  41007. declare module "babylonjs/Shaders/default.fragment" {
  41008. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  41009. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41010. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41011. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41012. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41013. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  41014. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  41015. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  41016. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  41017. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41018. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41019. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  41020. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  41021. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41022. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  41023. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  41024. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  41025. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  41026. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  41027. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  41028. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  41029. /** @hidden */
  41030. export var defaultPixelShader: {
  41031. name: string;
  41032. shader: string;
  41033. };
  41034. }
  41035. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  41036. /** @hidden */
  41037. export var defaultVertexDeclaration: {
  41038. name: string;
  41039. shader: string;
  41040. };
  41041. }
  41042. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  41043. /** @hidden */
  41044. export var bumpVertexDeclaration: {
  41045. name: string;
  41046. shader: string;
  41047. };
  41048. }
  41049. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41050. /** @hidden */
  41051. export var bumpVertex: {
  41052. name: string;
  41053. shader: string;
  41054. };
  41055. }
  41056. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41057. /** @hidden */
  41058. export var fogVertex: {
  41059. name: string;
  41060. shader: string;
  41061. };
  41062. }
  41063. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  41064. /** @hidden */
  41065. export var shadowsVertex: {
  41066. name: string;
  41067. shader: string;
  41068. };
  41069. }
  41070. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  41071. /** @hidden */
  41072. export var pointCloudVertex: {
  41073. name: string;
  41074. shader: string;
  41075. };
  41076. }
  41077. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  41078. /** @hidden */
  41079. export var logDepthVertex: {
  41080. name: string;
  41081. shader: string;
  41082. };
  41083. }
  41084. declare module "babylonjs/Shaders/default.vertex" {
  41085. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  41086. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41087. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41088. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  41089. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  41090. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  41091. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  41092. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  41093. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41094. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41095. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  41096. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  41097. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41098. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  41099. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  41100. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  41101. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  41102. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  41103. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  41104. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  41105. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  41106. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  41107. /** @hidden */
  41108. export var defaultVertexShader: {
  41109. name: string;
  41110. shader: string;
  41111. };
  41112. }
  41113. declare module "babylonjs/Materials/standardMaterial" {
  41114. import { SmartArray } from "babylonjs/Misc/smartArray";
  41115. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  41116. import { Nullable } from "babylonjs/types";
  41117. import { Scene } from "babylonjs/scene";
  41118. import { Matrix } from "babylonjs/Maths/math.vector";
  41119. import { Color3 } from "babylonjs/Maths/math.color";
  41120. import { SubMesh } from "babylonjs/Meshes/subMesh";
  41121. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41122. import { Mesh } from "babylonjs/Meshes/mesh";
  41123. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  41124. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41125. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  41126. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  41127. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  41128. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41129. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  41130. import "babylonjs/Shaders/default.fragment";
  41131. import "babylonjs/Shaders/default.vertex";
  41132. /** @hidden */
  41133. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  41134. MAINUV1: boolean;
  41135. MAINUV2: boolean;
  41136. DIFFUSE: boolean;
  41137. DIFFUSEDIRECTUV: number;
  41138. AMBIENT: boolean;
  41139. AMBIENTDIRECTUV: number;
  41140. OPACITY: boolean;
  41141. OPACITYDIRECTUV: number;
  41142. OPACITYRGB: boolean;
  41143. REFLECTION: boolean;
  41144. EMISSIVE: boolean;
  41145. EMISSIVEDIRECTUV: number;
  41146. SPECULAR: boolean;
  41147. SPECULARDIRECTUV: number;
  41148. BUMP: boolean;
  41149. BUMPDIRECTUV: number;
  41150. PARALLAX: boolean;
  41151. PARALLAXOCCLUSION: boolean;
  41152. SPECULAROVERALPHA: boolean;
  41153. CLIPPLANE: boolean;
  41154. CLIPPLANE2: boolean;
  41155. CLIPPLANE3: boolean;
  41156. CLIPPLANE4: boolean;
  41157. ALPHATEST: boolean;
  41158. DEPTHPREPASS: boolean;
  41159. ALPHAFROMDIFFUSE: boolean;
  41160. POINTSIZE: boolean;
  41161. FOG: boolean;
  41162. SPECULARTERM: boolean;
  41163. DIFFUSEFRESNEL: boolean;
  41164. OPACITYFRESNEL: boolean;
  41165. REFLECTIONFRESNEL: boolean;
  41166. REFRACTIONFRESNEL: boolean;
  41167. EMISSIVEFRESNEL: boolean;
  41168. FRESNEL: boolean;
  41169. NORMAL: boolean;
  41170. UV1: boolean;
  41171. UV2: boolean;
  41172. VERTEXCOLOR: boolean;
  41173. VERTEXALPHA: boolean;
  41174. NUM_BONE_INFLUENCERS: number;
  41175. BonesPerMesh: number;
  41176. BONETEXTURE: boolean;
  41177. INSTANCES: boolean;
  41178. GLOSSINESS: boolean;
  41179. ROUGHNESS: boolean;
  41180. EMISSIVEASILLUMINATION: boolean;
  41181. LINKEMISSIVEWITHDIFFUSE: boolean;
  41182. REFLECTIONFRESNELFROMSPECULAR: boolean;
  41183. LIGHTMAP: boolean;
  41184. LIGHTMAPDIRECTUV: number;
  41185. OBJECTSPACE_NORMALMAP: boolean;
  41186. USELIGHTMAPASSHADOWMAP: boolean;
  41187. REFLECTIONMAP_3D: boolean;
  41188. REFLECTIONMAP_SPHERICAL: boolean;
  41189. REFLECTIONMAP_PLANAR: boolean;
  41190. REFLECTIONMAP_CUBIC: boolean;
  41191. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  41192. REFLECTIONMAP_PROJECTION: boolean;
  41193. REFLECTIONMAP_SKYBOX: boolean;
  41194. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  41195. REFLECTIONMAP_EXPLICIT: boolean;
  41196. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  41197. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  41198. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  41199. INVERTCUBICMAP: boolean;
  41200. LOGARITHMICDEPTH: boolean;
  41201. REFRACTION: boolean;
  41202. REFRACTIONMAP_3D: boolean;
  41203. REFLECTIONOVERALPHA: boolean;
  41204. TWOSIDEDLIGHTING: boolean;
  41205. SHADOWFLOAT: boolean;
  41206. MORPHTARGETS: boolean;
  41207. MORPHTARGETS_NORMAL: boolean;
  41208. MORPHTARGETS_TANGENT: boolean;
  41209. MORPHTARGETS_UV: boolean;
  41210. NUM_MORPH_INFLUENCERS: number;
  41211. NONUNIFORMSCALING: boolean;
  41212. PREMULTIPLYALPHA: boolean;
  41213. IMAGEPROCESSING: boolean;
  41214. VIGNETTE: boolean;
  41215. VIGNETTEBLENDMODEMULTIPLY: boolean;
  41216. VIGNETTEBLENDMODEOPAQUE: boolean;
  41217. TONEMAPPING: boolean;
  41218. TONEMAPPING_ACES: boolean;
  41219. CONTRAST: boolean;
  41220. COLORCURVES: boolean;
  41221. COLORGRADING: boolean;
  41222. COLORGRADING3D: boolean;
  41223. SAMPLER3DGREENDEPTH: boolean;
  41224. SAMPLER3DBGRMAP: boolean;
  41225. IMAGEPROCESSINGPOSTPROCESS: boolean;
  41226. MULTIVIEW: boolean;
  41227. /**
  41228. * If the reflection texture on this material is in linear color space
  41229. * @hidden
  41230. */
  41231. IS_REFLECTION_LINEAR: boolean;
  41232. /**
  41233. * If the refraction texture on this material is in linear color space
  41234. * @hidden
  41235. */
  41236. IS_REFRACTION_LINEAR: boolean;
  41237. EXPOSURE: boolean;
  41238. constructor();
  41239. setReflectionMode(modeToEnable: string): void;
  41240. }
  41241. /**
  41242. * This is the default material used in Babylon. It is the best trade off between quality
  41243. * and performances.
  41244. * @see http://doc.babylonjs.com/babylon101/materials
  41245. */
  41246. export class StandardMaterial extends PushMaterial {
  41247. private _diffuseTexture;
  41248. /**
  41249. * The basic texture of the material as viewed under a light.
  41250. */
  41251. diffuseTexture: Nullable<BaseTexture>;
  41252. private _ambientTexture;
  41253. /**
  41254. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  41255. */
  41256. ambientTexture: Nullable<BaseTexture>;
  41257. private _opacityTexture;
  41258. /**
  41259. * Define the transparency of the material from a texture.
  41260. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  41261. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  41262. */
  41263. opacityTexture: Nullable<BaseTexture>;
  41264. private _reflectionTexture;
  41265. /**
  41266. * Define the texture used to display the reflection.
  41267. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41268. */
  41269. reflectionTexture: Nullable<BaseTexture>;
  41270. private _emissiveTexture;
  41271. /**
  41272. * Define texture of the material as if self lit.
  41273. * This will be mixed in the final result even in the absence of light.
  41274. */
  41275. emissiveTexture: Nullable<BaseTexture>;
  41276. private _specularTexture;
  41277. /**
  41278. * Define how the color and intensity of the highlight given by the light in the material.
  41279. */
  41280. specularTexture: Nullable<BaseTexture>;
  41281. private _bumpTexture;
  41282. /**
  41283. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  41284. * 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.
  41285. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  41286. */
  41287. bumpTexture: Nullable<BaseTexture>;
  41288. private _lightmapTexture;
  41289. /**
  41290. * Complex lighting can be computationally expensive to compute at runtime.
  41291. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  41292. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  41293. */
  41294. lightmapTexture: Nullable<BaseTexture>;
  41295. private _refractionTexture;
  41296. /**
  41297. * Define the texture used to display the refraction.
  41298. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41299. */
  41300. refractionTexture: Nullable<BaseTexture>;
  41301. /**
  41302. * The color of the material lit by the environmental background lighting.
  41303. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  41304. */
  41305. ambientColor: Color3;
  41306. /**
  41307. * The basic color of the material as viewed under a light.
  41308. */
  41309. diffuseColor: Color3;
  41310. /**
  41311. * Define how the color and intensity of the highlight given by the light in the material.
  41312. */
  41313. specularColor: Color3;
  41314. /**
  41315. * Define the color of the material as if self lit.
  41316. * This will be mixed in the final result even in the absence of light.
  41317. */
  41318. emissiveColor: Color3;
  41319. /**
  41320. * Defines how sharp are the highlights in the material.
  41321. * The bigger the value the sharper giving a more glossy feeling to the result.
  41322. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  41323. */
  41324. specularPower: number;
  41325. private _useAlphaFromDiffuseTexture;
  41326. /**
  41327. * Does the transparency come from the diffuse texture alpha channel.
  41328. */
  41329. useAlphaFromDiffuseTexture: boolean;
  41330. private _useEmissiveAsIllumination;
  41331. /**
  41332. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  41333. */
  41334. useEmissiveAsIllumination: boolean;
  41335. private _linkEmissiveWithDiffuse;
  41336. /**
  41337. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  41338. * the emissive level when the final color is close to one.
  41339. */
  41340. linkEmissiveWithDiffuse: boolean;
  41341. private _useSpecularOverAlpha;
  41342. /**
  41343. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  41344. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  41345. */
  41346. useSpecularOverAlpha: boolean;
  41347. private _useReflectionOverAlpha;
  41348. /**
  41349. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  41350. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  41351. */
  41352. useReflectionOverAlpha: boolean;
  41353. private _disableLighting;
  41354. /**
  41355. * Does lights from the scene impacts this material.
  41356. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  41357. */
  41358. disableLighting: boolean;
  41359. private _useObjectSpaceNormalMap;
  41360. /**
  41361. * Allows using an object space normal map (instead of tangent space).
  41362. */
  41363. useObjectSpaceNormalMap: boolean;
  41364. private _useParallax;
  41365. /**
  41366. * Is parallax enabled or not.
  41367. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41368. */
  41369. useParallax: boolean;
  41370. private _useParallaxOcclusion;
  41371. /**
  41372. * Is parallax occlusion enabled or not.
  41373. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  41374. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41375. */
  41376. useParallaxOcclusion: boolean;
  41377. /**
  41378. * 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.
  41379. */
  41380. parallaxScaleBias: number;
  41381. private _roughness;
  41382. /**
  41383. * Helps to define how blurry the reflections should appears in the material.
  41384. */
  41385. roughness: number;
  41386. /**
  41387. * In case of refraction, define the value of the index of refraction.
  41388. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41389. */
  41390. indexOfRefraction: number;
  41391. /**
  41392. * Invert the refraction texture alongside the y axis.
  41393. * It can be useful with procedural textures or probe for instance.
  41394. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41395. */
  41396. invertRefractionY: boolean;
  41397. /**
  41398. * Defines the alpha limits in alpha test mode.
  41399. */
  41400. alphaCutOff: number;
  41401. private _useLightmapAsShadowmap;
  41402. /**
  41403. * In case of light mapping, define whether the map contains light or shadow informations.
  41404. */
  41405. useLightmapAsShadowmap: boolean;
  41406. private _diffuseFresnelParameters;
  41407. /**
  41408. * Define the diffuse fresnel parameters of the material.
  41409. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41410. */
  41411. diffuseFresnelParameters: FresnelParameters;
  41412. private _opacityFresnelParameters;
  41413. /**
  41414. * Define the opacity fresnel parameters of the material.
  41415. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41416. */
  41417. opacityFresnelParameters: FresnelParameters;
  41418. private _reflectionFresnelParameters;
  41419. /**
  41420. * Define the reflection fresnel parameters of the material.
  41421. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41422. */
  41423. reflectionFresnelParameters: FresnelParameters;
  41424. private _refractionFresnelParameters;
  41425. /**
  41426. * Define the refraction fresnel parameters of the material.
  41427. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41428. */
  41429. refractionFresnelParameters: FresnelParameters;
  41430. private _emissiveFresnelParameters;
  41431. /**
  41432. * Define the emissive fresnel parameters of the material.
  41433. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41434. */
  41435. emissiveFresnelParameters: FresnelParameters;
  41436. private _useReflectionFresnelFromSpecular;
  41437. /**
  41438. * If true automatically deducts the fresnels values from the material specularity.
  41439. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41440. */
  41441. useReflectionFresnelFromSpecular: boolean;
  41442. private _useGlossinessFromSpecularMapAlpha;
  41443. /**
  41444. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  41445. */
  41446. useGlossinessFromSpecularMapAlpha: boolean;
  41447. private _maxSimultaneousLights;
  41448. /**
  41449. * Defines the maximum number of lights that can be used in the material
  41450. */
  41451. maxSimultaneousLights: number;
  41452. private _invertNormalMapX;
  41453. /**
  41454. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  41455. */
  41456. invertNormalMapX: boolean;
  41457. private _invertNormalMapY;
  41458. /**
  41459. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  41460. */
  41461. invertNormalMapY: boolean;
  41462. private _twoSidedLighting;
  41463. /**
  41464. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  41465. */
  41466. twoSidedLighting: boolean;
  41467. /**
  41468. * Default configuration related to image processing available in the standard Material.
  41469. */
  41470. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41471. /**
  41472. * Gets the image processing configuration used either in this material.
  41473. */
  41474. /**
  41475. * Sets the Default image processing configuration used either in the this material.
  41476. *
  41477. * If sets to null, the scene one is in use.
  41478. */
  41479. imageProcessingConfiguration: ImageProcessingConfiguration;
  41480. /**
  41481. * Keep track of the image processing observer to allow dispose and replace.
  41482. */
  41483. private _imageProcessingObserver;
  41484. /**
  41485. * Attaches a new image processing configuration to the Standard Material.
  41486. * @param configuration
  41487. */
  41488. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  41489. /**
  41490. * Gets wether the color curves effect is enabled.
  41491. */
  41492. /**
  41493. * Sets wether the color curves effect is enabled.
  41494. */
  41495. cameraColorCurvesEnabled: boolean;
  41496. /**
  41497. * Gets wether the color grading effect is enabled.
  41498. */
  41499. /**
  41500. * Gets wether the color grading effect is enabled.
  41501. */
  41502. cameraColorGradingEnabled: boolean;
  41503. /**
  41504. * Gets wether tonemapping is enabled or not.
  41505. */
  41506. /**
  41507. * Sets wether tonemapping is enabled or not
  41508. */
  41509. cameraToneMappingEnabled: boolean;
  41510. /**
  41511. * The camera exposure used on this material.
  41512. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41513. * This corresponds to a photographic exposure.
  41514. */
  41515. /**
  41516. * The camera exposure used on this material.
  41517. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41518. * This corresponds to a photographic exposure.
  41519. */
  41520. cameraExposure: number;
  41521. /**
  41522. * Gets The camera contrast used on this material.
  41523. */
  41524. /**
  41525. * Sets The camera contrast used on this material.
  41526. */
  41527. cameraContrast: number;
  41528. /**
  41529. * Gets the Color Grading 2D Lookup Texture.
  41530. */
  41531. /**
  41532. * Sets the Color Grading 2D Lookup Texture.
  41533. */
  41534. cameraColorGradingTexture: Nullable<BaseTexture>;
  41535. /**
  41536. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41537. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41538. * 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;
  41539. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41540. */
  41541. /**
  41542. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41543. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41544. * 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;
  41545. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41546. */
  41547. cameraColorCurves: Nullable<ColorCurves>;
  41548. /**
  41549. * Custom callback helping to override the default shader used in the material.
  41550. */
  41551. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  41552. protected _renderTargets: SmartArray<RenderTargetTexture>;
  41553. protected _worldViewProjectionMatrix: Matrix;
  41554. protected _globalAmbientColor: Color3;
  41555. protected _useLogarithmicDepth: boolean;
  41556. /**
  41557. * Instantiates a new standard material.
  41558. * This is the default material used in Babylon. It is the best trade off between quality
  41559. * and performances.
  41560. * @see http://doc.babylonjs.com/babylon101/materials
  41561. * @param name Define the name of the material in the scene
  41562. * @param scene Define the scene the material belong to
  41563. */
  41564. constructor(name: string, scene: Scene);
  41565. /**
  41566. * Gets a boolean indicating that current material needs to register RTT
  41567. */
  41568. readonly hasRenderTargetTextures: boolean;
  41569. /**
  41570. * Gets the current class name of the material e.g. "StandardMaterial"
  41571. * Mainly use in serialization.
  41572. * @returns the class name
  41573. */
  41574. getClassName(): string;
  41575. /**
  41576. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  41577. * You can try switching to logarithmic depth.
  41578. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  41579. */
  41580. useLogarithmicDepth: boolean;
  41581. /**
  41582. * Specifies if the material will require alpha blending
  41583. * @returns a boolean specifying if alpha blending is needed
  41584. */
  41585. needAlphaBlending(): boolean;
  41586. /**
  41587. * Specifies if this material should be rendered in alpha test mode
  41588. * @returns a boolean specifying if an alpha test is needed.
  41589. */
  41590. needAlphaTesting(): boolean;
  41591. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  41592. /**
  41593. * Get the texture used for alpha test purpose.
  41594. * @returns the diffuse texture in case of the standard material.
  41595. */
  41596. getAlphaTestTexture(): Nullable<BaseTexture>;
  41597. /**
  41598. * Get if the submesh is ready to be used and all its information available.
  41599. * Child classes can use it to update shaders
  41600. * @param mesh defines the mesh to check
  41601. * @param subMesh defines which submesh to check
  41602. * @param useInstances specifies that instances should be used
  41603. * @returns a boolean indicating that the submesh is ready or not
  41604. */
  41605. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  41606. /**
  41607. * Builds the material UBO layouts.
  41608. * Used internally during the effect preparation.
  41609. */
  41610. buildUniformLayout(): void;
  41611. /**
  41612. * Unbinds the material from the mesh
  41613. */
  41614. unbind(): void;
  41615. /**
  41616. * Binds the submesh to this material by preparing the effect and shader to draw
  41617. * @param world defines the world transformation matrix
  41618. * @param mesh defines the mesh containing the submesh
  41619. * @param subMesh defines the submesh to bind the material to
  41620. */
  41621. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  41622. /**
  41623. * Get the list of animatables in the material.
  41624. * @returns the list of animatables object used in the material
  41625. */
  41626. getAnimatables(): IAnimatable[];
  41627. /**
  41628. * Gets the active textures from the material
  41629. * @returns an array of textures
  41630. */
  41631. getActiveTextures(): BaseTexture[];
  41632. /**
  41633. * Specifies if the material uses a texture
  41634. * @param texture defines the texture to check against the material
  41635. * @returns a boolean specifying if the material uses the texture
  41636. */
  41637. hasTexture(texture: BaseTexture): boolean;
  41638. /**
  41639. * Disposes the material
  41640. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  41641. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  41642. */
  41643. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  41644. /**
  41645. * Makes a duplicate of the material, and gives it a new name
  41646. * @param name defines the new name for the duplicated material
  41647. * @returns the cloned material
  41648. */
  41649. clone(name: string): StandardMaterial;
  41650. /**
  41651. * Serializes this material in a JSON representation
  41652. * @returns the serialized material object
  41653. */
  41654. serialize(): any;
  41655. /**
  41656. * Creates a standard material from parsed material data
  41657. * @param source defines the JSON representation of the material
  41658. * @param scene defines the hosting scene
  41659. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  41660. * @returns a new standard material
  41661. */
  41662. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  41663. /**
  41664. * Are diffuse textures enabled in the application.
  41665. */
  41666. static DiffuseTextureEnabled: boolean;
  41667. /**
  41668. * Are ambient textures enabled in the application.
  41669. */
  41670. static AmbientTextureEnabled: boolean;
  41671. /**
  41672. * Are opacity textures enabled in the application.
  41673. */
  41674. static OpacityTextureEnabled: boolean;
  41675. /**
  41676. * Are reflection textures enabled in the application.
  41677. */
  41678. static ReflectionTextureEnabled: boolean;
  41679. /**
  41680. * Are emissive textures enabled in the application.
  41681. */
  41682. static EmissiveTextureEnabled: boolean;
  41683. /**
  41684. * Are specular textures enabled in the application.
  41685. */
  41686. static SpecularTextureEnabled: boolean;
  41687. /**
  41688. * Are bump textures enabled in the application.
  41689. */
  41690. static BumpTextureEnabled: boolean;
  41691. /**
  41692. * Are lightmap textures enabled in the application.
  41693. */
  41694. static LightmapTextureEnabled: boolean;
  41695. /**
  41696. * Are refraction textures enabled in the application.
  41697. */
  41698. static RefractionTextureEnabled: boolean;
  41699. /**
  41700. * Are color grading textures enabled in the application.
  41701. */
  41702. static ColorGradingTextureEnabled: boolean;
  41703. /**
  41704. * Are fresnels enabled in the application.
  41705. */
  41706. static FresnelEnabled: boolean;
  41707. }
  41708. }
  41709. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  41710. import { Scene } from "babylonjs/scene";
  41711. import { Texture } from "babylonjs/Materials/Textures/texture";
  41712. /**
  41713. * A class extending Texture allowing drawing on a texture
  41714. * @see http://doc.babylonjs.com/how_to/dynamictexture
  41715. */
  41716. export class DynamicTexture extends Texture {
  41717. private _generateMipMaps;
  41718. private _canvas;
  41719. private _context;
  41720. private _engine;
  41721. /**
  41722. * Creates a DynamicTexture
  41723. * @param name defines the name of the texture
  41724. * @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
  41725. * @param scene defines the scene where you want the texture
  41726. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  41727. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  41728. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  41729. */
  41730. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  41731. /**
  41732. * Get the current class name of the texture useful for serialization or dynamic coding.
  41733. * @returns "DynamicTexture"
  41734. */
  41735. getClassName(): string;
  41736. /**
  41737. * Gets the current state of canRescale
  41738. */
  41739. readonly canRescale: boolean;
  41740. private _recreate;
  41741. /**
  41742. * Scales the texture
  41743. * @param ratio the scale factor to apply to both width and height
  41744. */
  41745. scale(ratio: number): void;
  41746. /**
  41747. * Resizes the texture
  41748. * @param width the new width
  41749. * @param height the new height
  41750. */
  41751. scaleTo(width: number, height: number): void;
  41752. /**
  41753. * Gets the context of the canvas used by the texture
  41754. * @returns the canvas context of the dynamic texture
  41755. */
  41756. getContext(): CanvasRenderingContext2D;
  41757. /**
  41758. * Clears the texture
  41759. */
  41760. clear(): void;
  41761. /**
  41762. * Updates the texture
  41763. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41764. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  41765. */
  41766. update(invertY?: boolean, premulAlpha?: boolean): void;
  41767. /**
  41768. * Draws text onto the texture
  41769. * @param text defines the text to be drawn
  41770. * @param x defines the placement of the text from the left
  41771. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  41772. * @param font defines the font to be used with font-style, font-size, font-name
  41773. * @param color defines the color used for the text
  41774. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  41775. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41776. * @param update defines whether texture is immediately update (default is true)
  41777. */
  41778. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  41779. /**
  41780. * Clones the texture
  41781. * @returns the clone of the texture.
  41782. */
  41783. clone(): DynamicTexture;
  41784. /**
  41785. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  41786. * @returns a serialized dynamic texture object
  41787. */
  41788. serialize(): any;
  41789. /** @hidden */
  41790. _rebuild(): void;
  41791. }
  41792. }
  41793. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  41794. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41795. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41796. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41797. /** @hidden */
  41798. export var imageProcessingPixelShader: {
  41799. name: string;
  41800. shader: string;
  41801. };
  41802. }
  41803. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  41804. import { Nullable } from "babylonjs/types";
  41805. import { Color4 } from "babylonjs/Maths/math.color";
  41806. import { Camera } from "babylonjs/Cameras/camera";
  41807. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41808. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41809. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  41810. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41811. import { Engine } from "babylonjs/Engines/engine";
  41812. import "babylonjs/Shaders/imageProcessing.fragment";
  41813. import "babylonjs/Shaders/postprocess.vertex";
  41814. /**
  41815. * ImageProcessingPostProcess
  41816. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  41817. */
  41818. export class ImageProcessingPostProcess extends PostProcess {
  41819. /**
  41820. * Default configuration related to image processing available in the PBR Material.
  41821. */
  41822. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41823. /**
  41824. * Gets the image processing configuration used either in this material.
  41825. */
  41826. /**
  41827. * Sets the Default image processing configuration used either in the this material.
  41828. *
  41829. * If sets to null, the scene one is in use.
  41830. */
  41831. imageProcessingConfiguration: ImageProcessingConfiguration;
  41832. /**
  41833. * Keep track of the image processing observer to allow dispose and replace.
  41834. */
  41835. private _imageProcessingObserver;
  41836. /**
  41837. * Attaches a new image processing configuration to the PBR Material.
  41838. * @param configuration
  41839. */
  41840. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  41841. /**
  41842. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41843. */
  41844. /**
  41845. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41846. */
  41847. colorCurves: Nullable<ColorCurves>;
  41848. /**
  41849. * Gets wether the color curves effect is enabled.
  41850. */
  41851. /**
  41852. * Sets wether the color curves effect is enabled.
  41853. */
  41854. colorCurvesEnabled: boolean;
  41855. /**
  41856. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41857. */
  41858. /**
  41859. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41860. */
  41861. colorGradingTexture: Nullable<BaseTexture>;
  41862. /**
  41863. * Gets wether the color grading effect is enabled.
  41864. */
  41865. /**
  41866. * Gets wether the color grading effect is enabled.
  41867. */
  41868. colorGradingEnabled: boolean;
  41869. /**
  41870. * Gets exposure used in the effect.
  41871. */
  41872. /**
  41873. * Sets exposure used in the effect.
  41874. */
  41875. exposure: number;
  41876. /**
  41877. * Gets wether tonemapping is enabled or not.
  41878. */
  41879. /**
  41880. * Sets wether tonemapping is enabled or not
  41881. */
  41882. toneMappingEnabled: boolean;
  41883. /**
  41884. * Gets the type of tone mapping effect.
  41885. */
  41886. /**
  41887. * Sets the type of tone mapping effect.
  41888. */
  41889. toneMappingType: number;
  41890. /**
  41891. * Gets contrast used in the effect.
  41892. */
  41893. /**
  41894. * Sets contrast used in the effect.
  41895. */
  41896. contrast: number;
  41897. /**
  41898. * Gets Vignette stretch size.
  41899. */
  41900. /**
  41901. * Sets Vignette stretch size.
  41902. */
  41903. vignetteStretch: number;
  41904. /**
  41905. * Gets Vignette centre X Offset.
  41906. */
  41907. /**
  41908. * Sets Vignette centre X Offset.
  41909. */
  41910. vignetteCentreX: number;
  41911. /**
  41912. * Gets Vignette centre Y Offset.
  41913. */
  41914. /**
  41915. * Sets Vignette centre Y Offset.
  41916. */
  41917. vignetteCentreY: number;
  41918. /**
  41919. * Gets Vignette weight or intensity of the vignette effect.
  41920. */
  41921. /**
  41922. * Sets Vignette weight or intensity of the vignette effect.
  41923. */
  41924. vignetteWeight: number;
  41925. /**
  41926. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41927. * if vignetteEnabled is set to true.
  41928. */
  41929. /**
  41930. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41931. * if vignetteEnabled is set to true.
  41932. */
  41933. vignetteColor: Color4;
  41934. /**
  41935. * Gets Camera field of view used by the Vignette effect.
  41936. */
  41937. /**
  41938. * Sets Camera field of view used by the Vignette effect.
  41939. */
  41940. vignetteCameraFov: number;
  41941. /**
  41942. * Gets the vignette blend mode allowing different kind of effect.
  41943. */
  41944. /**
  41945. * Sets the vignette blend mode allowing different kind of effect.
  41946. */
  41947. vignetteBlendMode: number;
  41948. /**
  41949. * Gets wether the vignette effect is enabled.
  41950. */
  41951. /**
  41952. * Sets wether the vignette effect is enabled.
  41953. */
  41954. vignetteEnabled: boolean;
  41955. private _fromLinearSpace;
  41956. /**
  41957. * Gets wether the input of the processing is in Gamma or Linear Space.
  41958. */
  41959. /**
  41960. * Sets wether the input of the processing is in Gamma or Linear Space.
  41961. */
  41962. fromLinearSpace: boolean;
  41963. /**
  41964. * Defines cache preventing GC.
  41965. */
  41966. private _defines;
  41967. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  41968. /**
  41969. * "ImageProcessingPostProcess"
  41970. * @returns "ImageProcessingPostProcess"
  41971. */
  41972. getClassName(): string;
  41973. protected _updateParameters(): void;
  41974. dispose(camera?: Camera): void;
  41975. }
  41976. }
  41977. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  41978. import { Scene } from "babylonjs/scene";
  41979. import { Color3 } from "babylonjs/Maths/math.color";
  41980. import { Mesh } from "babylonjs/Meshes/mesh";
  41981. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  41982. import { Nullable } from "babylonjs/types";
  41983. /**
  41984. * Class containing static functions to help procedurally build meshes
  41985. */
  41986. export class GroundBuilder {
  41987. /**
  41988. * Creates a ground mesh
  41989. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  41990. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  41991. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  41992. * @param name defines the name of the mesh
  41993. * @param options defines the options used to create the mesh
  41994. * @param scene defines the hosting scene
  41995. * @returns the ground mesh
  41996. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  41997. */
  41998. static CreateGround(name: string, options: {
  41999. width?: number;
  42000. height?: number;
  42001. subdivisions?: number;
  42002. subdivisionsX?: number;
  42003. subdivisionsY?: number;
  42004. updatable?: boolean;
  42005. }, scene: any): Mesh;
  42006. /**
  42007. * Creates a tiled ground mesh
  42008. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  42009. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  42010. * * 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
  42011. * * 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
  42012. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42013. * @param name defines the name of the mesh
  42014. * @param options defines the options used to create the mesh
  42015. * @param scene defines the hosting scene
  42016. * @returns the tiled ground mesh
  42017. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42018. */
  42019. static CreateTiledGround(name: string, options: {
  42020. xmin: number;
  42021. zmin: number;
  42022. xmax: number;
  42023. zmax: number;
  42024. subdivisions?: {
  42025. w: number;
  42026. h: number;
  42027. };
  42028. precision?: {
  42029. w: number;
  42030. h: number;
  42031. };
  42032. updatable?: boolean;
  42033. }, scene?: Nullable<Scene>): Mesh;
  42034. /**
  42035. * Creates a ground mesh from a height map
  42036. * * The parameter `url` sets the URL of the height map image resource.
  42037. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  42038. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  42039. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  42040. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  42041. * * 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.
  42042. * * 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).
  42043. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  42044. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42045. * @param name defines the name of the mesh
  42046. * @param url defines the url to the height map
  42047. * @param options defines the options used to create the mesh
  42048. * @param scene defines the hosting scene
  42049. * @returns the ground mesh
  42050. * @see https://doc.babylonjs.com/babylon101/height_map
  42051. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42052. */
  42053. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42054. width?: number;
  42055. height?: number;
  42056. subdivisions?: number;
  42057. minHeight?: number;
  42058. maxHeight?: number;
  42059. colorFilter?: Color3;
  42060. alphaFilter?: number;
  42061. updatable?: boolean;
  42062. onReady?: (mesh: GroundMesh) => void;
  42063. }, scene?: Nullable<Scene>): GroundMesh;
  42064. }
  42065. }
  42066. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42067. import { Vector4 } from "babylonjs/Maths/math.vector";
  42068. import { Mesh } from "babylonjs/Meshes/mesh";
  42069. /**
  42070. * Class containing static functions to help procedurally build meshes
  42071. */
  42072. export class TorusBuilder {
  42073. /**
  42074. * Creates a torus mesh
  42075. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42076. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42077. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42078. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42079. * * If you create a double-sided mesh, you can choose what parts of 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
  42080. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42081. * @param name defines the name of the mesh
  42082. * @param options defines the options used to create the mesh
  42083. * @param scene defines the hosting scene
  42084. * @returns the torus mesh
  42085. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42086. */
  42087. static CreateTorus(name: string, options: {
  42088. diameter?: number;
  42089. thickness?: number;
  42090. tessellation?: number;
  42091. updatable?: boolean;
  42092. sideOrientation?: number;
  42093. frontUVs?: Vector4;
  42094. backUVs?: Vector4;
  42095. }, scene: any): Mesh;
  42096. }
  42097. }
  42098. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42099. import { Vector4 } from "babylonjs/Maths/math.vector";
  42100. import { Color4 } from "babylonjs/Maths/math.color";
  42101. import { Mesh } from "babylonjs/Meshes/mesh";
  42102. /**
  42103. * Class containing static functions to help procedurally build meshes
  42104. */
  42105. export class CylinderBuilder {
  42106. /**
  42107. * Creates a cylinder or a cone mesh
  42108. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42109. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42110. * * 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.
  42111. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42112. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42113. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42114. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42115. * * 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).
  42116. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42117. * * 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).
  42118. * * 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
  42119. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42120. * * 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
  42121. * * 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.
  42122. * * If `enclose` is false, a ring surface is one element.
  42123. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42124. * * 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
  42125. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42126. * * If you create a double-sided mesh, you can choose what parts of 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
  42127. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42128. * @param name defines the name of the mesh
  42129. * @param options defines the options used to create the mesh
  42130. * @param scene defines the hosting scene
  42131. * @returns the cylinder mesh
  42132. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42133. */
  42134. static CreateCylinder(name: string, options: {
  42135. height?: number;
  42136. diameterTop?: number;
  42137. diameterBottom?: number;
  42138. diameter?: number;
  42139. tessellation?: number;
  42140. subdivisions?: number;
  42141. arc?: number;
  42142. faceColors?: Color4[];
  42143. faceUV?: Vector4[];
  42144. updatable?: boolean;
  42145. hasRings?: boolean;
  42146. enclose?: boolean;
  42147. cap?: number;
  42148. sideOrientation?: number;
  42149. frontUVs?: Vector4;
  42150. backUVs?: Vector4;
  42151. }, scene: any): Mesh;
  42152. }
  42153. }
  42154. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  42155. import { Observable } from "babylonjs/Misc/observable";
  42156. import { Nullable } from "babylonjs/types";
  42157. import { Camera } from "babylonjs/Cameras/camera";
  42158. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  42159. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42160. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  42161. import { Scene } from "babylonjs/scene";
  42162. import { Vector3 } from "babylonjs/Maths/math.vector";
  42163. import { Color3 } from "babylonjs/Maths/math.color";
  42164. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42165. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42166. import { Mesh } from "babylonjs/Meshes/mesh";
  42167. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  42168. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  42169. import "babylonjs/Meshes/Builders/groundBuilder";
  42170. import "babylonjs/Meshes/Builders/torusBuilder";
  42171. import "babylonjs/Meshes/Builders/cylinderBuilder";
  42172. import "babylonjs/Gamepads/gamepadSceneComponent";
  42173. import "babylonjs/Animations/animatable";
  42174. /**
  42175. * Options to modify the vr teleportation behavior.
  42176. */
  42177. export interface VRTeleportationOptions {
  42178. /**
  42179. * The name of the mesh which should be used as the teleportation floor. (default: null)
  42180. */
  42181. floorMeshName?: string;
  42182. /**
  42183. * A list of meshes to be used as the teleportation floor. (default: empty)
  42184. */
  42185. floorMeshes?: Mesh[];
  42186. }
  42187. /**
  42188. * Options to modify the vr experience helper's behavior.
  42189. */
  42190. export interface VRExperienceHelperOptions extends WebVROptions {
  42191. /**
  42192. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  42193. */
  42194. createDeviceOrientationCamera?: boolean;
  42195. /**
  42196. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  42197. */
  42198. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  42199. /**
  42200. * Uses the main button on the controller to toggle the laser casted. (default: true)
  42201. */
  42202. laserToggle?: boolean;
  42203. /**
  42204. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  42205. */
  42206. floorMeshes?: Mesh[];
  42207. /**
  42208. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  42209. */
  42210. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  42211. }
  42212. /**
  42213. * Event containing information after VR has been entered
  42214. */
  42215. export class OnAfterEnteringVRObservableEvent {
  42216. /**
  42217. * If entering vr was successful
  42218. */
  42219. success: boolean;
  42220. }
  42221. /**
  42222. * Helps to quickly add VR support to an existing scene.
  42223. * See http://doc.babylonjs.com/how_to/webvr_helper
  42224. */
  42225. export class VRExperienceHelper {
  42226. /** Options to modify the vr experience helper's behavior. */
  42227. webVROptions: VRExperienceHelperOptions;
  42228. private _scene;
  42229. private _position;
  42230. private _btnVR;
  42231. private _btnVRDisplayed;
  42232. private _webVRsupported;
  42233. private _webVRready;
  42234. private _webVRrequesting;
  42235. private _webVRpresenting;
  42236. private _hasEnteredVR;
  42237. private _fullscreenVRpresenting;
  42238. private _canvas;
  42239. private _webVRCamera;
  42240. private _vrDeviceOrientationCamera;
  42241. private _deviceOrientationCamera;
  42242. private _existingCamera;
  42243. private _onKeyDown;
  42244. private _onVrDisplayPresentChange;
  42245. private _onVRDisplayChanged;
  42246. private _onVRRequestPresentStart;
  42247. private _onVRRequestPresentComplete;
  42248. /**
  42249. * 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)
  42250. */
  42251. enableGazeEvenWhenNoPointerLock: boolean;
  42252. /**
  42253. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  42254. */
  42255. exitVROnDoubleTap: boolean;
  42256. /**
  42257. * Observable raised right before entering VR.
  42258. */
  42259. onEnteringVRObservable: Observable<VRExperienceHelper>;
  42260. /**
  42261. * Observable raised when entering VR has completed.
  42262. */
  42263. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  42264. /**
  42265. * Observable raised when exiting VR.
  42266. */
  42267. onExitingVRObservable: Observable<VRExperienceHelper>;
  42268. /**
  42269. * Observable raised when controller mesh is loaded.
  42270. */
  42271. onControllerMeshLoadedObservable: Observable<WebVRController>;
  42272. /** Return this.onEnteringVRObservable
  42273. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  42274. */
  42275. readonly onEnteringVR: Observable<VRExperienceHelper>;
  42276. /** Return this.onExitingVRObservable
  42277. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  42278. */
  42279. readonly onExitingVR: Observable<VRExperienceHelper>;
  42280. /** Return this.onControllerMeshLoadedObservable
  42281. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  42282. */
  42283. readonly onControllerMeshLoaded: Observable<WebVRController>;
  42284. private _rayLength;
  42285. private _useCustomVRButton;
  42286. private _teleportationRequested;
  42287. private _teleportActive;
  42288. private _floorMeshName;
  42289. private _floorMeshesCollection;
  42290. private _rotationAllowed;
  42291. private _teleportBackwardsVector;
  42292. private _teleportationTarget;
  42293. private _isDefaultTeleportationTarget;
  42294. private _postProcessMove;
  42295. private _teleportationFillColor;
  42296. private _teleportationBorderColor;
  42297. private _rotationAngle;
  42298. private _haloCenter;
  42299. private _cameraGazer;
  42300. private _padSensibilityUp;
  42301. private _padSensibilityDown;
  42302. private _leftController;
  42303. private _rightController;
  42304. /**
  42305. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  42306. */
  42307. onNewMeshSelected: Observable<AbstractMesh>;
  42308. /**
  42309. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  42310. * This observable will provide the mesh and the controller used to select the mesh
  42311. */
  42312. onMeshSelectedWithController: Observable<{
  42313. mesh: AbstractMesh;
  42314. controller: WebVRController;
  42315. }>;
  42316. /**
  42317. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  42318. */
  42319. onNewMeshPicked: Observable<PickingInfo>;
  42320. private _circleEase;
  42321. /**
  42322. * Observable raised before camera teleportation
  42323. */
  42324. onBeforeCameraTeleport: Observable<Vector3>;
  42325. /**
  42326. * Observable raised after camera teleportation
  42327. */
  42328. onAfterCameraTeleport: Observable<Vector3>;
  42329. /**
  42330. * Observable raised when current selected mesh gets unselected
  42331. */
  42332. onSelectedMeshUnselected: Observable<AbstractMesh>;
  42333. private _raySelectionPredicate;
  42334. /**
  42335. * To be optionaly changed by user to define custom ray selection
  42336. */
  42337. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  42338. /**
  42339. * To be optionaly changed by user to define custom selection logic (after ray selection)
  42340. */
  42341. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  42342. /**
  42343. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  42344. */
  42345. teleportationEnabled: boolean;
  42346. private _defaultHeight;
  42347. private _teleportationInitialized;
  42348. private _interactionsEnabled;
  42349. private _interactionsRequested;
  42350. private _displayGaze;
  42351. private _displayLaserPointer;
  42352. /**
  42353. * The mesh used to display where the user is going to teleport.
  42354. */
  42355. /**
  42356. * Sets the mesh to be used to display where the user is going to teleport.
  42357. */
  42358. teleportationTarget: Mesh;
  42359. /**
  42360. * 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
  42361. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  42362. * See http://doc.babylonjs.com/resources/baking_transformations
  42363. */
  42364. gazeTrackerMesh: Mesh;
  42365. /**
  42366. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  42367. */
  42368. updateGazeTrackerScale: boolean;
  42369. /**
  42370. * If the gaze trackers color should be updated when selecting meshes
  42371. */
  42372. updateGazeTrackerColor: boolean;
  42373. /**
  42374. * The gaze tracking mesh corresponding to the left controller
  42375. */
  42376. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  42377. /**
  42378. * The gaze tracking mesh corresponding to the right controller
  42379. */
  42380. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  42381. /**
  42382. * If the ray of the gaze should be displayed.
  42383. */
  42384. /**
  42385. * Sets if the ray of the gaze should be displayed.
  42386. */
  42387. displayGaze: boolean;
  42388. /**
  42389. * If the ray of the LaserPointer should be displayed.
  42390. */
  42391. /**
  42392. * Sets if the ray of the LaserPointer should be displayed.
  42393. */
  42394. displayLaserPointer: boolean;
  42395. /**
  42396. * The deviceOrientationCamera used as the camera when not in VR.
  42397. */
  42398. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  42399. /**
  42400. * Based on the current WebVR support, returns the current VR camera used.
  42401. */
  42402. readonly currentVRCamera: Nullable<Camera>;
  42403. /**
  42404. * The webVRCamera which is used when in VR.
  42405. */
  42406. readonly webVRCamera: WebVRFreeCamera;
  42407. /**
  42408. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  42409. */
  42410. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  42411. /**
  42412. * The html button that is used to trigger entering into VR.
  42413. */
  42414. readonly vrButton: Nullable<HTMLButtonElement>;
  42415. private readonly _teleportationRequestInitiated;
  42416. /**
  42417. * Defines wether or not Pointer lock should be requested when switching to
  42418. * full screen.
  42419. */
  42420. requestPointerLockOnFullScreen: boolean;
  42421. /**
  42422. * Instantiates a VRExperienceHelper.
  42423. * Helps to quickly add VR support to an existing scene.
  42424. * @param scene The scene the VRExperienceHelper belongs to.
  42425. * @param webVROptions Options to modify the vr experience helper's behavior.
  42426. */
  42427. constructor(scene: Scene,
  42428. /** Options to modify the vr experience helper's behavior. */
  42429. webVROptions?: VRExperienceHelperOptions);
  42430. private _onDefaultMeshLoaded;
  42431. private _onResize;
  42432. private _onFullscreenChange;
  42433. /**
  42434. * Gets a value indicating if we are currently in VR mode.
  42435. */
  42436. readonly isInVRMode: boolean;
  42437. private onVrDisplayPresentChange;
  42438. private onVRDisplayChanged;
  42439. private moveButtonToBottomRight;
  42440. private displayVRButton;
  42441. private updateButtonVisibility;
  42442. private _cachedAngularSensibility;
  42443. /**
  42444. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  42445. * Otherwise, will use the fullscreen API.
  42446. */
  42447. enterVR(): void;
  42448. /**
  42449. * Attempt to exit VR, or fullscreen.
  42450. */
  42451. exitVR(): void;
  42452. /**
  42453. * The position of the vr experience helper.
  42454. */
  42455. /**
  42456. * Sets the position of the vr experience helper.
  42457. */
  42458. position: Vector3;
  42459. /**
  42460. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  42461. */
  42462. enableInteractions(): void;
  42463. private readonly _noControllerIsActive;
  42464. private beforeRender;
  42465. private _isTeleportationFloor;
  42466. /**
  42467. * Adds a floor mesh to be used for teleportation.
  42468. * @param floorMesh the mesh to be used for teleportation.
  42469. */
  42470. addFloorMesh(floorMesh: Mesh): void;
  42471. /**
  42472. * Removes a floor mesh from being used for teleportation.
  42473. * @param floorMesh the mesh to be removed.
  42474. */
  42475. removeFloorMesh(floorMesh: Mesh): void;
  42476. /**
  42477. * Enables interactions and teleportation using the VR controllers and gaze.
  42478. * @param vrTeleportationOptions options to modify teleportation behavior.
  42479. */
  42480. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  42481. private _onNewGamepadConnected;
  42482. private _tryEnableInteractionOnController;
  42483. private _onNewGamepadDisconnected;
  42484. private _enableInteractionOnController;
  42485. private _checkTeleportWithRay;
  42486. private _checkRotate;
  42487. private _checkTeleportBackwards;
  42488. private _enableTeleportationOnController;
  42489. private _createTeleportationCircles;
  42490. private _displayTeleportationTarget;
  42491. private _hideTeleportationTarget;
  42492. private _rotateCamera;
  42493. private _moveTeleportationSelectorTo;
  42494. private _workingVector;
  42495. private _workingQuaternion;
  42496. private _workingMatrix;
  42497. /**
  42498. * Teleports the users feet to the desired location
  42499. * @param location The location where the user's feet should be placed
  42500. */
  42501. teleportCamera(location: Vector3): void;
  42502. private _convertNormalToDirectionOfRay;
  42503. private _castRayAndSelectObject;
  42504. private _notifySelectedMeshUnselected;
  42505. /**
  42506. * Sets the color of the laser ray from the vr controllers.
  42507. * @param color new color for the ray.
  42508. */
  42509. changeLaserColor(color: Color3): void;
  42510. /**
  42511. * Sets the color of the ray from the vr headsets gaze.
  42512. * @param color new color for the ray.
  42513. */
  42514. changeGazeColor(color: Color3): void;
  42515. /**
  42516. * Exits VR and disposes of the vr experience helper
  42517. */
  42518. dispose(): void;
  42519. /**
  42520. * Gets the name of the VRExperienceHelper class
  42521. * @returns "VRExperienceHelper"
  42522. */
  42523. getClassName(): string;
  42524. }
  42525. }
  42526. declare module "babylonjs/Cameras/VR/index" {
  42527. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  42528. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  42529. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42530. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  42531. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  42532. export * from "babylonjs/Cameras/VR/webVRCamera";
  42533. }
  42534. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  42535. import { Observable } from "babylonjs/Misc/observable";
  42536. import { Nullable } from "babylonjs/types";
  42537. import { IDisposable, Scene } from "babylonjs/scene";
  42538. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  42539. /**
  42540. * Manages an XRSession to work with Babylon's engine
  42541. * @see https://doc.babylonjs.com/how_to/webxr
  42542. */
  42543. export class WebXRSessionManager implements IDisposable {
  42544. private scene;
  42545. /**
  42546. * Fires every time a new xrFrame arrives which can be used to update the camera
  42547. */
  42548. onXRFrameObservable: Observable<any>;
  42549. /**
  42550. * Fires when the xr session is ended either by the device or manually done
  42551. */
  42552. onXRSessionEnded: Observable<any>;
  42553. /**
  42554. * Underlying xr session
  42555. */
  42556. session: XRSession;
  42557. /**
  42558. * Type of reference space used when creating the session
  42559. */
  42560. referenceSpace: XRReferenceSpace;
  42561. /** @hidden */
  42562. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  42563. /**
  42564. * Current XR frame
  42565. */
  42566. currentFrame: Nullable<XRFrame>;
  42567. private _xrNavigator;
  42568. private baseLayer;
  42569. /**
  42570. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  42571. * @param scene The scene which the session should be created for
  42572. */
  42573. constructor(scene: Scene);
  42574. /**
  42575. * Initializes the manager
  42576. * After initialization enterXR can be called to start an XR session
  42577. * @returns Promise which resolves after it is initialized
  42578. */
  42579. initializeAsync(): Promise<void>;
  42580. /**
  42581. * Initializes an xr session
  42582. * @param xrSessionMode mode to initialize
  42583. * @returns a promise which will resolve once the session has been initialized
  42584. */
  42585. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  42586. /**
  42587. * Sets the reference space on the xr session
  42588. * @param referenceSpace space to set
  42589. * @returns a promise that will resolve once the reference space has been set
  42590. */
  42591. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  42592. /**
  42593. * Updates the render state of the session
  42594. * @param state state to set
  42595. * @returns a promise that resolves once the render state has been updated
  42596. */
  42597. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  42598. /**
  42599. * Starts rendering to the xr layer
  42600. * @returns a promise that will resolve once rendering has started
  42601. */
  42602. startRenderingToXRAsync(): Promise<void>;
  42603. /**
  42604. * Stops the xrSession and restores the renderloop
  42605. * @returns Promise which resolves after it exits XR
  42606. */
  42607. exitXRAsync(): Promise<unknown>;
  42608. /**
  42609. * Checks if a session would be supported for the creation options specified
  42610. * @param sessionMode session mode to check if supported eg. immersive-vr
  42611. * @returns true if supported
  42612. */
  42613. supportsSessionAsync(sessionMode: XRSessionMode): any;
  42614. /**
  42615. * @hidden
  42616. * Converts the render layer of xrSession to a render target
  42617. * @param session session to create render target for
  42618. * @param scene scene the new render target should be created for
  42619. */
  42620. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  42621. /**
  42622. * Disposes of the session manager
  42623. */
  42624. dispose(): void;
  42625. }
  42626. }
  42627. declare module "babylonjs/Cameras/XR/webXRCamera" {
  42628. import { Scene } from "babylonjs/scene";
  42629. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  42630. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42631. /**
  42632. * WebXR Camera which holds the views for the xrSession
  42633. * @see https://doc.babylonjs.com/how_to/webxr
  42634. */
  42635. export class WebXRCamera extends FreeCamera {
  42636. private static _TmpMatrix;
  42637. /**
  42638. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  42639. * @param name the name of the camera
  42640. * @param scene the scene to add the camera to
  42641. */
  42642. constructor(name: string, scene: Scene);
  42643. private _updateNumberOfRigCameras;
  42644. /** @hidden */
  42645. _updateForDualEyeDebugging(pupilDistance?: number): void;
  42646. /**
  42647. * Updates the cameras position from the current pose information of the XR session
  42648. * @param xrSessionManager the session containing pose information
  42649. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  42650. */
  42651. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  42652. }
  42653. }
  42654. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  42655. import { Nullable } from "babylonjs/types";
  42656. import { IDisposable } from "babylonjs/scene";
  42657. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42658. /**
  42659. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  42660. */
  42661. export class WebXRManagedOutputCanvas implements IDisposable {
  42662. private helper;
  42663. private _canvas;
  42664. /**
  42665. * xrpresent context of the canvas which can be used to display/mirror xr content
  42666. */
  42667. canvasContext: WebGLRenderingContext;
  42668. /**
  42669. * xr layer for the canvas
  42670. */
  42671. xrLayer: Nullable<XRWebGLLayer>;
  42672. /**
  42673. * Initializes the xr layer for the session
  42674. * @param xrSession xr session
  42675. * @returns a promise that will resolve once the XR Layer has been created
  42676. */
  42677. initializeXRLayerAsync(xrSession: any): any;
  42678. /**
  42679. * Initializes the canvas to be added/removed upon entering/exiting xr
  42680. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  42681. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  42682. */
  42683. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  42684. /**
  42685. * Disposes of the object
  42686. */
  42687. dispose(): void;
  42688. private _setManagedOutputCanvas;
  42689. private _addCanvas;
  42690. private _removeCanvas;
  42691. }
  42692. }
  42693. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  42694. import { Observable } from "babylonjs/Misc/observable";
  42695. import { IDisposable, Scene } from "babylonjs/scene";
  42696. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  42697. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42698. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42699. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  42700. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42701. /**
  42702. * States of the webXR experience
  42703. */
  42704. export enum WebXRState {
  42705. /**
  42706. * Transitioning to being in XR mode
  42707. */
  42708. ENTERING_XR = 0,
  42709. /**
  42710. * Transitioning to non XR mode
  42711. */
  42712. EXITING_XR = 1,
  42713. /**
  42714. * In XR mode and presenting
  42715. */
  42716. IN_XR = 2,
  42717. /**
  42718. * Not entered XR mode
  42719. */
  42720. NOT_IN_XR = 3
  42721. }
  42722. /**
  42723. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  42724. * @see https://doc.babylonjs.com/how_to/webxr
  42725. */
  42726. export class WebXRExperienceHelper implements IDisposable {
  42727. private scene;
  42728. /**
  42729. * 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
  42730. */
  42731. container: AbstractMesh;
  42732. /**
  42733. * Camera used to render xr content
  42734. */
  42735. camera: WebXRCamera;
  42736. /**
  42737. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  42738. */
  42739. state: WebXRState;
  42740. private _setState;
  42741. private static _TmpVector;
  42742. /**
  42743. * Fires when the state of the experience helper has changed
  42744. */
  42745. onStateChangedObservable: Observable<WebXRState>;
  42746. /** Session manager used to keep track of xr session */
  42747. sessionManager: WebXRSessionManager;
  42748. private _nonVRCamera;
  42749. private _originalSceneAutoClear;
  42750. private _supported;
  42751. /**
  42752. * Creates the experience helper
  42753. * @param scene the scene to attach the experience helper to
  42754. * @returns a promise for the experience helper
  42755. */
  42756. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  42757. /**
  42758. * Creates a WebXRExperienceHelper
  42759. * @param scene The scene the helper should be created in
  42760. */
  42761. private constructor();
  42762. /**
  42763. * Exits XR mode and returns the scene to its original state
  42764. * @returns promise that resolves after xr mode has exited
  42765. */
  42766. exitXRAsync(): Promise<unknown>;
  42767. /**
  42768. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  42769. * @param sessionCreationOptions options for the XR session
  42770. * @param referenceSpaceType frame of reference of the XR session
  42771. * @param outputCanvas the output canvas that will be used to enter XR mode
  42772. * @returns promise that resolves after xr mode has entered
  42773. */
  42774. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  42775. /**
  42776. * Updates the global position of the camera by moving the camera's container
  42777. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  42778. * @param position The desired global position of the camera
  42779. */
  42780. setPositionOfCameraUsingContainer(position: Vector3): void;
  42781. /**
  42782. * Rotates the xr camera by rotating the camera's container around the camera's position
  42783. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  42784. * @param rotation the desired quaternion rotation to apply to the camera
  42785. */
  42786. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  42787. /**
  42788. * Disposes of the experience helper
  42789. */
  42790. dispose(): void;
  42791. }
  42792. }
  42793. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  42794. import { Nullable } from "babylonjs/types";
  42795. import { Observable } from "babylonjs/Misc/observable";
  42796. import { IDisposable, Scene } from "babylonjs/scene";
  42797. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42798. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42799. /**
  42800. * Button which can be used to enter a different mode of XR
  42801. */
  42802. export class WebXREnterExitUIButton {
  42803. /** button element */
  42804. element: HTMLElement;
  42805. /** XR initialization options for the button */
  42806. sessionMode: XRSessionMode;
  42807. /** Reference space type */
  42808. referenceSpaceType: XRReferenceSpaceType;
  42809. /**
  42810. * Creates a WebXREnterExitUIButton
  42811. * @param element button element
  42812. * @param sessionMode XR initialization session mode
  42813. * @param referenceSpaceType the type of reference space to be used
  42814. */
  42815. constructor(
  42816. /** button element */
  42817. element: HTMLElement,
  42818. /** XR initialization options for the button */
  42819. sessionMode: XRSessionMode,
  42820. /** Reference space type */
  42821. referenceSpaceType: XRReferenceSpaceType);
  42822. /**
  42823. * Overwritable function which can be used to update the button's visuals when the state changes
  42824. * @param activeButton the current active button in the UI
  42825. */
  42826. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  42827. }
  42828. /**
  42829. * Options to create the webXR UI
  42830. */
  42831. export class WebXREnterExitUIOptions {
  42832. /**
  42833. * Context to enter xr with
  42834. */
  42835. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  42836. /**
  42837. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  42838. */
  42839. customButtons?: Array<WebXREnterExitUIButton>;
  42840. }
  42841. /**
  42842. * UI to allow the user to enter/exit XR mode
  42843. */
  42844. export class WebXREnterExitUI implements IDisposable {
  42845. private scene;
  42846. private _overlay;
  42847. private _buttons;
  42848. private _activeButton;
  42849. /**
  42850. * Fired every time the active button is changed.
  42851. *
  42852. * When xr is entered via a button that launches xr that button will be the callback parameter
  42853. *
  42854. * When exiting xr the callback parameter will be null)
  42855. */
  42856. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  42857. /**
  42858. * Creates UI to allow the user to enter/exit XR mode
  42859. * @param scene the scene to add the ui to
  42860. * @param helper the xr experience helper to enter/exit xr with
  42861. * @param options options to configure the UI
  42862. * @returns the created ui
  42863. */
  42864. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  42865. private constructor();
  42866. private _updateButtons;
  42867. /**
  42868. * Disposes of the object
  42869. */
  42870. dispose(): void;
  42871. }
  42872. }
  42873. declare module "babylonjs/Cameras/XR/webXRController" {
  42874. import { Nullable } from "babylonjs/types";
  42875. import { Observable } from "babylonjs/Misc/observable";
  42876. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42877. import { Ray } from "babylonjs/Culling/ray";
  42878. import { Scene } from "babylonjs/scene";
  42879. /**
  42880. * Represents an XR input
  42881. */
  42882. export class WebXRController {
  42883. private scene;
  42884. /** The underlying input source for the controller */
  42885. inputSource: XRInputSource;
  42886. private parentContainer;
  42887. /**
  42888. * 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
  42889. */
  42890. grip?: AbstractMesh;
  42891. /**
  42892. * Pointer which can be used to select objects or attach a visible laser to
  42893. */
  42894. pointer: AbstractMesh;
  42895. /**
  42896. * Event that fires when the controller is removed/disposed
  42897. */
  42898. onDisposeObservable: Observable<{}>;
  42899. private _tmpMatrix;
  42900. private _tmpQuaternion;
  42901. private _tmpVector;
  42902. /**
  42903. * Creates the controller
  42904. * @see https://doc.babylonjs.com/how_to/webxr
  42905. * @param scene the scene which the controller should be associated to
  42906. * @param inputSource the underlying input source for the controller
  42907. * @param parentContainer parent that the controller meshes should be children of
  42908. */
  42909. constructor(scene: Scene,
  42910. /** The underlying input source for the controller */
  42911. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  42912. /**
  42913. * Updates the controller pose based on the given XRFrame
  42914. * @param xrFrame xr frame to update the pose with
  42915. * @param referenceSpace reference space to use
  42916. */
  42917. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  42918. /**
  42919. * Gets a world space ray coming from the controller
  42920. * @param result the resulting ray
  42921. */
  42922. getWorldPointerRayToRef(result: Ray): void;
  42923. /**
  42924. * Disposes of the object
  42925. */
  42926. dispose(): void;
  42927. }
  42928. }
  42929. declare module "babylonjs/Cameras/XR/webXRInput" {
  42930. import { Observable } from "babylonjs/Misc/observable";
  42931. import { IDisposable } from "babylonjs/scene";
  42932. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42933. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  42934. /**
  42935. * XR input used to track XR inputs such as controllers/rays
  42936. */
  42937. export class WebXRInput implements IDisposable {
  42938. /**
  42939. * Base experience the input listens to
  42940. */
  42941. baseExperience: WebXRExperienceHelper;
  42942. /**
  42943. * XR controllers being tracked
  42944. */
  42945. controllers: Array<WebXRController>;
  42946. private _frameObserver;
  42947. private _stateObserver;
  42948. /**
  42949. * Event when a controller has been connected/added
  42950. */
  42951. onControllerAddedObservable: Observable<WebXRController>;
  42952. /**
  42953. * Event when a controller has been removed/disconnected
  42954. */
  42955. onControllerRemovedObservable: Observable<WebXRController>;
  42956. /**
  42957. * Initializes the WebXRInput
  42958. * @param baseExperience experience helper which the input should be created for
  42959. */
  42960. constructor(
  42961. /**
  42962. * Base experience the input listens to
  42963. */
  42964. baseExperience: WebXRExperienceHelper);
  42965. private _onInputSourcesChange;
  42966. private _addAndRemoveControllers;
  42967. /**
  42968. * Disposes of the object
  42969. */
  42970. dispose(): void;
  42971. }
  42972. }
  42973. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  42974. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42975. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  42976. /**
  42977. * Enables teleportation
  42978. */
  42979. export class WebXRControllerTeleportation {
  42980. private _teleportationFillColor;
  42981. private _teleportationBorderColor;
  42982. private _tmpRay;
  42983. private _tmpVector;
  42984. /**
  42985. * Creates a WebXRControllerTeleportation
  42986. * @param input input manager to add teleportation to
  42987. * @param floorMeshes floormeshes which can be teleported to
  42988. */
  42989. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  42990. }
  42991. }
  42992. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  42993. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  42994. /**
  42995. * Handles pointer input automatically for the pointer of XR controllers
  42996. */
  42997. export class WebXRControllerPointerSelection {
  42998. private static _idCounter;
  42999. private _tmpRay;
  43000. /**
  43001. * Creates a WebXRControllerPointerSelection
  43002. * @param input input manager to setup pointer selection
  43003. */
  43004. constructor(input: WebXRInput);
  43005. private _convertNormalToDirectionOfRay;
  43006. private _updatePointerDistance;
  43007. }
  43008. }
  43009. declare module "babylonjs/Loading/sceneLoader" {
  43010. import { Observable } from "babylonjs/Misc/observable";
  43011. import { Nullable } from "babylonjs/types";
  43012. import { Scene } from "babylonjs/scene";
  43013. import { Engine } from "babylonjs/Engines/engine";
  43014. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43015. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  43016. import { AssetContainer } from "babylonjs/assetContainer";
  43017. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  43018. import { Skeleton } from "babylonjs/Bones/skeleton";
  43019. /**
  43020. * Class used to represent data loading progression
  43021. */
  43022. export class SceneLoaderProgressEvent {
  43023. /** defines if data length to load can be evaluated */
  43024. readonly lengthComputable: boolean;
  43025. /** defines the loaded data length */
  43026. readonly loaded: number;
  43027. /** defines the data length to load */
  43028. readonly total: number;
  43029. /**
  43030. * Create a new progress event
  43031. * @param lengthComputable defines if data length to load can be evaluated
  43032. * @param loaded defines the loaded data length
  43033. * @param total defines the data length to load
  43034. */
  43035. constructor(
  43036. /** defines if data length to load can be evaluated */
  43037. lengthComputable: boolean,
  43038. /** defines the loaded data length */
  43039. loaded: number,
  43040. /** defines the data length to load */
  43041. total: number);
  43042. /**
  43043. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  43044. * @param event defines the source event
  43045. * @returns a new SceneLoaderProgressEvent
  43046. */
  43047. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  43048. }
  43049. /**
  43050. * Interface used by SceneLoader plugins to define supported file extensions
  43051. */
  43052. export interface ISceneLoaderPluginExtensions {
  43053. /**
  43054. * Defines the list of supported extensions
  43055. */
  43056. [extension: string]: {
  43057. isBinary: boolean;
  43058. };
  43059. }
  43060. /**
  43061. * Interface used by SceneLoader plugin factory
  43062. */
  43063. export interface ISceneLoaderPluginFactory {
  43064. /**
  43065. * Defines the name of the factory
  43066. */
  43067. name: string;
  43068. /**
  43069. * Function called to create a new plugin
  43070. * @return the new plugin
  43071. */
  43072. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  43073. /**
  43074. * Boolean indicating if the plugin can direct load specific data
  43075. */
  43076. canDirectLoad?: (data: string) => boolean;
  43077. }
  43078. /**
  43079. * Interface used to define a SceneLoader plugin
  43080. */
  43081. export interface ISceneLoaderPlugin {
  43082. /**
  43083. * The friendly name of this plugin.
  43084. */
  43085. name: string;
  43086. /**
  43087. * The file extensions supported by this plugin.
  43088. */
  43089. extensions: string | ISceneLoaderPluginExtensions;
  43090. /**
  43091. * Import meshes into a scene.
  43092. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43093. * @param scene The scene to import into
  43094. * @param data The data to import
  43095. * @param rootUrl The root url for scene and resources
  43096. * @param meshes The meshes array to import into
  43097. * @param particleSystems The particle systems array to import into
  43098. * @param skeletons The skeletons array to import into
  43099. * @param onError The callback when import fails
  43100. * @returns True if successful or false otherwise
  43101. */
  43102. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  43103. /**
  43104. * Load into a scene.
  43105. * @param scene The scene to load into
  43106. * @param data The data to import
  43107. * @param rootUrl The root url for scene and resources
  43108. * @param onError The callback when import fails
  43109. * @returns true if successful or false otherwise
  43110. */
  43111. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  43112. /**
  43113. * The callback that returns true if the data can be directly loaded.
  43114. */
  43115. canDirectLoad?: (data: string) => boolean;
  43116. /**
  43117. * The callback that allows custom handling of the root url based on the response url.
  43118. */
  43119. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43120. /**
  43121. * Load into an asset container.
  43122. * @param scene The scene to load into
  43123. * @param data The data to import
  43124. * @param rootUrl The root url for scene and resources
  43125. * @param onError The callback when import fails
  43126. * @returns The loaded asset container
  43127. */
  43128. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  43129. }
  43130. /**
  43131. * Interface used to define an async SceneLoader plugin
  43132. */
  43133. export interface ISceneLoaderPluginAsync {
  43134. /**
  43135. * The friendly name of this plugin.
  43136. */
  43137. name: string;
  43138. /**
  43139. * The file extensions supported by this plugin.
  43140. */
  43141. extensions: string | ISceneLoaderPluginExtensions;
  43142. /**
  43143. * Import meshes into a scene.
  43144. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43145. * @param scene The scene to import into
  43146. * @param data The data to import
  43147. * @param rootUrl The root url for scene and resources
  43148. * @param onProgress The callback when the load progresses
  43149. * @param fileName Defines the name of the file to load
  43150. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  43151. */
  43152. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  43153. meshes: AbstractMesh[];
  43154. particleSystems: IParticleSystem[];
  43155. skeletons: Skeleton[];
  43156. animationGroups: AnimationGroup[];
  43157. }>;
  43158. /**
  43159. * Load into a scene.
  43160. * @param scene The scene to load into
  43161. * @param data The data to import
  43162. * @param rootUrl The root url for scene and resources
  43163. * @param onProgress The callback when the load progresses
  43164. * @param fileName Defines the name of the file to load
  43165. * @returns Nothing
  43166. */
  43167. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  43168. /**
  43169. * The callback that returns true if the data can be directly loaded.
  43170. */
  43171. canDirectLoad?: (data: string) => boolean;
  43172. /**
  43173. * The callback that allows custom handling of the root url based on the response url.
  43174. */
  43175. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43176. /**
  43177. * Load into an asset container.
  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 onProgress The callback when the load progresses
  43182. * @param fileName Defines the name of the file to load
  43183. * @returns The loaded asset container
  43184. */
  43185. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  43186. }
  43187. /**
  43188. * Class used to load scene from various file formats using registered plugins
  43189. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  43190. */
  43191. export class SceneLoader {
  43192. /**
  43193. * No logging while loading
  43194. */
  43195. static readonly NO_LOGGING: number;
  43196. /**
  43197. * Minimal logging while loading
  43198. */
  43199. static readonly MINIMAL_LOGGING: number;
  43200. /**
  43201. * Summary logging while loading
  43202. */
  43203. static readonly SUMMARY_LOGGING: number;
  43204. /**
  43205. * Detailled logging while loading
  43206. */
  43207. static readonly DETAILED_LOGGING: number;
  43208. /**
  43209. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  43210. */
  43211. static ForceFullSceneLoadingForIncremental: boolean;
  43212. /**
  43213. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  43214. */
  43215. static ShowLoadingScreen: boolean;
  43216. /**
  43217. * Defines the current logging level (while loading the scene)
  43218. * @ignorenaming
  43219. */
  43220. static loggingLevel: number;
  43221. /**
  43222. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  43223. */
  43224. static CleanBoneMatrixWeights: boolean;
  43225. /**
  43226. * Event raised when a plugin is used to load a scene
  43227. */
  43228. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43229. private static _registeredPlugins;
  43230. private static _getDefaultPlugin;
  43231. private static _getPluginForExtension;
  43232. private static _getPluginForDirectLoad;
  43233. private static _getPluginForFilename;
  43234. private static _getDirectLoad;
  43235. private static _loadData;
  43236. private static _getFileInfo;
  43237. /**
  43238. * Gets a plugin that can load the given extension
  43239. * @param extension defines the extension to load
  43240. * @returns a plugin or null if none works
  43241. */
  43242. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  43243. /**
  43244. * Gets a boolean indicating that the given extension can be loaded
  43245. * @param extension defines the extension to load
  43246. * @returns true if the extension is supported
  43247. */
  43248. static IsPluginForExtensionAvailable(extension: string): boolean;
  43249. /**
  43250. * Adds a new plugin to the list of registered plugins
  43251. * @param plugin defines the plugin to add
  43252. */
  43253. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  43254. /**
  43255. * Import meshes into a scene
  43256. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43257. * @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)
  43258. * @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)
  43259. * @param scene the instance of BABYLON.Scene to append to
  43260. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  43261. * @param onProgress a callback with a progress event for each file being loaded
  43262. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43263. * @param pluginExtension the extension used to determine the plugin
  43264. * @returns The loaded plugin
  43265. */
  43266. 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>;
  43267. /**
  43268. * Import meshes into a scene
  43269. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43270. * @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)
  43271. * @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)
  43272. * @param scene the instance of BABYLON.Scene to append to
  43273. * @param onProgress a callback with a progress event for each file being loaded
  43274. * @param pluginExtension the extension used to determine the plugin
  43275. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  43276. */
  43277. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  43278. meshes: AbstractMesh[];
  43279. particleSystems: IParticleSystem[];
  43280. skeletons: Skeleton[];
  43281. animationGroups: AnimationGroup[];
  43282. }>;
  43283. /**
  43284. * Load a scene
  43285. * @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)
  43286. * @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)
  43287. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43288. * @param onSuccess a callback with the scene when import succeeds
  43289. * @param onProgress a callback with a progress event for each file being loaded
  43290. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43291. * @param pluginExtension the extension used to determine the plugin
  43292. * @returns The loaded plugin
  43293. */
  43294. 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>;
  43295. /**
  43296. * Load a scene
  43297. * @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)
  43298. * @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)
  43299. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43300. * @param onProgress a callback with a progress event for each file being loaded
  43301. * @param pluginExtension the extension used to determine the plugin
  43302. * @returns The loaded scene
  43303. */
  43304. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43305. /**
  43306. * Append a scene
  43307. * @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)
  43308. * @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)
  43309. * @param scene is the instance of BABYLON.Scene to append to
  43310. * @param onSuccess a callback with the scene when import succeeds
  43311. * @param onProgress a callback with a progress event for each file being loaded
  43312. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43313. * @param pluginExtension the extension used to determine the plugin
  43314. * @returns The loaded plugin
  43315. */
  43316. 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>;
  43317. /**
  43318. * Append a scene
  43319. * @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)
  43320. * @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)
  43321. * @param scene is the instance of BABYLON.Scene to append to
  43322. * @param onProgress a callback with a progress event for each file being loaded
  43323. * @param pluginExtension the extension used to determine the plugin
  43324. * @returns The given scene
  43325. */
  43326. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43327. /**
  43328. * Load a scene into an asset container
  43329. * @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)
  43330. * @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)
  43331. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  43332. * @param onSuccess a callback with the scene when import succeeds
  43333. * @param onProgress a callback with a progress event for each file being loaded
  43334. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43335. * @param pluginExtension the extension used to determine the plugin
  43336. * @returns The loaded plugin
  43337. */
  43338. 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>;
  43339. /**
  43340. * Load a scene into an asset container
  43341. * @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)
  43342. * @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)
  43343. * @param scene is the instance of Scene to append to
  43344. * @param onProgress a callback with a progress event for each file being loaded
  43345. * @param pluginExtension the extension used to determine the plugin
  43346. * @returns The loaded asset container
  43347. */
  43348. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  43349. }
  43350. }
  43351. declare module "babylonjs/Gamepads/Controllers/genericController" {
  43352. import { Scene } from "babylonjs/scene";
  43353. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43354. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43355. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43356. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43357. /**
  43358. * Generic Controller
  43359. */
  43360. export class GenericController extends WebVRController {
  43361. /**
  43362. * Base Url for the controller model.
  43363. */
  43364. static readonly MODEL_BASE_URL: string;
  43365. /**
  43366. * File name for the controller model.
  43367. */
  43368. static readonly MODEL_FILENAME: string;
  43369. /**
  43370. * Creates a new GenericController from a gamepad
  43371. * @param vrGamepad the gamepad that the controller should be created from
  43372. */
  43373. constructor(vrGamepad: any);
  43374. /**
  43375. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43376. * @param scene scene in which to add meshes
  43377. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43378. */
  43379. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43380. /**
  43381. * Called once for each button that changed state since the last frame
  43382. * @param buttonIdx Which button index changed
  43383. * @param state New state of the button
  43384. * @param changes Which properties on the state changed since last frame
  43385. */
  43386. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43387. }
  43388. }
  43389. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  43390. import { Observable } from "babylonjs/Misc/observable";
  43391. import { Scene } from "babylonjs/scene";
  43392. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43393. import { Ray } from "babylonjs/Culling/ray";
  43394. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43395. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43396. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43397. /**
  43398. * Defines the WindowsMotionController object that the state of the windows motion controller
  43399. */
  43400. export class WindowsMotionController extends WebVRController {
  43401. /**
  43402. * The base url used to load the left and right controller models
  43403. */
  43404. static MODEL_BASE_URL: string;
  43405. /**
  43406. * The name of the left controller model file
  43407. */
  43408. static MODEL_LEFT_FILENAME: string;
  43409. /**
  43410. * The name of the right controller model file
  43411. */
  43412. static MODEL_RIGHT_FILENAME: string;
  43413. /**
  43414. * The controller name prefix for this controller type
  43415. */
  43416. static readonly GAMEPAD_ID_PREFIX: string;
  43417. /**
  43418. * The controller id pattern for this controller type
  43419. */
  43420. private static readonly GAMEPAD_ID_PATTERN;
  43421. private _loadedMeshInfo;
  43422. private readonly _mapping;
  43423. /**
  43424. * Fired when the trackpad on this controller is clicked
  43425. */
  43426. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  43427. /**
  43428. * Fired when the trackpad on this controller is modified
  43429. */
  43430. onTrackpadValuesChangedObservable: Observable<StickValues>;
  43431. /**
  43432. * The current x and y values of this controller's trackpad
  43433. */
  43434. trackpad: StickValues;
  43435. /**
  43436. * Creates a new WindowsMotionController from a gamepad
  43437. * @param vrGamepad the gamepad that the controller should be created from
  43438. */
  43439. constructor(vrGamepad: any);
  43440. /**
  43441. * Fired when the trigger on this controller is modified
  43442. */
  43443. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43444. /**
  43445. * Fired when the menu button on this controller is modified
  43446. */
  43447. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43448. /**
  43449. * Fired when the grip button on this controller is modified
  43450. */
  43451. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43452. /**
  43453. * Fired when the thumbstick button on this controller is modified
  43454. */
  43455. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43456. /**
  43457. * Fired when the touchpad button on this controller is modified
  43458. */
  43459. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43460. /**
  43461. * Fired when the touchpad values on this controller are modified
  43462. */
  43463. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  43464. private _updateTrackpad;
  43465. /**
  43466. * Called once per frame by the engine.
  43467. */
  43468. update(): void;
  43469. /**
  43470. * Called once for each button that changed state since the last frame
  43471. * @param buttonIdx Which button index changed
  43472. * @param state New state of the button
  43473. * @param changes Which properties on the state changed since last frame
  43474. */
  43475. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43476. /**
  43477. * Moves the buttons on the controller mesh based on their current state
  43478. * @param buttonName the name of the button to move
  43479. * @param buttonValue the value of the button which determines the buttons new position
  43480. */
  43481. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  43482. /**
  43483. * Moves the axis on the controller mesh based on its current state
  43484. * @param axis the index of the axis
  43485. * @param axisValue the value of the axis which determines the meshes new position
  43486. * @hidden
  43487. */
  43488. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  43489. /**
  43490. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43491. * @param scene scene in which to add meshes
  43492. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43493. */
  43494. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  43495. /**
  43496. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  43497. * can be transformed by button presses and axes values, based on this._mapping.
  43498. *
  43499. * @param scene scene in which the meshes exist
  43500. * @param meshes list of meshes that make up the controller model to process
  43501. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  43502. */
  43503. private processModel;
  43504. private createMeshInfo;
  43505. /**
  43506. * Gets the ray of the controller in the direction the controller is pointing
  43507. * @param length the length the resulting ray should be
  43508. * @returns a ray in the direction the controller is pointing
  43509. */
  43510. getForwardRay(length?: number): Ray;
  43511. /**
  43512. * Disposes of the controller
  43513. */
  43514. dispose(): void;
  43515. }
  43516. }
  43517. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  43518. import { Observable } from "babylonjs/Misc/observable";
  43519. import { Scene } from "babylonjs/scene";
  43520. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43521. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43522. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43523. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43524. /**
  43525. * Oculus Touch Controller
  43526. */
  43527. export class OculusTouchController extends WebVRController {
  43528. /**
  43529. * Base Url for the controller model.
  43530. */
  43531. static MODEL_BASE_URL: string;
  43532. /**
  43533. * File name for the left controller model.
  43534. */
  43535. static MODEL_LEFT_FILENAME: string;
  43536. /**
  43537. * File name for the right controller model.
  43538. */
  43539. static MODEL_RIGHT_FILENAME: string;
  43540. /**
  43541. * Base Url for the Quest controller model.
  43542. */
  43543. static QUEST_MODEL_BASE_URL: string;
  43544. /**
  43545. * @hidden
  43546. * If the controllers are running on a device that needs the updated Quest controller models
  43547. */
  43548. static _IsQuest: boolean;
  43549. /**
  43550. * Fired when the secondary trigger on this controller is modified
  43551. */
  43552. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  43553. /**
  43554. * Fired when the thumb rest on this controller is modified
  43555. */
  43556. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  43557. /**
  43558. * Creates a new OculusTouchController from a gamepad
  43559. * @param vrGamepad the gamepad that the controller should be created from
  43560. */
  43561. constructor(vrGamepad: any);
  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): void;
  43568. /**
  43569. * Fired when the A button on this controller is modified
  43570. */
  43571. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43572. /**
  43573. * Fired when the B button on this controller is modified
  43574. */
  43575. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43576. /**
  43577. * Fired when the X button on this controller is modified
  43578. */
  43579. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43580. /**
  43581. * Fired when the Y button on this controller is modified
  43582. */
  43583. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43584. /**
  43585. * Called once for each button that changed state since the last frame
  43586. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  43587. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  43588. * 2) secondary trigger (same)
  43589. * 3) A (right) X (left), touch, pressed = value
  43590. * 4) B / Y
  43591. * 5) thumb rest
  43592. * @param buttonIdx Which button index changed
  43593. * @param state New state of the button
  43594. * @param changes Which properties on the state changed since last frame
  43595. */
  43596. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43597. }
  43598. }
  43599. declare module "babylonjs/Gamepads/Controllers/viveController" {
  43600. import { Scene } from "babylonjs/scene";
  43601. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43602. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43603. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43604. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43605. import { Observable } from "babylonjs/Misc/observable";
  43606. /**
  43607. * Vive Controller
  43608. */
  43609. export class ViveController extends WebVRController {
  43610. /**
  43611. * Base Url for the controller model.
  43612. */
  43613. static MODEL_BASE_URL: string;
  43614. /**
  43615. * File name for the controller model.
  43616. */
  43617. static MODEL_FILENAME: string;
  43618. /**
  43619. * Creates a new ViveController from a gamepad
  43620. * @param vrGamepad the gamepad that the controller should be created from
  43621. */
  43622. constructor(vrGamepad: any);
  43623. /**
  43624. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43625. * @param scene scene in which to add meshes
  43626. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43627. */
  43628. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43629. /**
  43630. * Fired when the left button on this controller is modified
  43631. */
  43632. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43633. /**
  43634. * Fired when the right button on this controller is modified
  43635. */
  43636. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43637. /**
  43638. * Fired when the menu button on this controller is modified
  43639. */
  43640. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43641. /**
  43642. * Called once for each button that changed state since the last frame
  43643. * Vive mapping:
  43644. * 0: touchpad
  43645. * 1: trigger
  43646. * 2: left AND right buttons
  43647. * 3: menu button
  43648. * @param buttonIdx Which button index changed
  43649. * @param state New state of the button
  43650. * @param changes Which properties on the state changed since last frame
  43651. */
  43652. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43653. }
  43654. }
  43655. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  43656. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43657. /**
  43658. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  43659. */
  43660. export class WebXRControllerModelLoader {
  43661. /**
  43662. * Creates the WebXRControllerModelLoader
  43663. * @param input xr input that creates the controllers
  43664. */
  43665. constructor(input: WebXRInput);
  43666. }
  43667. }
  43668. declare module "babylonjs/Cameras/XR/index" {
  43669. export * from "babylonjs/Cameras/XR/webXRCamera";
  43670. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  43671. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43672. export * from "babylonjs/Cameras/XR/webXRInput";
  43673. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  43674. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  43675. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  43676. export * from "babylonjs/Cameras/XR/webXRController";
  43677. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43678. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  43679. }
  43680. declare module "babylonjs/Cameras/RigModes/index" {
  43681. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  43682. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43683. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  43684. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  43685. }
  43686. declare module "babylonjs/Cameras/index" {
  43687. export * from "babylonjs/Cameras/Inputs/index";
  43688. export * from "babylonjs/Cameras/cameraInputsManager";
  43689. export * from "babylonjs/Cameras/camera";
  43690. export * from "babylonjs/Cameras/targetCamera";
  43691. export * from "babylonjs/Cameras/freeCamera";
  43692. export * from "babylonjs/Cameras/freeCameraInputsManager";
  43693. export * from "babylonjs/Cameras/touchCamera";
  43694. export * from "babylonjs/Cameras/arcRotateCamera";
  43695. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  43696. export * from "babylonjs/Cameras/deviceOrientationCamera";
  43697. export * from "babylonjs/Cameras/flyCamera";
  43698. export * from "babylonjs/Cameras/flyCameraInputsManager";
  43699. export * from "babylonjs/Cameras/followCamera";
  43700. export * from "babylonjs/Cameras/gamepadCamera";
  43701. export * from "babylonjs/Cameras/Stereoscopic/index";
  43702. export * from "babylonjs/Cameras/universalCamera";
  43703. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  43704. export * from "babylonjs/Cameras/VR/index";
  43705. export * from "babylonjs/Cameras/XR/index";
  43706. export * from "babylonjs/Cameras/RigModes/index";
  43707. }
  43708. declare module "babylonjs/Collisions/index" {
  43709. export * from "babylonjs/Collisions/collider";
  43710. export * from "babylonjs/Collisions/collisionCoordinator";
  43711. export * from "babylonjs/Collisions/pickingInfo";
  43712. export * from "babylonjs/Collisions/intersectionInfo";
  43713. export * from "babylonjs/Collisions/meshCollisionData";
  43714. }
  43715. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  43716. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  43717. import { Vector3 } from "babylonjs/Maths/math.vector";
  43718. import { Ray } from "babylonjs/Culling/ray";
  43719. import { Plane } from "babylonjs/Maths/math.plane";
  43720. /**
  43721. * Contains an array of blocks representing the octree
  43722. */
  43723. export interface IOctreeContainer<T> {
  43724. /**
  43725. * Blocks within the octree
  43726. */
  43727. blocks: Array<OctreeBlock<T>>;
  43728. }
  43729. /**
  43730. * Class used to store a cell in an octree
  43731. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43732. */
  43733. export class OctreeBlock<T> {
  43734. /**
  43735. * Gets the content of the current block
  43736. */
  43737. entries: T[];
  43738. /**
  43739. * Gets the list of block children
  43740. */
  43741. blocks: Array<OctreeBlock<T>>;
  43742. private _depth;
  43743. private _maxDepth;
  43744. private _capacity;
  43745. private _minPoint;
  43746. private _maxPoint;
  43747. private _boundingVectors;
  43748. private _creationFunc;
  43749. /**
  43750. * Creates a new block
  43751. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  43752. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  43753. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43754. * @param depth defines the current depth of this block in the octree
  43755. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  43756. * @param creationFunc defines a callback to call when an element is added to the block
  43757. */
  43758. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  43759. /**
  43760. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43761. */
  43762. readonly capacity: number;
  43763. /**
  43764. * Gets the minimum vector (in world space) of the block's bounding box
  43765. */
  43766. readonly minPoint: Vector3;
  43767. /**
  43768. * Gets the maximum vector (in world space) of the block's bounding box
  43769. */
  43770. readonly maxPoint: Vector3;
  43771. /**
  43772. * Add a new element to this block
  43773. * @param entry defines the element to add
  43774. */
  43775. addEntry(entry: T): void;
  43776. /**
  43777. * Remove an element from this block
  43778. * @param entry defines the element to remove
  43779. */
  43780. removeEntry(entry: T): void;
  43781. /**
  43782. * Add an array of elements to this block
  43783. * @param entries defines the array of elements to add
  43784. */
  43785. addEntries(entries: T[]): void;
  43786. /**
  43787. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  43788. * @param frustumPlanes defines the frustum planes to test
  43789. * @param selection defines the array to store current content if selection is positive
  43790. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43791. */
  43792. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43793. /**
  43794. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  43795. * @param sphereCenter defines the bounding sphere center
  43796. * @param sphereRadius defines the bounding sphere radius
  43797. * @param selection defines the array to store current content if selection is positive
  43798. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43799. */
  43800. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43801. /**
  43802. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  43803. * @param ray defines the ray to test with
  43804. * @param selection defines the array to store current content if selection is positive
  43805. */
  43806. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  43807. /**
  43808. * Subdivide the content into child blocks (this block will then be empty)
  43809. */
  43810. createInnerBlocks(): void;
  43811. /**
  43812. * @hidden
  43813. */
  43814. 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;
  43815. }
  43816. }
  43817. declare module "babylonjs/Culling/Octrees/octree" {
  43818. import { SmartArray } from "babylonjs/Misc/smartArray";
  43819. import { Vector3 } from "babylonjs/Maths/math.vector";
  43820. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43821. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43822. import { Ray } from "babylonjs/Culling/ray";
  43823. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  43824. import { Plane } from "babylonjs/Maths/math.plane";
  43825. /**
  43826. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  43827. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43828. */
  43829. export class Octree<T> {
  43830. /** 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.) */
  43831. maxDepth: number;
  43832. /**
  43833. * Blocks within the octree containing objects
  43834. */
  43835. blocks: Array<OctreeBlock<T>>;
  43836. /**
  43837. * Content stored in the octree
  43838. */
  43839. dynamicContent: T[];
  43840. private _maxBlockCapacity;
  43841. private _selectionContent;
  43842. private _creationFunc;
  43843. /**
  43844. * Creates a octree
  43845. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43846. * @param creationFunc function to be used to instatiate the octree
  43847. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  43848. * @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.)
  43849. */
  43850. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  43851. /** 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.) */
  43852. maxDepth?: number);
  43853. /**
  43854. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  43855. * @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);
  43856. * @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);
  43857. * @param entries meshes to be added to the octree blocks
  43858. */
  43859. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  43860. /**
  43861. * Adds a mesh to the octree
  43862. * @param entry Mesh to add to the octree
  43863. */
  43864. addMesh(entry: T): void;
  43865. /**
  43866. * Remove an element from the octree
  43867. * @param entry defines the element to remove
  43868. */
  43869. removeMesh(entry: T): void;
  43870. /**
  43871. * Selects an array of meshes within the frustum
  43872. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  43873. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  43874. * @returns array of meshes within the frustum
  43875. */
  43876. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  43877. /**
  43878. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  43879. * @param sphereCenter defines the bounding sphere center
  43880. * @param sphereRadius defines the bounding sphere radius
  43881. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43882. * @returns an array of objects that intersect the sphere
  43883. */
  43884. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  43885. /**
  43886. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  43887. * @param ray defines the ray to test with
  43888. * @returns array of intersected objects
  43889. */
  43890. intersectsRay(ray: Ray): SmartArray<T>;
  43891. /**
  43892. * Adds a mesh into the octree block if it intersects the block
  43893. */
  43894. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  43895. /**
  43896. * Adds a submesh into the octree block if it intersects the block
  43897. */
  43898. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  43899. }
  43900. }
  43901. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  43902. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  43903. import { Scene } from "babylonjs/scene";
  43904. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43905. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43906. import { Ray } from "babylonjs/Culling/ray";
  43907. import { Octree } from "babylonjs/Culling/Octrees/octree";
  43908. import { Collider } from "babylonjs/Collisions/collider";
  43909. module "babylonjs/scene" {
  43910. interface Scene {
  43911. /**
  43912. * @hidden
  43913. * Backing Filed
  43914. */
  43915. _selectionOctree: Octree<AbstractMesh>;
  43916. /**
  43917. * Gets the octree used to boost mesh selection (picking)
  43918. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43919. */
  43920. selectionOctree: Octree<AbstractMesh>;
  43921. /**
  43922. * Creates or updates the octree used to boost selection (picking)
  43923. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43924. * @param maxCapacity defines the maximum capacity per leaf
  43925. * @param maxDepth defines the maximum depth of the octree
  43926. * @returns an octree of AbstractMesh
  43927. */
  43928. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  43929. }
  43930. }
  43931. module "babylonjs/Meshes/abstractMesh" {
  43932. interface AbstractMesh {
  43933. /**
  43934. * @hidden
  43935. * Backing Field
  43936. */
  43937. _submeshesOctree: Octree<SubMesh>;
  43938. /**
  43939. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  43940. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  43941. * @param maxCapacity defines the maximum size of each block (64 by default)
  43942. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  43943. * @returns the new octree
  43944. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  43945. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43946. */
  43947. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  43948. }
  43949. }
  43950. /**
  43951. * Defines the octree scene component responsible to manage any octrees
  43952. * in a given scene.
  43953. */
  43954. export class OctreeSceneComponent {
  43955. /**
  43956. * The component name help to identify the component in the list of scene components.
  43957. */
  43958. readonly name: string;
  43959. /**
  43960. * The scene the component belongs to.
  43961. */
  43962. scene: Scene;
  43963. /**
  43964. * Indicates if the meshes have been checked to make sure they are isEnabled()
  43965. */
  43966. readonly checksIsEnabled: boolean;
  43967. /**
  43968. * Creates a new instance of the component for the given scene
  43969. * @param scene Defines the scene to register the component in
  43970. */
  43971. constructor(scene: Scene);
  43972. /**
  43973. * Registers the component in a given scene
  43974. */
  43975. register(): void;
  43976. /**
  43977. * Return the list of active meshes
  43978. * @returns the list of active meshes
  43979. */
  43980. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  43981. /**
  43982. * Return the list of active sub meshes
  43983. * @param mesh The mesh to get the candidates sub meshes from
  43984. * @returns the list of active sub meshes
  43985. */
  43986. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  43987. private _tempRay;
  43988. /**
  43989. * Return the list of sub meshes intersecting with a given local ray
  43990. * @param mesh defines the mesh to find the submesh for
  43991. * @param localRay defines the ray in local space
  43992. * @returns the list of intersecting sub meshes
  43993. */
  43994. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  43995. /**
  43996. * Return the list of sub meshes colliding with a collider
  43997. * @param mesh defines the mesh to find the submesh for
  43998. * @param collider defines the collider to evaluate the collision against
  43999. * @returns the list of colliding sub meshes
  44000. */
  44001. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  44002. /**
  44003. * Rebuilds the elements related to this component in case of
  44004. * context lost for instance.
  44005. */
  44006. rebuild(): void;
  44007. /**
  44008. * Disposes the component and the associated ressources.
  44009. */
  44010. dispose(): void;
  44011. }
  44012. }
  44013. declare module "babylonjs/Culling/Octrees/index" {
  44014. export * from "babylonjs/Culling/Octrees/octree";
  44015. export * from "babylonjs/Culling/Octrees/octreeBlock";
  44016. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  44017. }
  44018. declare module "babylonjs/Culling/index" {
  44019. export * from "babylonjs/Culling/boundingBox";
  44020. export * from "babylonjs/Culling/boundingInfo";
  44021. export * from "babylonjs/Culling/boundingSphere";
  44022. export * from "babylonjs/Culling/Octrees/index";
  44023. export * from "babylonjs/Culling/ray";
  44024. }
  44025. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  44026. import { IDisposable, Scene } from "babylonjs/scene";
  44027. import { Nullable } from "babylonjs/types";
  44028. import { Observable } from "babylonjs/Misc/observable";
  44029. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44030. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  44031. import { Camera } from "babylonjs/Cameras/camera";
  44032. /**
  44033. * Renders a layer on top of an existing scene
  44034. */
  44035. export class UtilityLayerRenderer implements IDisposable {
  44036. /** the original scene that will be rendered on top of */
  44037. originalScene: Scene;
  44038. private _pointerCaptures;
  44039. private _lastPointerEvents;
  44040. private static _DefaultUtilityLayer;
  44041. private static _DefaultKeepDepthUtilityLayer;
  44042. private _sharedGizmoLight;
  44043. private _renderCamera;
  44044. /**
  44045. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  44046. * @returns the camera that is used when rendering the utility layer
  44047. */
  44048. getRenderCamera(): Nullable<Camera>;
  44049. /**
  44050. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  44051. * @param cam the camera that should be used when rendering the utility layer
  44052. */
  44053. setRenderCamera(cam: Nullable<Camera>): void;
  44054. /**
  44055. * @hidden
  44056. * Light which used by gizmos to get light shading
  44057. */
  44058. _getSharedGizmoLight(): HemisphericLight;
  44059. /**
  44060. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  44061. */
  44062. pickUtilitySceneFirst: boolean;
  44063. /**
  44064. * 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)
  44065. */
  44066. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  44067. /**
  44068. * 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)
  44069. */
  44070. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  44071. /**
  44072. * The scene that is rendered on top of the original scene
  44073. */
  44074. utilityLayerScene: Scene;
  44075. /**
  44076. * If the utility layer should automatically be rendered on top of existing scene
  44077. */
  44078. shouldRender: boolean;
  44079. /**
  44080. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  44081. */
  44082. onlyCheckPointerDownEvents: boolean;
  44083. /**
  44084. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  44085. */
  44086. processAllEvents: boolean;
  44087. /**
  44088. * Observable raised when the pointer move from the utility layer scene to the main scene
  44089. */
  44090. onPointerOutObservable: Observable<number>;
  44091. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  44092. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  44093. private _afterRenderObserver;
  44094. private _sceneDisposeObserver;
  44095. private _originalPointerObserver;
  44096. /**
  44097. * Instantiates a UtilityLayerRenderer
  44098. * @param originalScene the original scene that will be rendered on top of
  44099. * @param handleEvents boolean indicating if the utility layer should handle events
  44100. */
  44101. constructor(
  44102. /** the original scene that will be rendered on top of */
  44103. originalScene: Scene, handleEvents?: boolean);
  44104. private _notifyObservers;
  44105. /**
  44106. * Renders the utility layers scene on top of the original scene
  44107. */
  44108. render(): void;
  44109. /**
  44110. * Disposes of the renderer
  44111. */
  44112. dispose(): void;
  44113. private _updateCamera;
  44114. }
  44115. }
  44116. declare module "babylonjs/Gizmos/gizmo" {
  44117. import { Nullable } from "babylonjs/types";
  44118. import { IDisposable } from "babylonjs/scene";
  44119. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44120. import { Mesh } from "babylonjs/Meshes/mesh";
  44121. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44122. /**
  44123. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  44124. */
  44125. export class Gizmo implements IDisposable {
  44126. /** The utility layer the gizmo will be added to */
  44127. gizmoLayer: UtilityLayerRenderer;
  44128. /**
  44129. * The root mesh of the gizmo
  44130. */
  44131. _rootMesh: Mesh;
  44132. private _attachedMesh;
  44133. /**
  44134. * Ratio for the scale of the gizmo (Default: 1)
  44135. */
  44136. scaleRatio: number;
  44137. /**
  44138. * If a custom mesh has been set (Default: false)
  44139. */
  44140. protected _customMeshSet: boolean;
  44141. /**
  44142. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  44143. * * When set, interactions will be enabled
  44144. */
  44145. attachedMesh: Nullable<AbstractMesh>;
  44146. /**
  44147. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  44148. * @param mesh The mesh to replace the default mesh of the gizmo
  44149. */
  44150. setCustomMesh(mesh: Mesh): void;
  44151. /**
  44152. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  44153. */
  44154. updateGizmoRotationToMatchAttachedMesh: boolean;
  44155. /**
  44156. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  44157. */
  44158. updateGizmoPositionToMatchAttachedMesh: boolean;
  44159. /**
  44160. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  44161. */
  44162. updateScale: boolean;
  44163. protected _interactionsEnabled: boolean;
  44164. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44165. private _beforeRenderObserver;
  44166. private _tempVector;
  44167. /**
  44168. * Creates a gizmo
  44169. * @param gizmoLayer The utility layer the gizmo will be added to
  44170. */
  44171. constructor(
  44172. /** The utility layer the gizmo will be added to */
  44173. gizmoLayer?: UtilityLayerRenderer);
  44174. /**
  44175. * Updates the gizmo to match the attached mesh's position/rotation
  44176. */
  44177. protected _update(): void;
  44178. /**
  44179. * Disposes of the gizmo
  44180. */
  44181. dispose(): void;
  44182. }
  44183. }
  44184. declare module "babylonjs/Gizmos/planeDragGizmo" {
  44185. import { Observable } from "babylonjs/Misc/observable";
  44186. import { Nullable } from "babylonjs/types";
  44187. import { Vector3 } from "babylonjs/Maths/math.vector";
  44188. import { Color3 } from "babylonjs/Maths/math.color";
  44189. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44190. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44191. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44192. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44193. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44194. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44195. import { Scene } from "babylonjs/scene";
  44196. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44197. /**
  44198. * Single plane drag gizmo
  44199. */
  44200. export class PlaneDragGizmo extends Gizmo {
  44201. /**
  44202. * Drag behavior responsible for the gizmos dragging interactions
  44203. */
  44204. dragBehavior: PointerDragBehavior;
  44205. private _pointerObserver;
  44206. /**
  44207. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44208. */
  44209. snapDistance: number;
  44210. /**
  44211. * Event that fires each time the gizmo snaps to a new location.
  44212. * * snapDistance is the the change in distance
  44213. */
  44214. onSnapObservable: Observable<{
  44215. snapDistance: number;
  44216. }>;
  44217. private _plane;
  44218. private _coloredMaterial;
  44219. private _hoverMaterial;
  44220. private _isEnabled;
  44221. private _parent;
  44222. /** @hidden */
  44223. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  44224. /** @hidden */
  44225. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44226. /**
  44227. * Creates a PlaneDragGizmo
  44228. * @param gizmoLayer The utility layer the gizmo will be added to
  44229. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  44230. * @param color The color of the gizmo
  44231. */
  44232. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44233. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44234. /**
  44235. * If the gizmo is enabled
  44236. */
  44237. isEnabled: boolean;
  44238. /**
  44239. * Disposes of the gizmo
  44240. */
  44241. dispose(): void;
  44242. }
  44243. }
  44244. declare module "babylonjs/Gizmos/positionGizmo" {
  44245. import { Observable } from "babylonjs/Misc/observable";
  44246. import { Nullable } from "babylonjs/types";
  44247. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44248. import { Mesh } from "babylonjs/Meshes/mesh";
  44249. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44250. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  44251. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  44252. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44253. /**
  44254. * Gizmo that enables dragging a mesh along 3 axis
  44255. */
  44256. export class PositionGizmo extends Gizmo {
  44257. /**
  44258. * Internal gizmo used for interactions on the x axis
  44259. */
  44260. xGizmo: AxisDragGizmo;
  44261. /**
  44262. * Internal gizmo used for interactions on the y axis
  44263. */
  44264. yGizmo: AxisDragGizmo;
  44265. /**
  44266. * Internal gizmo used for interactions on the z axis
  44267. */
  44268. zGizmo: AxisDragGizmo;
  44269. /**
  44270. * Internal gizmo used for interactions on the yz plane
  44271. */
  44272. xPlaneGizmo: PlaneDragGizmo;
  44273. /**
  44274. * Internal gizmo used for interactions on the xz plane
  44275. */
  44276. yPlaneGizmo: PlaneDragGizmo;
  44277. /**
  44278. * Internal gizmo used for interactions on the xy plane
  44279. */
  44280. zPlaneGizmo: PlaneDragGizmo;
  44281. /**
  44282. * private variables
  44283. */
  44284. private _meshAttached;
  44285. private _updateGizmoRotationToMatchAttachedMesh;
  44286. private _snapDistance;
  44287. private _scaleRatio;
  44288. /** Fires an event when any of it's sub gizmos are dragged */
  44289. onDragStartObservable: Observable<unknown>;
  44290. /** Fires an event when any of it's sub gizmos are released from dragging */
  44291. onDragEndObservable: Observable<unknown>;
  44292. /**
  44293. * If set to true, planar drag is enabled
  44294. */
  44295. private _planarGizmoEnabled;
  44296. attachedMesh: Nullable<AbstractMesh>;
  44297. /**
  44298. * Creates a PositionGizmo
  44299. * @param gizmoLayer The utility layer the gizmo will be added to
  44300. */
  44301. constructor(gizmoLayer?: UtilityLayerRenderer);
  44302. /**
  44303. * If the planar drag gizmo is enabled
  44304. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  44305. */
  44306. planarGizmoEnabled: boolean;
  44307. updateGizmoRotationToMatchAttachedMesh: boolean;
  44308. /**
  44309. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44310. */
  44311. snapDistance: number;
  44312. /**
  44313. * Ratio for the scale of the gizmo (Default: 1)
  44314. */
  44315. scaleRatio: number;
  44316. /**
  44317. * Disposes of the gizmo
  44318. */
  44319. dispose(): void;
  44320. /**
  44321. * CustomMeshes are not supported by this gizmo
  44322. * @param mesh The mesh to replace the default mesh of the gizmo
  44323. */
  44324. setCustomMesh(mesh: Mesh): void;
  44325. }
  44326. }
  44327. declare module "babylonjs/Gizmos/axisDragGizmo" {
  44328. import { Observable } from "babylonjs/Misc/observable";
  44329. import { Nullable } from "babylonjs/types";
  44330. import { Vector3 } from "babylonjs/Maths/math.vector";
  44331. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44332. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44333. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44334. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44335. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44336. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44337. import { Scene } from "babylonjs/scene";
  44338. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44339. import { Color3 } from "babylonjs/Maths/math.color";
  44340. /**
  44341. * Single axis drag gizmo
  44342. */
  44343. export class AxisDragGizmo extends Gizmo {
  44344. /**
  44345. * Drag behavior responsible for the gizmos dragging interactions
  44346. */
  44347. dragBehavior: PointerDragBehavior;
  44348. private _pointerObserver;
  44349. /**
  44350. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44351. */
  44352. snapDistance: number;
  44353. /**
  44354. * Event that fires each time the gizmo snaps to a new location.
  44355. * * snapDistance is the the change in distance
  44356. */
  44357. onSnapObservable: Observable<{
  44358. snapDistance: number;
  44359. }>;
  44360. private _isEnabled;
  44361. private _parent;
  44362. private _arrow;
  44363. private _coloredMaterial;
  44364. private _hoverMaterial;
  44365. /** @hidden */
  44366. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  44367. /** @hidden */
  44368. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44369. /**
  44370. * Creates an AxisDragGizmo
  44371. * @param gizmoLayer The utility layer the gizmo will be added to
  44372. * @param dragAxis The axis which the gizmo will be able to drag on
  44373. * @param color The color of the gizmo
  44374. */
  44375. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44376. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44377. /**
  44378. * If the gizmo is enabled
  44379. */
  44380. isEnabled: boolean;
  44381. /**
  44382. * Disposes of the gizmo
  44383. */
  44384. dispose(): void;
  44385. }
  44386. }
  44387. declare module "babylonjs/Debug/axesViewer" {
  44388. import { Vector3 } from "babylonjs/Maths/math.vector";
  44389. import { Nullable } from "babylonjs/types";
  44390. import { Scene } from "babylonjs/scene";
  44391. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44392. /**
  44393. * The Axes viewer will show 3 axes in a specific point in space
  44394. */
  44395. export class AxesViewer {
  44396. private _xAxis;
  44397. private _yAxis;
  44398. private _zAxis;
  44399. private _scaleLinesFactor;
  44400. private _instanced;
  44401. /**
  44402. * Gets the hosting scene
  44403. */
  44404. scene: Scene;
  44405. /**
  44406. * Gets or sets a number used to scale line length
  44407. */
  44408. scaleLines: number;
  44409. /** Gets the node hierarchy used to render x-axis */
  44410. readonly xAxis: TransformNode;
  44411. /** Gets the node hierarchy used to render y-axis */
  44412. readonly yAxis: TransformNode;
  44413. /** Gets the node hierarchy used to render z-axis */
  44414. readonly zAxis: TransformNode;
  44415. /**
  44416. * Creates a new AxesViewer
  44417. * @param scene defines the hosting scene
  44418. * @param scaleLines defines a number used to scale line length (1 by default)
  44419. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  44420. * @param xAxis defines the node hierarchy used to render the x-axis
  44421. * @param yAxis defines the node hierarchy used to render the y-axis
  44422. * @param zAxis defines the node hierarchy used to render the z-axis
  44423. */
  44424. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  44425. /**
  44426. * Force the viewer to update
  44427. * @param position defines the position of the viewer
  44428. * @param xaxis defines the x axis of the viewer
  44429. * @param yaxis defines the y axis of the viewer
  44430. * @param zaxis defines the z axis of the viewer
  44431. */
  44432. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  44433. /**
  44434. * Creates an instance of this axes viewer.
  44435. * @returns a new axes viewer with instanced meshes
  44436. */
  44437. createInstance(): AxesViewer;
  44438. /** Releases resources */
  44439. dispose(): void;
  44440. private static _SetRenderingGroupId;
  44441. }
  44442. }
  44443. declare module "babylonjs/Debug/boneAxesViewer" {
  44444. import { Nullable } from "babylonjs/types";
  44445. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  44446. import { Vector3 } from "babylonjs/Maths/math.vector";
  44447. import { Mesh } from "babylonjs/Meshes/mesh";
  44448. import { Bone } from "babylonjs/Bones/bone";
  44449. import { Scene } from "babylonjs/scene";
  44450. /**
  44451. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  44452. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  44453. */
  44454. export class BoneAxesViewer extends AxesViewer {
  44455. /**
  44456. * Gets or sets the target mesh where to display the axes viewer
  44457. */
  44458. mesh: Nullable<Mesh>;
  44459. /**
  44460. * Gets or sets the target bone where to display the axes viewer
  44461. */
  44462. bone: Nullable<Bone>;
  44463. /** Gets current position */
  44464. pos: Vector3;
  44465. /** Gets direction of X axis */
  44466. xaxis: Vector3;
  44467. /** Gets direction of Y axis */
  44468. yaxis: Vector3;
  44469. /** Gets direction of Z axis */
  44470. zaxis: Vector3;
  44471. /**
  44472. * Creates a new BoneAxesViewer
  44473. * @param scene defines the hosting scene
  44474. * @param bone defines the target bone
  44475. * @param mesh defines the target mesh
  44476. * @param scaleLines defines a scaling factor for line length (1 by default)
  44477. */
  44478. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  44479. /**
  44480. * Force the viewer to update
  44481. */
  44482. update(): void;
  44483. /** Releases resources */
  44484. dispose(): void;
  44485. }
  44486. }
  44487. declare module "babylonjs/Debug/debugLayer" {
  44488. import { Scene } from "babylonjs/scene";
  44489. /**
  44490. * Interface used to define scene explorer extensibility option
  44491. */
  44492. export interface IExplorerExtensibilityOption {
  44493. /**
  44494. * Define the option label
  44495. */
  44496. label: string;
  44497. /**
  44498. * Defines the action to execute on click
  44499. */
  44500. action: (entity: any) => void;
  44501. }
  44502. /**
  44503. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  44504. */
  44505. export interface IExplorerExtensibilityGroup {
  44506. /**
  44507. * Defines a predicate to test if a given type mut be extended
  44508. */
  44509. predicate: (entity: any) => boolean;
  44510. /**
  44511. * Gets the list of options added to a type
  44512. */
  44513. entries: IExplorerExtensibilityOption[];
  44514. }
  44515. /**
  44516. * Interface used to define the options to use to create the Inspector
  44517. */
  44518. export interface IInspectorOptions {
  44519. /**
  44520. * Display in overlay mode (default: false)
  44521. */
  44522. overlay?: boolean;
  44523. /**
  44524. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  44525. */
  44526. globalRoot?: HTMLElement;
  44527. /**
  44528. * Display the Scene explorer
  44529. */
  44530. showExplorer?: boolean;
  44531. /**
  44532. * Display the property inspector
  44533. */
  44534. showInspector?: boolean;
  44535. /**
  44536. * Display in embed mode (both panes on the right)
  44537. */
  44538. embedMode?: boolean;
  44539. /**
  44540. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  44541. */
  44542. handleResize?: boolean;
  44543. /**
  44544. * Allow the panes to popup (default: true)
  44545. */
  44546. enablePopup?: boolean;
  44547. /**
  44548. * Allow the panes to be closed by users (default: true)
  44549. */
  44550. enableClose?: boolean;
  44551. /**
  44552. * Optional list of extensibility entries
  44553. */
  44554. explorerExtensibility?: IExplorerExtensibilityGroup[];
  44555. /**
  44556. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  44557. */
  44558. inspectorURL?: string;
  44559. }
  44560. module "babylonjs/scene" {
  44561. interface Scene {
  44562. /**
  44563. * @hidden
  44564. * Backing field
  44565. */
  44566. _debugLayer: DebugLayer;
  44567. /**
  44568. * Gets the debug layer (aka Inspector) associated with the scene
  44569. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44570. */
  44571. debugLayer: DebugLayer;
  44572. }
  44573. }
  44574. /**
  44575. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44576. * what is happening in your scene
  44577. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44578. */
  44579. export class DebugLayer {
  44580. /**
  44581. * Define the url to get the inspector script from.
  44582. * By default it uses the babylonjs CDN.
  44583. * @ignoreNaming
  44584. */
  44585. static InspectorURL: string;
  44586. private _scene;
  44587. private BJSINSPECTOR;
  44588. private _onPropertyChangedObservable?;
  44589. /**
  44590. * Observable triggered when a property is changed through the inspector.
  44591. */
  44592. readonly onPropertyChangedObservable: any;
  44593. /**
  44594. * Instantiates a new debug layer.
  44595. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44596. * what is happening in your scene
  44597. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44598. * @param scene Defines the scene to inspect
  44599. */
  44600. constructor(scene: Scene);
  44601. /** Creates the inspector window. */
  44602. private _createInspector;
  44603. /**
  44604. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  44605. * @param entity defines the entity to select
  44606. * @param lineContainerTitle defines the specific block to highlight
  44607. */
  44608. select(entity: any, lineContainerTitle?: string): void;
  44609. /** Get the inspector from bundle or global */
  44610. private _getGlobalInspector;
  44611. /**
  44612. * Get if the inspector is visible or not.
  44613. * @returns true if visible otherwise, false
  44614. */
  44615. isVisible(): boolean;
  44616. /**
  44617. * Hide the inspector and close its window.
  44618. */
  44619. hide(): void;
  44620. /**
  44621. * Launch the debugLayer.
  44622. * @param config Define the configuration of the inspector
  44623. * @return a promise fulfilled when the debug layer is visible
  44624. */
  44625. show(config?: IInspectorOptions): Promise<DebugLayer>;
  44626. }
  44627. }
  44628. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  44629. import { Nullable } from "babylonjs/types";
  44630. import { Scene } from "babylonjs/scene";
  44631. import { Vector4 } from "babylonjs/Maths/math.vector";
  44632. import { Color4 } from "babylonjs/Maths/math.color";
  44633. import { Mesh } from "babylonjs/Meshes/mesh";
  44634. /**
  44635. * Class containing static functions to help procedurally build meshes
  44636. */
  44637. export class BoxBuilder {
  44638. /**
  44639. * Creates a box mesh
  44640. * * The parameter `size` sets the size (float) of each box side (default 1)
  44641. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  44642. * * 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)
  44643. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  44644. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44645. * * If you create a double-sided mesh, you can choose what parts of 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
  44646. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44647. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  44648. * @param name defines the name of the mesh
  44649. * @param options defines the options used to create the mesh
  44650. * @param scene defines the hosting scene
  44651. * @returns the box mesh
  44652. */
  44653. static CreateBox(name: string, options: {
  44654. size?: number;
  44655. width?: number;
  44656. height?: number;
  44657. depth?: number;
  44658. faceUV?: Vector4[];
  44659. faceColors?: Color4[];
  44660. sideOrientation?: number;
  44661. frontUVs?: Vector4;
  44662. backUVs?: Vector4;
  44663. wrap?: boolean;
  44664. topBaseAt?: number;
  44665. bottomBaseAt?: number;
  44666. updatable?: boolean;
  44667. }, scene?: Nullable<Scene>): Mesh;
  44668. }
  44669. }
  44670. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  44671. import { Vector4 } from "babylonjs/Maths/math.vector";
  44672. import { Mesh } from "babylonjs/Meshes/mesh";
  44673. /**
  44674. * Class containing static functions to help procedurally build meshes
  44675. */
  44676. export class SphereBuilder {
  44677. /**
  44678. * Creates a sphere mesh
  44679. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  44680. * * 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`)
  44681. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  44682. * * 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
  44683. * * 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)
  44684. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44685. * * If you create a double-sided mesh, you can choose what parts of 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
  44686. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44687. * @param name defines the name of the mesh
  44688. * @param options defines the options used to create the mesh
  44689. * @param scene defines the hosting scene
  44690. * @returns the sphere mesh
  44691. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  44692. */
  44693. static CreateSphere(name: string, options: {
  44694. segments?: number;
  44695. diameter?: number;
  44696. diameterX?: number;
  44697. diameterY?: number;
  44698. diameterZ?: number;
  44699. arc?: number;
  44700. slice?: number;
  44701. sideOrientation?: number;
  44702. frontUVs?: Vector4;
  44703. backUVs?: Vector4;
  44704. updatable?: boolean;
  44705. }, scene: any): Mesh;
  44706. }
  44707. }
  44708. declare module "babylonjs/Debug/physicsViewer" {
  44709. import { Nullable } from "babylonjs/types";
  44710. import { Scene } from "babylonjs/scene";
  44711. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44712. import { Mesh } from "babylonjs/Meshes/mesh";
  44713. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  44714. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  44715. /**
  44716. * Used to show the physics impostor around the specific mesh
  44717. */
  44718. export class PhysicsViewer {
  44719. /** @hidden */
  44720. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  44721. /** @hidden */
  44722. protected _meshes: Array<Nullable<AbstractMesh>>;
  44723. /** @hidden */
  44724. protected _scene: Nullable<Scene>;
  44725. /** @hidden */
  44726. protected _numMeshes: number;
  44727. /** @hidden */
  44728. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  44729. private _renderFunction;
  44730. private _utilityLayer;
  44731. private _debugBoxMesh;
  44732. private _debugSphereMesh;
  44733. private _debugCylinderMesh;
  44734. private _debugMaterial;
  44735. private _debugMeshMeshes;
  44736. /**
  44737. * Creates a new PhysicsViewer
  44738. * @param scene defines the hosting scene
  44739. */
  44740. constructor(scene: Scene);
  44741. /** @hidden */
  44742. protected _updateDebugMeshes(): void;
  44743. /**
  44744. * Renders a specified physic impostor
  44745. * @param impostor defines the impostor to render
  44746. * @param targetMesh defines the mesh represented by the impostor
  44747. * @returns the new debug mesh used to render the impostor
  44748. */
  44749. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  44750. /**
  44751. * Hides a specified physic impostor
  44752. * @param impostor defines the impostor to hide
  44753. */
  44754. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  44755. private _getDebugMaterial;
  44756. private _getDebugBoxMesh;
  44757. private _getDebugSphereMesh;
  44758. private _getDebugCylinderMesh;
  44759. private _getDebugMeshMesh;
  44760. private _getDebugMesh;
  44761. /** Releases all resources */
  44762. dispose(): void;
  44763. }
  44764. }
  44765. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  44766. import { Vector3 } from "babylonjs/Maths/math.vector";
  44767. import { Color4 } from "babylonjs/Maths/math.color";
  44768. import { Nullable } from "babylonjs/types";
  44769. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44770. import { Scene } from "babylonjs/scene";
  44771. /**
  44772. * Class containing static functions to help procedurally build meshes
  44773. */
  44774. export class LinesBuilder {
  44775. /**
  44776. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  44777. * * 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
  44778. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  44779. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  44780. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  44781. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  44782. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  44783. * * 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
  44784. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  44785. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44786. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  44787. * @param name defines the name of the new line system
  44788. * @param options defines the options used to create the line system
  44789. * @param scene defines the hosting scene
  44790. * @returns a new line system mesh
  44791. */
  44792. static CreateLineSystem(name: string, options: {
  44793. lines: Vector3[][];
  44794. updatable?: boolean;
  44795. instance?: Nullable<LinesMesh>;
  44796. colors?: Nullable<Color4[][]>;
  44797. useVertexAlpha?: boolean;
  44798. }, scene: Nullable<Scene>): LinesMesh;
  44799. /**
  44800. * Creates a line mesh
  44801. * 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
  44802. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44803. * * The parameter `points` is an array successive Vector3
  44804. * * 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
  44805. * * The optional parameter `colors` is an array of successive Color4, one per line point
  44806. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  44807. * * When updating an instance, remember that only point positions can change, not the number of points
  44808. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44809. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  44810. * @param name defines the name of the new line system
  44811. * @param options defines the options used to create the line system
  44812. * @param scene defines the hosting scene
  44813. * @returns a new line mesh
  44814. */
  44815. static CreateLines(name: string, options: {
  44816. points: Vector3[];
  44817. updatable?: boolean;
  44818. instance?: Nullable<LinesMesh>;
  44819. colors?: Color4[];
  44820. useVertexAlpha?: boolean;
  44821. }, scene?: Nullable<Scene>): LinesMesh;
  44822. /**
  44823. * Creates a dashed line mesh
  44824. * * 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
  44825. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44826. * * The parameter `points` is an array successive Vector3
  44827. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  44828. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  44829. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  44830. * * 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
  44831. * * When updating an instance, remember that only point positions can change, not the number of points
  44832. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44833. * @param name defines the name of the mesh
  44834. * @param options defines the options used to create the mesh
  44835. * @param scene defines the hosting scene
  44836. * @returns the dashed line mesh
  44837. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  44838. */
  44839. static CreateDashedLines(name: string, options: {
  44840. points: Vector3[];
  44841. dashSize?: number;
  44842. gapSize?: number;
  44843. dashNb?: number;
  44844. updatable?: boolean;
  44845. instance?: LinesMesh;
  44846. }, scene?: Nullable<Scene>): LinesMesh;
  44847. }
  44848. }
  44849. declare module "babylonjs/Debug/rayHelper" {
  44850. import { Nullable } from "babylonjs/types";
  44851. import { Ray } from "babylonjs/Culling/ray";
  44852. import { Vector3 } from "babylonjs/Maths/math.vector";
  44853. import { Color3 } from "babylonjs/Maths/math.color";
  44854. import { Scene } from "babylonjs/scene";
  44855. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44856. import "babylonjs/Meshes/Builders/linesBuilder";
  44857. /**
  44858. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44859. * in order to better appreciate the issue one might have.
  44860. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44861. */
  44862. export class RayHelper {
  44863. /**
  44864. * Defines the ray we are currently tryin to visualize.
  44865. */
  44866. ray: Nullable<Ray>;
  44867. private _renderPoints;
  44868. private _renderLine;
  44869. private _renderFunction;
  44870. private _scene;
  44871. private _updateToMeshFunction;
  44872. private _attachedToMesh;
  44873. private _meshSpaceDirection;
  44874. private _meshSpaceOrigin;
  44875. /**
  44876. * Helper function to create a colored helper in a scene in one line.
  44877. * @param ray Defines the ray we are currently tryin to visualize
  44878. * @param scene Defines the scene the ray is used in
  44879. * @param color Defines the color we want to see the ray in
  44880. * @returns The newly created ray helper.
  44881. */
  44882. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  44883. /**
  44884. * Instantiate a new ray helper.
  44885. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44886. * in order to better appreciate the issue one might have.
  44887. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44888. * @param ray Defines the ray we are currently tryin to visualize
  44889. */
  44890. constructor(ray: Ray);
  44891. /**
  44892. * Shows the ray we are willing to debug.
  44893. * @param scene Defines the scene the ray needs to be rendered in
  44894. * @param color Defines the color the ray needs to be rendered in
  44895. */
  44896. show(scene: Scene, color?: Color3): void;
  44897. /**
  44898. * Hides the ray we are debugging.
  44899. */
  44900. hide(): void;
  44901. private _render;
  44902. /**
  44903. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  44904. * @param mesh Defines the mesh we want the helper attached to
  44905. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  44906. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  44907. * @param length Defines the length of the ray
  44908. */
  44909. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  44910. /**
  44911. * Detach the ray helper from the mesh it has previously been attached to.
  44912. */
  44913. detachFromMesh(): void;
  44914. private _updateToMesh;
  44915. /**
  44916. * Dispose the helper and release its associated resources.
  44917. */
  44918. dispose(): void;
  44919. }
  44920. }
  44921. declare module "babylonjs/Debug/skeletonViewer" {
  44922. import { Color3 } from "babylonjs/Maths/math.color";
  44923. import { Scene } from "babylonjs/scene";
  44924. import { Nullable } from "babylonjs/types";
  44925. import { Skeleton } from "babylonjs/Bones/skeleton";
  44926. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44927. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44928. /**
  44929. * Class used to render a debug view of a given skeleton
  44930. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  44931. */
  44932. export class SkeletonViewer {
  44933. /** defines the skeleton to render */
  44934. skeleton: Skeleton;
  44935. /** defines the mesh attached to the skeleton */
  44936. mesh: AbstractMesh;
  44937. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  44938. autoUpdateBonesMatrices: boolean;
  44939. /** defines the rendering group id to use with the viewer */
  44940. renderingGroupId: number;
  44941. /** Gets or sets the color used to render the skeleton */
  44942. color: Color3;
  44943. private _scene;
  44944. private _debugLines;
  44945. private _debugMesh;
  44946. private _isEnabled;
  44947. private _renderFunction;
  44948. private _utilityLayer;
  44949. /**
  44950. * Returns the mesh used to render the bones
  44951. */
  44952. readonly debugMesh: Nullable<LinesMesh>;
  44953. /**
  44954. * Creates a new SkeletonViewer
  44955. * @param skeleton defines the skeleton to render
  44956. * @param mesh defines the mesh attached to the skeleton
  44957. * @param scene defines the hosting scene
  44958. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  44959. * @param renderingGroupId defines the rendering group id to use with the viewer
  44960. */
  44961. constructor(
  44962. /** defines the skeleton to render */
  44963. skeleton: Skeleton,
  44964. /** defines the mesh attached to the skeleton */
  44965. mesh: AbstractMesh, scene: Scene,
  44966. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  44967. autoUpdateBonesMatrices?: boolean,
  44968. /** defines the rendering group id to use with the viewer */
  44969. renderingGroupId?: number);
  44970. /** Gets or sets a boolean indicating if the viewer is enabled */
  44971. isEnabled: boolean;
  44972. private _getBonePosition;
  44973. private _getLinesForBonesWithLength;
  44974. private _getLinesForBonesNoLength;
  44975. /** Update the viewer to sync with current skeleton state */
  44976. update(): void;
  44977. /** Release associated resources */
  44978. dispose(): void;
  44979. }
  44980. }
  44981. declare module "babylonjs/Debug/index" {
  44982. export * from "babylonjs/Debug/axesViewer";
  44983. export * from "babylonjs/Debug/boneAxesViewer";
  44984. export * from "babylonjs/Debug/debugLayer";
  44985. export * from "babylonjs/Debug/physicsViewer";
  44986. export * from "babylonjs/Debug/rayHelper";
  44987. export * from "babylonjs/Debug/skeletonViewer";
  44988. }
  44989. declare module "babylonjs/Engines/nullEngine" {
  44990. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  44991. import { Scene } from "babylonjs/scene";
  44992. import { Engine } from "babylonjs/Engines/engine";
  44993. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  44994. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  44995. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  44996. import { Effect } from "babylonjs/Materials/effect";
  44997. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  44998. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  44999. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  45000. /**
  45001. * Options to create the null engine
  45002. */
  45003. export class NullEngineOptions {
  45004. /**
  45005. * Render width (Default: 512)
  45006. */
  45007. renderWidth: number;
  45008. /**
  45009. * Render height (Default: 256)
  45010. */
  45011. renderHeight: number;
  45012. /**
  45013. * Texture size (Default: 512)
  45014. */
  45015. textureSize: number;
  45016. /**
  45017. * If delta time between frames should be constant
  45018. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45019. */
  45020. deterministicLockstep: boolean;
  45021. /**
  45022. * Maximum about of steps between frames (Default: 4)
  45023. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45024. */
  45025. lockstepMaxSteps: number;
  45026. }
  45027. /**
  45028. * The null engine class provides support for headless version of babylon.js.
  45029. * This can be used in server side scenario or for testing purposes
  45030. */
  45031. export class NullEngine extends Engine {
  45032. private _options;
  45033. /**
  45034. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45035. */
  45036. isDeterministicLockStep(): boolean;
  45037. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  45038. getLockstepMaxSteps(): number;
  45039. /**
  45040. * Sets hardware scaling, used to save performance if needed
  45041. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  45042. */
  45043. getHardwareScalingLevel(): number;
  45044. constructor(options?: NullEngineOptions);
  45045. createVertexBuffer(vertices: FloatArray): DataBuffer;
  45046. createIndexBuffer(indices: IndicesArray): DataBuffer;
  45047. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  45048. getRenderWidth(useScreen?: boolean): number;
  45049. getRenderHeight(useScreen?: boolean): number;
  45050. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  45051. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  45052. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  45053. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45054. bindSamplers(effect: Effect): void;
  45055. enableEffect(effect: Effect): void;
  45056. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45057. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45058. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45059. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45060. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45061. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45062. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45063. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45064. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45065. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45066. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45067. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45068. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45069. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45070. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45071. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45072. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45073. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45074. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45075. setBool(uniform: WebGLUniformLocation, bool: number): void;
  45076. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  45077. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  45078. bindBuffers(vertexBuffers: {
  45079. [key: string]: VertexBuffer;
  45080. }, indexBuffer: DataBuffer, effect: Effect): void;
  45081. wipeCaches(bruteForce?: boolean): void;
  45082. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  45083. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  45084. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  45085. /** @hidden */
  45086. _createTexture(): WebGLTexture;
  45087. /** @hidden */
  45088. _releaseTexture(texture: InternalTexture): void;
  45089. 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;
  45090. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  45091. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  45092. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  45093. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  45094. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  45095. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  45096. areAllEffectsReady(): boolean;
  45097. /**
  45098. * @hidden
  45099. * Get the current error code of the webGL context
  45100. * @returns the error code
  45101. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  45102. */
  45103. getError(): number;
  45104. /** @hidden */
  45105. _getUnpackAlignement(): number;
  45106. /** @hidden */
  45107. _unpackFlipY(value: boolean): void;
  45108. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  45109. /**
  45110. * Updates a dynamic vertex buffer.
  45111. * @param vertexBuffer the vertex buffer to update
  45112. * @param data the data used to update the vertex buffer
  45113. * @param byteOffset the byte offset of the data (optional)
  45114. * @param byteLength the byte length of the data (optional)
  45115. */
  45116. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  45117. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  45118. /** @hidden */
  45119. _bindTexture(channel: number, texture: InternalTexture): void;
  45120. /** @hidden */
  45121. _releaseBuffer(buffer: DataBuffer): boolean;
  45122. releaseEffects(): void;
  45123. displayLoadingUI(): void;
  45124. hideLoadingUI(): void;
  45125. /** @hidden */
  45126. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45127. /** @hidden */
  45128. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45129. /** @hidden */
  45130. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45131. /** @hidden */
  45132. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  45133. }
  45134. }
  45135. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  45136. import { Nullable, int } from "babylonjs/types";
  45137. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  45138. /** @hidden */
  45139. export class _OcclusionDataStorage {
  45140. /** @hidden */
  45141. occlusionInternalRetryCounter: number;
  45142. /** @hidden */
  45143. isOcclusionQueryInProgress: boolean;
  45144. /** @hidden */
  45145. isOccluded: boolean;
  45146. /** @hidden */
  45147. occlusionRetryCount: number;
  45148. /** @hidden */
  45149. occlusionType: number;
  45150. /** @hidden */
  45151. occlusionQueryAlgorithmType: number;
  45152. }
  45153. module "babylonjs/Engines/engine" {
  45154. interface Engine {
  45155. /**
  45156. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  45157. * @return the new query
  45158. */
  45159. createQuery(): WebGLQuery;
  45160. /**
  45161. * Delete and release a webGL query
  45162. * @param query defines the query to delete
  45163. * @return the current engine
  45164. */
  45165. deleteQuery(query: WebGLQuery): Engine;
  45166. /**
  45167. * Check if a given query has resolved and got its value
  45168. * @param query defines the query to check
  45169. * @returns true if the query got its value
  45170. */
  45171. isQueryResultAvailable(query: WebGLQuery): boolean;
  45172. /**
  45173. * Gets the value of a given query
  45174. * @param query defines the query to check
  45175. * @returns the value of the query
  45176. */
  45177. getQueryResult(query: WebGLQuery): number;
  45178. /**
  45179. * Initiates an occlusion query
  45180. * @param algorithmType defines the algorithm to use
  45181. * @param query defines the query to use
  45182. * @returns the current engine
  45183. * @see http://doc.babylonjs.com/features/occlusionquery
  45184. */
  45185. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  45186. /**
  45187. * Ends an occlusion query
  45188. * @see http://doc.babylonjs.com/features/occlusionquery
  45189. * @param algorithmType defines the algorithm to use
  45190. * @returns the current engine
  45191. */
  45192. endOcclusionQuery(algorithmType: number): Engine;
  45193. /**
  45194. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  45195. * Please note that only one query can be issued at a time
  45196. * @returns a time token used to track the time span
  45197. */
  45198. startTimeQuery(): Nullable<_TimeToken>;
  45199. /**
  45200. * Ends a time query
  45201. * @param token defines the token used to measure the time span
  45202. * @returns the time spent (in ns)
  45203. */
  45204. endTimeQuery(token: _TimeToken): int;
  45205. /** @hidden */
  45206. _currentNonTimestampToken: Nullable<_TimeToken>;
  45207. /** @hidden */
  45208. _createTimeQuery(): WebGLQuery;
  45209. /** @hidden */
  45210. _deleteTimeQuery(query: WebGLQuery): void;
  45211. /** @hidden */
  45212. _getGlAlgorithmType(algorithmType: number): number;
  45213. /** @hidden */
  45214. _getTimeQueryResult(query: WebGLQuery): any;
  45215. /** @hidden */
  45216. _getTimeQueryAvailability(query: WebGLQuery): any;
  45217. }
  45218. }
  45219. module "babylonjs/Meshes/abstractMesh" {
  45220. interface AbstractMesh {
  45221. /**
  45222. * Backing filed
  45223. * @hidden
  45224. */
  45225. __occlusionDataStorage: _OcclusionDataStorage;
  45226. /**
  45227. * Access property
  45228. * @hidden
  45229. */
  45230. _occlusionDataStorage: _OcclusionDataStorage;
  45231. /**
  45232. * 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.
  45233. * The default value is -1 which means don't break the query and wait till the result
  45234. * @see http://doc.babylonjs.com/features/occlusionquery
  45235. */
  45236. occlusionRetryCount: number;
  45237. /**
  45238. * 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:
  45239. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  45240. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  45241. * * 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.
  45242. * @see http://doc.babylonjs.com/features/occlusionquery
  45243. */
  45244. occlusionType: number;
  45245. /**
  45246. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  45247. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  45248. * * 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.
  45249. * @see http://doc.babylonjs.com/features/occlusionquery
  45250. */
  45251. occlusionQueryAlgorithmType: number;
  45252. /**
  45253. * 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
  45254. * @see http://doc.babylonjs.com/features/occlusionquery
  45255. */
  45256. isOccluded: boolean;
  45257. /**
  45258. * Flag to check the progress status of the query
  45259. * @see http://doc.babylonjs.com/features/occlusionquery
  45260. */
  45261. isOcclusionQueryInProgress: boolean;
  45262. }
  45263. }
  45264. }
  45265. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  45266. import { Nullable } from "babylonjs/types";
  45267. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45268. /** @hidden */
  45269. export var _forceTransformFeedbackToBundle: boolean;
  45270. module "babylonjs/Engines/engine" {
  45271. interface Engine {
  45272. /**
  45273. * Creates a webGL transform feedback object
  45274. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  45275. * @returns the webGL transform feedback object
  45276. */
  45277. createTransformFeedback(): WebGLTransformFeedback;
  45278. /**
  45279. * Delete a webGL transform feedback object
  45280. * @param value defines the webGL transform feedback object to delete
  45281. */
  45282. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  45283. /**
  45284. * Bind a webGL transform feedback object to the webgl context
  45285. * @param value defines the webGL transform feedback object to bind
  45286. */
  45287. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  45288. /**
  45289. * Begins a transform feedback operation
  45290. * @param usePoints defines if points or triangles must be used
  45291. */
  45292. beginTransformFeedback(usePoints: boolean): void;
  45293. /**
  45294. * Ends a transform feedback operation
  45295. */
  45296. endTransformFeedback(): void;
  45297. /**
  45298. * Specify the varyings to use with transform feedback
  45299. * @param program defines the associated webGL program
  45300. * @param value defines the list of strings representing the varying names
  45301. */
  45302. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  45303. /**
  45304. * Bind a webGL buffer for a transform feedback operation
  45305. * @param value defines the webGL buffer to bind
  45306. */
  45307. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  45308. }
  45309. }
  45310. }
  45311. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  45312. import { Scene } from "babylonjs/scene";
  45313. import { Engine } from "babylonjs/Engines/engine";
  45314. import { Texture } from "babylonjs/Materials/Textures/texture";
  45315. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  45316. import "babylonjs/Engines/Extensions/engine.multiRender";
  45317. /**
  45318. * Creation options of the multi render target texture.
  45319. */
  45320. export interface IMultiRenderTargetOptions {
  45321. /**
  45322. * Define if the texture needs to create mip maps after render.
  45323. */
  45324. generateMipMaps?: boolean;
  45325. /**
  45326. * Define the types of all the draw buffers we want to create
  45327. */
  45328. types?: number[];
  45329. /**
  45330. * Define the sampling modes of all the draw buffers we want to create
  45331. */
  45332. samplingModes?: number[];
  45333. /**
  45334. * Define if a depth buffer is required
  45335. */
  45336. generateDepthBuffer?: boolean;
  45337. /**
  45338. * Define if a stencil buffer is required
  45339. */
  45340. generateStencilBuffer?: boolean;
  45341. /**
  45342. * Define if a depth texture is required instead of a depth buffer
  45343. */
  45344. generateDepthTexture?: boolean;
  45345. /**
  45346. * Define the number of desired draw buffers
  45347. */
  45348. textureCount?: number;
  45349. /**
  45350. * Define if aspect ratio should be adapted to the texture or stay the scene one
  45351. */
  45352. doNotChangeAspectRatio?: boolean;
  45353. /**
  45354. * Define the default type of the buffers we are creating
  45355. */
  45356. defaultType?: number;
  45357. }
  45358. /**
  45359. * A multi render target, like a render target provides the ability to render to a texture.
  45360. * Unlike the render target, it can render to several draw buffers in one draw.
  45361. * This is specially interesting in deferred rendering or for any effects requiring more than
  45362. * just one color from a single pass.
  45363. */
  45364. export class MultiRenderTarget extends RenderTargetTexture {
  45365. private _internalTextures;
  45366. private _textures;
  45367. private _multiRenderTargetOptions;
  45368. /**
  45369. * Get if draw buffers are currently supported by the used hardware and browser.
  45370. */
  45371. readonly isSupported: boolean;
  45372. /**
  45373. * Get the list of textures generated by the multi render target.
  45374. */
  45375. readonly textures: Texture[];
  45376. /**
  45377. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  45378. */
  45379. readonly depthTexture: Texture;
  45380. /**
  45381. * Set the wrapping mode on U of all the textures we are rendering to.
  45382. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45383. */
  45384. wrapU: number;
  45385. /**
  45386. * Set the wrapping mode on V of all the textures we are rendering to.
  45387. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45388. */
  45389. wrapV: number;
  45390. /**
  45391. * Instantiate a new multi render target texture.
  45392. * A multi render target, like a render target provides the ability to render to a texture.
  45393. * Unlike the render target, it can render to several draw buffers in one draw.
  45394. * This is specially interesting in deferred rendering or for any effects requiring more than
  45395. * just one color from a single pass.
  45396. * @param name Define the name of the texture
  45397. * @param size Define the size of the buffers to render to
  45398. * @param count Define the number of target we are rendering into
  45399. * @param scene Define the scene the texture belongs to
  45400. * @param options Define the options used to create the multi render target
  45401. */
  45402. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  45403. /** @hidden */
  45404. _rebuild(): void;
  45405. private _createInternalTextures;
  45406. private _createTextures;
  45407. /**
  45408. * Define the number of samples used if MSAA is enabled.
  45409. */
  45410. samples: number;
  45411. /**
  45412. * Resize all the textures in the multi render target.
  45413. * Be carrefull as it will recreate all the data in the new texture.
  45414. * @param size Define the new size
  45415. */
  45416. resize(size: any): void;
  45417. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  45418. /**
  45419. * Dispose the render targets and their associated resources
  45420. */
  45421. dispose(): void;
  45422. /**
  45423. * Release all the underlying texture used as draw buffers.
  45424. */
  45425. releaseInternalTextures(): void;
  45426. }
  45427. }
  45428. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  45429. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45430. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  45431. import { Nullable } from "babylonjs/types";
  45432. module "babylonjs/Engines/engine" {
  45433. interface Engine {
  45434. /**
  45435. * Unbind a list of render target textures from the webGL context
  45436. * This is used only when drawBuffer extension or webGL2 are active
  45437. * @param textures defines the render target textures to unbind
  45438. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  45439. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  45440. */
  45441. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  45442. /**
  45443. * Create a multi render target texture
  45444. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  45445. * @param size defines the size of the texture
  45446. * @param options defines the creation options
  45447. * @returns the cube texture as an InternalTexture
  45448. */
  45449. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  45450. /**
  45451. * Update the sample count for a given multiple render target texture
  45452. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  45453. * @param textures defines the textures to update
  45454. * @param samples defines the sample count to set
  45455. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  45456. */
  45457. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  45458. }
  45459. }
  45460. }
  45461. declare module "babylonjs/Engines/Extensions/index" {
  45462. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  45463. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  45464. export * from "babylonjs/Engines/Extensions/engine.multiview";
  45465. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  45466. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  45467. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  45468. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  45469. export * from "babylonjs/Engines/Extensions/engine.webVR";
  45470. }
  45471. declare module "babylonjs/Engines/index" {
  45472. export * from "babylonjs/Engines/constants";
  45473. export * from "babylonjs/Engines/engine";
  45474. export * from "babylonjs/Engines/engineStore";
  45475. export * from "babylonjs/Engines/nullEngine";
  45476. export * from "babylonjs/Engines/Extensions/index";
  45477. export * from "babylonjs/Engines/IPipelineContext";
  45478. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  45479. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  45480. }
  45481. declare module "babylonjs/Events/clipboardEvents" {
  45482. /**
  45483. * Gather the list of clipboard event types as constants.
  45484. */
  45485. export class ClipboardEventTypes {
  45486. /**
  45487. * The clipboard event is fired when a copy command is active (pressed).
  45488. */
  45489. static readonly COPY: number;
  45490. /**
  45491. * The clipboard event is fired when a cut command is active (pressed).
  45492. */
  45493. static readonly CUT: number;
  45494. /**
  45495. * The clipboard event is fired when a paste command is active (pressed).
  45496. */
  45497. static readonly PASTE: number;
  45498. }
  45499. /**
  45500. * This class is used to store clipboard related info for the onClipboardObservable event.
  45501. */
  45502. export class ClipboardInfo {
  45503. /**
  45504. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45505. */
  45506. type: number;
  45507. /**
  45508. * Defines the related dom event
  45509. */
  45510. event: ClipboardEvent;
  45511. /**
  45512. *Creates an instance of ClipboardInfo.
  45513. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  45514. * @param event Defines the related dom event
  45515. */
  45516. constructor(
  45517. /**
  45518. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45519. */
  45520. type: number,
  45521. /**
  45522. * Defines the related dom event
  45523. */
  45524. event: ClipboardEvent);
  45525. /**
  45526. * Get the clipboard event's type from the keycode.
  45527. * @param keyCode Defines the keyCode for the current keyboard event.
  45528. * @return {number}
  45529. */
  45530. static GetTypeFromCharacter(keyCode: number): number;
  45531. }
  45532. }
  45533. declare module "babylonjs/Events/index" {
  45534. export * from "babylonjs/Events/keyboardEvents";
  45535. export * from "babylonjs/Events/pointerEvents";
  45536. export * from "babylonjs/Events/clipboardEvents";
  45537. }
  45538. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  45539. import { Scene } from "babylonjs/scene";
  45540. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45541. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45542. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45543. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45544. /**
  45545. * Google Daydream controller
  45546. */
  45547. export class DaydreamController extends WebVRController {
  45548. /**
  45549. * Base Url for the controller model.
  45550. */
  45551. static MODEL_BASE_URL: string;
  45552. /**
  45553. * File name for the controller model.
  45554. */
  45555. static MODEL_FILENAME: string;
  45556. /**
  45557. * Gamepad Id prefix used to identify Daydream Controller.
  45558. */
  45559. static readonly GAMEPAD_ID_PREFIX: string;
  45560. /**
  45561. * Creates a new DaydreamController from a gamepad
  45562. * @param vrGamepad the gamepad that the controller should be created from
  45563. */
  45564. constructor(vrGamepad: any);
  45565. /**
  45566. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45567. * @param scene scene in which to add meshes
  45568. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45569. */
  45570. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45571. /**
  45572. * Called once for each button that changed state since the last frame
  45573. * @param buttonIdx Which button index changed
  45574. * @param state New state of the button
  45575. * @param changes Which properties on the state changed since last frame
  45576. */
  45577. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45578. }
  45579. }
  45580. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  45581. import { Scene } from "babylonjs/scene";
  45582. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45583. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45584. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45585. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45586. /**
  45587. * Gear VR Controller
  45588. */
  45589. export class GearVRController extends WebVRController {
  45590. /**
  45591. * Base Url for the controller model.
  45592. */
  45593. static MODEL_BASE_URL: string;
  45594. /**
  45595. * File name for the controller model.
  45596. */
  45597. static MODEL_FILENAME: string;
  45598. /**
  45599. * Gamepad Id prefix used to identify this controller.
  45600. */
  45601. static readonly GAMEPAD_ID_PREFIX: string;
  45602. private readonly _buttonIndexToObservableNameMap;
  45603. /**
  45604. * Creates a new GearVRController from a gamepad
  45605. * @param vrGamepad the gamepad that the controller should be created from
  45606. */
  45607. constructor(vrGamepad: any);
  45608. /**
  45609. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45610. * @param scene scene in which to add meshes
  45611. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45612. */
  45613. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45614. /**
  45615. * Called once for each button that changed state since the last frame
  45616. * @param buttonIdx Which button index changed
  45617. * @param state New state of the button
  45618. * @param changes Which properties on the state changed since last frame
  45619. */
  45620. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45621. }
  45622. }
  45623. declare module "babylonjs/Gamepads/Controllers/index" {
  45624. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  45625. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  45626. export * from "babylonjs/Gamepads/Controllers/genericController";
  45627. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  45628. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45629. export * from "babylonjs/Gamepads/Controllers/viveController";
  45630. export * from "babylonjs/Gamepads/Controllers/webVRController";
  45631. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  45632. }
  45633. declare module "babylonjs/Gamepads/index" {
  45634. export * from "babylonjs/Gamepads/Controllers/index";
  45635. export * from "babylonjs/Gamepads/gamepad";
  45636. export * from "babylonjs/Gamepads/gamepadManager";
  45637. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  45638. export * from "babylonjs/Gamepads/xboxGamepad";
  45639. export * from "babylonjs/Gamepads/dualShockGamepad";
  45640. }
  45641. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  45642. import { Scene } from "babylonjs/scene";
  45643. import { Vector4 } from "babylonjs/Maths/math.vector";
  45644. import { Color4 } from "babylonjs/Maths/math.color";
  45645. import { Mesh } from "babylonjs/Meshes/mesh";
  45646. import { Nullable } from "babylonjs/types";
  45647. /**
  45648. * Class containing static functions to help procedurally build meshes
  45649. */
  45650. export class PolyhedronBuilder {
  45651. /**
  45652. * Creates a polyhedron mesh
  45653. * * 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
  45654. * * The parameter `size` (positive float, default 1) sets the polygon size
  45655. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  45656. * * 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`
  45657. * * 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
  45658. * * 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)`)
  45659. * * 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
  45660. * * 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
  45661. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45662. * * If you create a double-sided mesh, you can choose what parts of 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
  45663. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45664. * @param name defines the name of the mesh
  45665. * @param options defines the options used to create the mesh
  45666. * @param scene defines the hosting scene
  45667. * @returns the polyhedron mesh
  45668. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  45669. */
  45670. static CreatePolyhedron(name: string, options: {
  45671. type?: number;
  45672. size?: number;
  45673. sizeX?: number;
  45674. sizeY?: number;
  45675. sizeZ?: number;
  45676. custom?: any;
  45677. faceUV?: Vector4[];
  45678. faceColors?: Color4[];
  45679. flat?: boolean;
  45680. updatable?: boolean;
  45681. sideOrientation?: number;
  45682. frontUVs?: Vector4;
  45683. backUVs?: Vector4;
  45684. }, scene?: Nullable<Scene>): Mesh;
  45685. }
  45686. }
  45687. declare module "babylonjs/Gizmos/scaleGizmo" {
  45688. import { Observable } from "babylonjs/Misc/observable";
  45689. import { Nullable } from "babylonjs/types";
  45690. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45691. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45692. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  45693. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45694. /**
  45695. * Gizmo that enables scaling a mesh along 3 axis
  45696. */
  45697. export class ScaleGizmo extends Gizmo {
  45698. /**
  45699. * Internal gizmo used for interactions on the x axis
  45700. */
  45701. xGizmo: AxisScaleGizmo;
  45702. /**
  45703. * Internal gizmo used for interactions on the y axis
  45704. */
  45705. yGizmo: AxisScaleGizmo;
  45706. /**
  45707. * Internal gizmo used for interactions on the z axis
  45708. */
  45709. zGizmo: AxisScaleGizmo;
  45710. /**
  45711. * Internal gizmo used to scale all axis equally
  45712. */
  45713. uniformScaleGizmo: AxisScaleGizmo;
  45714. private _meshAttached;
  45715. private _updateGizmoRotationToMatchAttachedMesh;
  45716. private _snapDistance;
  45717. private _scaleRatio;
  45718. private _uniformScalingMesh;
  45719. private _octahedron;
  45720. /** Fires an event when any of it's sub gizmos are dragged */
  45721. onDragStartObservable: Observable<unknown>;
  45722. /** Fires an event when any of it's sub gizmos are released from dragging */
  45723. onDragEndObservable: Observable<unknown>;
  45724. attachedMesh: Nullable<AbstractMesh>;
  45725. /**
  45726. * Creates a ScaleGizmo
  45727. * @param gizmoLayer The utility layer the gizmo will be added to
  45728. */
  45729. constructor(gizmoLayer?: UtilityLayerRenderer);
  45730. updateGizmoRotationToMatchAttachedMesh: boolean;
  45731. /**
  45732. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45733. */
  45734. snapDistance: number;
  45735. /**
  45736. * Ratio for the scale of the gizmo (Default: 1)
  45737. */
  45738. scaleRatio: number;
  45739. /**
  45740. * Disposes of the gizmo
  45741. */
  45742. dispose(): void;
  45743. }
  45744. }
  45745. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  45746. import { Observable } from "babylonjs/Misc/observable";
  45747. import { Nullable } from "babylonjs/types";
  45748. import { Vector3 } from "babylonjs/Maths/math.vector";
  45749. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45750. import { Mesh } from "babylonjs/Meshes/mesh";
  45751. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45752. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45753. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45754. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  45755. import { Color3 } from "babylonjs/Maths/math.color";
  45756. /**
  45757. * Single axis scale gizmo
  45758. */
  45759. export class AxisScaleGizmo extends Gizmo {
  45760. /**
  45761. * Drag behavior responsible for the gizmos dragging interactions
  45762. */
  45763. dragBehavior: PointerDragBehavior;
  45764. private _pointerObserver;
  45765. /**
  45766. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45767. */
  45768. snapDistance: number;
  45769. /**
  45770. * Event that fires each time the gizmo snaps to a new location.
  45771. * * snapDistance is the the change in distance
  45772. */
  45773. onSnapObservable: Observable<{
  45774. snapDistance: number;
  45775. }>;
  45776. /**
  45777. * If the scaling operation should be done on all axis (default: false)
  45778. */
  45779. uniformScaling: boolean;
  45780. private _isEnabled;
  45781. private _parent;
  45782. private _arrow;
  45783. private _coloredMaterial;
  45784. private _hoverMaterial;
  45785. /**
  45786. * Creates an AxisScaleGizmo
  45787. * @param gizmoLayer The utility layer the gizmo will be added to
  45788. * @param dragAxis The axis which the gizmo will be able to scale on
  45789. * @param color The color of the gizmo
  45790. */
  45791. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  45792. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45793. /**
  45794. * If the gizmo is enabled
  45795. */
  45796. isEnabled: boolean;
  45797. /**
  45798. * Disposes of the gizmo
  45799. */
  45800. dispose(): void;
  45801. /**
  45802. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  45803. * @param mesh The mesh to replace the default mesh of the gizmo
  45804. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  45805. */
  45806. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  45807. }
  45808. }
  45809. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  45810. import { Observable } from "babylonjs/Misc/observable";
  45811. import { Nullable } from "babylonjs/types";
  45812. import { Vector3 } from "babylonjs/Maths/math.vector";
  45813. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45814. import { Mesh } from "babylonjs/Meshes/mesh";
  45815. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45816. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45817. import { Color3 } from "babylonjs/Maths/math.color";
  45818. import "babylonjs/Meshes/Builders/boxBuilder";
  45819. /**
  45820. * Bounding box gizmo
  45821. */
  45822. export class BoundingBoxGizmo extends Gizmo {
  45823. private _lineBoundingBox;
  45824. private _rotateSpheresParent;
  45825. private _scaleBoxesParent;
  45826. private _boundingDimensions;
  45827. private _renderObserver;
  45828. private _pointerObserver;
  45829. private _scaleDragSpeed;
  45830. private _tmpQuaternion;
  45831. private _tmpVector;
  45832. private _tmpRotationMatrix;
  45833. /**
  45834. * 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)
  45835. */
  45836. ignoreChildren: boolean;
  45837. /**
  45838. * 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)
  45839. */
  45840. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  45841. /**
  45842. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  45843. */
  45844. rotationSphereSize: number;
  45845. /**
  45846. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  45847. */
  45848. scaleBoxSize: number;
  45849. /**
  45850. * 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)
  45851. */
  45852. fixedDragMeshScreenSize: boolean;
  45853. /**
  45854. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  45855. */
  45856. fixedDragMeshScreenSizeDistanceFactor: number;
  45857. /**
  45858. * Fired when a rotation sphere or scale box is dragged
  45859. */
  45860. onDragStartObservable: Observable<{}>;
  45861. /**
  45862. * Fired when a scale box is dragged
  45863. */
  45864. onScaleBoxDragObservable: Observable<{}>;
  45865. /**
  45866. * Fired when a scale box drag is ended
  45867. */
  45868. onScaleBoxDragEndObservable: Observable<{}>;
  45869. /**
  45870. * Fired when a rotation sphere is dragged
  45871. */
  45872. onRotationSphereDragObservable: Observable<{}>;
  45873. /**
  45874. * Fired when a rotation sphere drag is ended
  45875. */
  45876. onRotationSphereDragEndObservable: Observable<{}>;
  45877. /**
  45878. * 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)
  45879. */
  45880. scalePivot: Nullable<Vector3>;
  45881. /**
  45882. * Mesh used as a pivot to rotate the attached mesh
  45883. */
  45884. private _anchorMesh;
  45885. private _existingMeshScale;
  45886. private _dragMesh;
  45887. private pointerDragBehavior;
  45888. private coloredMaterial;
  45889. private hoverColoredMaterial;
  45890. /**
  45891. * Sets the color of the bounding box gizmo
  45892. * @param color the color to set
  45893. */
  45894. setColor(color: Color3): void;
  45895. /**
  45896. * Creates an BoundingBoxGizmo
  45897. * @param gizmoLayer The utility layer the gizmo will be added to
  45898. * @param color The color of the gizmo
  45899. */
  45900. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  45901. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45902. private _selectNode;
  45903. /**
  45904. * Updates the bounding box information for the Gizmo
  45905. */
  45906. updateBoundingBox(): void;
  45907. private _updateRotationSpheres;
  45908. private _updateScaleBoxes;
  45909. /**
  45910. * Enables rotation on the specified axis and disables rotation on the others
  45911. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  45912. */
  45913. setEnabledRotationAxis(axis: string): void;
  45914. /**
  45915. * Enables/disables scaling
  45916. * @param enable if scaling should be enabled
  45917. */
  45918. setEnabledScaling(enable: boolean): void;
  45919. private _updateDummy;
  45920. /**
  45921. * Enables a pointer drag behavior on the bounding box of the gizmo
  45922. */
  45923. enableDragBehavior(): void;
  45924. /**
  45925. * Disposes of the gizmo
  45926. */
  45927. dispose(): void;
  45928. /**
  45929. * 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)
  45930. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  45931. * @returns the bounding box mesh with the passed in mesh as a child
  45932. */
  45933. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  45934. /**
  45935. * CustomMeshes are not supported by this gizmo
  45936. * @param mesh The mesh to replace the default mesh of the gizmo
  45937. */
  45938. setCustomMesh(mesh: Mesh): void;
  45939. }
  45940. }
  45941. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  45942. import { Observable } from "babylonjs/Misc/observable";
  45943. import { Nullable } from "babylonjs/types";
  45944. import { Vector3 } from "babylonjs/Maths/math.vector";
  45945. import { Color3 } from "babylonjs/Maths/math.color";
  45946. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45947. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45948. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45949. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45950. import "babylonjs/Meshes/Builders/linesBuilder";
  45951. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  45952. /**
  45953. * Single plane rotation gizmo
  45954. */
  45955. export class PlaneRotationGizmo extends Gizmo {
  45956. /**
  45957. * Drag behavior responsible for the gizmos dragging interactions
  45958. */
  45959. dragBehavior: PointerDragBehavior;
  45960. private _pointerObserver;
  45961. /**
  45962. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  45963. */
  45964. snapDistance: number;
  45965. /**
  45966. * Event that fires each time the gizmo snaps to a new location.
  45967. * * snapDistance is the the change in distance
  45968. */
  45969. onSnapObservable: Observable<{
  45970. snapDistance: number;
  45971. }>;
  45972. private _isEnabled;
  45973. private _parent;
  45974. /**
  45975. * Creates a PlaneRotationGizmo
  45976. * @param gizmoLayer The utility layer the gizmo will be added to
  45977. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  45978. * @param color The color of the gizmo
  45979. * @param tessellation Amount of tessellation to be used when creating rotation circles
  45980. * @param useEulerRotation Use and update Euler angle instead of quaternion
  45981. */
  45982. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  45983. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45984. /**
  45985. * If the gizmo is enabled
  45986. */
  45987. isEnabled: boolean;
  45988. /**
  45989. * Disposes of the gizmo
  45990. */
  45991. dispose(): void;
  45992. }
  45993. }
  45994. declare module "babylonjs/Gizmos/rotationGizmo" {
  45995. import { Observable } from "babylonjs/Misc/observable";
  45996. import { Nullable } from "babylonjs/types";
  45997. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45998. import { Mesh } from "babylonjs/Meshes/mesh";
  45999. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46000. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  46001. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46002. /**
  46003. * Gizmo that enables rotating a mesh along 3 axis
  46004. */
  46005. export class RotationGizmo extends Gizmo {
  46006. /**
  46007. * Internal gizmo used for interactions on the x axis
  46008. */
  46009. xGizmo: PlaneRotationGizmo;
  46010. /**
  46011. * Internal gizmo used for interactions on the y axis
  46012. */
  46013. yGizmo: PlaneRotationGizmo;
  46014. /**
  46015. * Internal gizmo used for interactions on the z axis
  46016. */
  46017. zGizmo: PlaneRotationGizmo;
  46018. /** Fires an event when any of it's sub gizmos are dragged */
  46019. onDragStartObservable: Observable<unknown>;
  46020. /** Fires an event when any of it's sub gizmos are released from dragging */
  46021. onDragEndObservable: Observable<unknown>;
  46022. private _meshAttached;
  46023. attachedMesh: Nullable<AbstractMesh>;
  46024. /**
  46025. * Creates a RotationGizmo
  46026. * @param gizmoLayer The utility layer the gizmo will be added to
  46027. * @param tessellation Amount of tessellation to be used when creating rotation circles
  46028. * @param useEulerRotation Use and update Euler angle instead of quaternion
  46029. */
  46030. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  46031. updateGizmoRotationToMatchAttachedMesh: boolean;
  46032. /**
  46033. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  46034. */
  46035. snapDistance: number;
  46036. /**
  46037. * Ratio for the scale of the gizmo (Default: 1)
  46038. */
  46039. scaleRatio: number;
  46040. /**
  46041. * Disposes of the gizmo
  46042. */
  46043. dispose(): void;
  46044. /**
  46045. * CustomMeshes are not supported by this gizmo
  46046. * @param mesh The mesh to replace the default mesh of the gizmo
  46047. */
  46048. setCustomMesh(mesh: Mesh): void;
  46049. }
  46050. }
  46051. declare module "babylonjs/Gizmos/gizmoManager" {
  46052. import { Observable } from "babylonjs/Misc/observable";
  46053. import { Nullable } from "babylonjs/types";
  46054. import { Scene, IDisposable } from "babylonjs/scene";
  46055. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46056. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46057. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  46058. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  46059. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  46060. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  46061. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  46062. /**
  46063. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  46064. */
  46065. export class GizmoManager implements IDisposable {
  46066. private scene;
  46067. /**
  46068. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  46069. */
  46070. gizmos: {
  46071. positionGizmo: Nullable<PositionGizmo>;
  46072. rotationGizmo: Nullable<RotationGizmo>;
  46073. scaleGizmo: Nullable<ScaleGizmo>;
  46074. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  46075. };
  46076. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  46077. clearGizmoOnEmptyPointerEvent: boolean;
  46078. /** Fires an event when the manager is attached to a mesh */
  46079. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  46080. private _gizmosEnabled;
  46081. private _pointerObserver;
  46082. private _attachedMesh;
  46083. private _boundingBoxColor;
  46084. private _defaultUtilityLayer;
  46085. private _defaultKeepDepthUtilityLayer;
  46086. /**
  46087. * When bounding box gizmo is enabled, this can be used to track drag/end events
  46088. */
  46089. boundingBoxDragBehavior: SixDofDragBehavior;
  46090. /**
  46091. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  46092. */
  46093. attachableMeshes: Nullable<Array<AbstractMesh>>;
  46094. /**
  46095. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  46096. */
  46097. usePointerToAttachGizmos: boolean;
  46098. /**
  46099. * Utility layer that the bounding box gizmo belongs to
  46100. */
  46101. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  46102. /**
  46103. * Utility layer that all gizmos besides bounding box belong to
  46104. */
  46105. readonly utilityLayer: UtilityLayerRenderer;
  46106. /**
  46107. * Instatiates a gizmo manager
  46108. * @param scene the scene to overlay the gizmos on top of
  46109. */
  46110. constructor(scene: Scene);
  46111. /**
  46112. * Attaches a set of gizmos to the specified mesh
  46113. * @param mesh The mesh the gizmo's should be attached to
  46114. */
  46115. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  46116. /**
  46117. * If the position gizmo is enabled
  46118. */
  46119. positionGizmoEnabled: boolean;
  46120. /**
  46121. * If the rotation gizmo is enabled
  46122. */
  46123. rotationGizmoEnabled: boolean;
  46124. /**
  46125. * If the scale gizmo is enabled
  46126. */
  46127. scaleGizmoEnabled: boolean;
  46128. /**
  46129. * If the boundingBox gizmo is enabled
  46130. */
  46131. boundingBoxGizmoEnabled: boolean;
  46132. /**
  46133. * Disposes of the gizmo manager
  46134. */
  46135. dispose(): void;
  46136. }
  46137. }
  46138. declare module "babylonjs/Lights/directionalLight" {
  46139. import { Camera } from "babylonjs/Cameras/camera";
  46140. import { Scene } from "babylonjs/scene";
  46141. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46142. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46143. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46144. import { Effect } from "babylonjs/Materials/effect";
  46145. /**
  46146. * A directional light is defined by a direction (what a surprise!).
  46147. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  46148. * 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.
  46149. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46150. */
  46151. export class DirectionalLight extends ShadowLight {
  46152. private _shadowFrustumSize;
  46153. /**
  46154. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  46155. */
  46156. /**
  46157. * Specifies a fix frustum size for the shadow generation.
  46158. */
  46159. shadowFrustumSize: number;
  46160. private _shadowOrthoScale;
  46161. /**
  46162. * Gets the shadow projection scale against the optimal computed one.
  46163. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46164. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46165. */
  46166. /**
  46167. * Sets the shadow projection scale against the optimal computed one.
  46168. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46169. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46170. */
  46171. shadowOrthoScale: number;
  46172. /**
  46173. * Automatically compute the projection matrix to best fit (including all the casters)
  46174. * on each frame.
  46175. */
  46176. autoUpdateExtends: boolean;
  46177. private _orthoLeft;
  46178. private _orthoRight;
  46179. private _orthoTop;
  46180. private _orthoBottom;
  46181. /**
  46182. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  46183. * The directional light is emitted from everywhere in the given direction.
  46184. * It can cast shadows.
  46185. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46186. * @param name The friendly name of the light
  46187. * @param direction The direction of the light
  46188. * @param scene The scene the light belongs to
  46189. */
  46190. constructor(name: string, direction: Vector3, scene: Scene);
  46191. /**
  46192. * Returns the string "DirectionalLight".
  46193. * @return The class name
  46194. */
  46195. getClassName(): string;
  46196. /**
  46197. * Returns the integer 1.
  46198. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46199. */
  46200. getTypeID(): number;
  46201. /**
  46202. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  46203. * Returns the DirectionalLight Shadow projection matrix.
  46204. */
  46205. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46206. /**
  46207. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  46208. * Returns the DirectionalLight Shadow projection matrix.
  46209. */
  46210. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  46211. /**
  46212. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  46213. * Returns the DirectionalLight Shadow projection matrix.
  46214. */
  46215. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46216. protected _buildUniformLayout(): void;
  46217. /**
  46218. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  46219. * @param effect The effect to update
  46220. * @param lightIndex The index of the light in the effect to update
  46221. * @returns The directional light
  46222. */
  46223. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  46224. /**
  46225. * Gets the minZ used for shadow according to both the scene and the light.
  46226. *
  46227. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46228. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46229. * @param activeCamera The camera we are returning the min for
  46230. * @returns the depth min z
  46231. */
  46232. getDepthMinZ(activeCamera: Camera): number;
  46233. /**
  46234. * Gets the maxZ used for shadow according to both the scene and the light.
  46235. *
  46236. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46237. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46238. * @param activeCamera The camera we are returning the max for
  46239. * @returns the depth max z
  46240. */
  46241. getDepthMaxZ(activeCamera: Camera): number;
  46242. /**
  46243. * Prepares the list of defines specific to the light type.
  46244. * @param defines the list of defines
  46245. * @param lightIndex defines the index of the light for the effect
  46246. */
  46247. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46248. }
  46249. }
  46250. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  46251. import { Mesh } from "babylonjs/Meshes/mesh";
  46252. /**
  46253. * Class containing static functions to help procedurally build meshes
  46254. */
  46255. export class HemisphereBuilder {
  46256. /**
  46257. * Creates a hemisphere mesh
  46258. * @param name defines the name of the mesh
  46259. * @param options defines the options used to create the mesh
  46260. * @param scene defines the hosting scene
  46261. * @returns the hemisphere mesh
  46262. */
  46263. static CreateHemisphere(name: string, options: {
  46264. segments?: number;
  46265. diameter?: number;
  46266. sideOrientation?: number;
  46267. }, scene: any): Mesh;
  46268. }
  46269. }
  46270. declare module "babylonjs/Lights/spotLight" {
  46271. import { Nullable } from "babylonjs/types";
  46272. import { Scene } from "babylonjs/scene";
  46273. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46274. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46275. import { Effect } from "babylonjs/Materials/effect";
  46276. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46277. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46278. /**
  46279. * A spot light is defined by a position, a direction, an angle, and an exponent.
  46280. * These values define a cone of light starting from the position, emitting toward the direction.
  46281. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  46282. * and the exponent defines the speed of the decay of the light with distance (reach).
  46283. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46284. */
  46285. export class SpotLight extends ShadowLight {
  46286. private _angle;
  46287. private _innerAngle;
  46288. private _cosHalfAngle;
  46289. private _lightAngleScale;
  46290. private _lightAngleOffset;
  46291. /**
  46292. * Gets the cone angle of the spot light in Radians.
  46293. */
  46294. /**
  46295. * Sets the cone angle of the spot light in Radians.
  46296. */
  46297. angle: number;
  46298. /**
  46299. * Only used in gltf falloff mode, this defines the angle where
  46300. * the directional falloff will start before cutting at angle which could be seen
  46301. * as outer angle.
  46302. */
  46303. /**
  46304. * Only used in gltf falloff mode, this defines the angle where
  46305. * the directional falloff will start before cutting at angle which could be seen
  46306. * as outer angle.
  46307. */
  46308. innerAngle: number;
  46309. private _shadowAngleScale;
  46310. /**
  46311. * Allows scaling the angle of the light for shadow generation only.
  46312. */
  46313. /**
  46314. * Allows scaling the angle of the light for shadow generation only.
  46315. */
  46316. shadowAngleScale: number;
  46317. /**
  46318. * The light decay speed with the distance from the emission spot.
  46319. */
  46320. exponent: number;
  46321. private _projectionTextureMatrix;
  46322. /**
  46323. * Allows reading the projecton texture
  46324. */
  46325. readonly projectionTextureMatrix: Matrix;
  46326. protected _projectionTextureLightNear: number;
  46327. /**
  46328. * Gets the near clip of the Spotlight for texture projection.
  46329. */
  46330. /**
  46331. * Sets the near clip of the Spotlight for texture projection.
  46332. */
  46333. projectionTextureLightNear: number;
  46334. protected _projectionTextureLightFar: number;
  46335. /**
  46336. * Gets the far clip of the Spotlight for texture projection.
  46337. */
  46338. /**
  46339. * Sets the far clip of the Spotlight for texture projection.
  46340. */
  46341. projectionTextureLightFar: number;
  46342. protected _projectionTextureUpDirection: Vector3;
  46343. /**
  46344. * Gets the Up vector of the Spotlight for texture projection.
  46345. */
  46346. /**
  46347. * Sets the Up vector of the Spotlight for texture projection.
  46348. */
  46349. projectionTextureUpDirection: Vector3;
  46350. private _projectionTexture;
  46351. /**
  46352. * Gets the projection texture of the light.
  46353. */
  46354. /**
  46355. * Sets the projection texture of the light.
  46356. */
  46357. projectionTexture: Nullable<BaseTexture>;
  46358. private _projectionTextureViewLightDirty;
  46359. private _projectionTextureProjectionLightDirty;
  46360. private _projectionTextureDirty;
  46361. private _projectionTextureViewTargetVector;
  46362. private _projectionTextureViewLightMatrix;
  46363. private _projectionTextureProjectionLightMatrix;
  46364. private _projectionTextureScalingMatrix;
  46365. /**
  46366. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  46367. * It can cast shadows.
  46368. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46369. * @param name The light friendly name
  46370. * @param position The position of the spot light in the scene
  46371. * @param direction The direction of the light in the scene
  46372. * @param angle The cone angle of the light in Radians
  46373. * @param exponent The light decay speed with the distance from the emission spot
  46374. * @param scene The scene the lights belongs to
  46375. */
  46376. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  46377. /**
  46378. * Returns the string "SpotLight".
  46379. * @returns the class name
  46380. */
  46381. getClassName(): string;
  46382. /**
  46383. * Returns the integer 2.
  46384. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46385. */
  46386. getTypeID(): number;
  46387. /**
  46388. * Overrides the direction setter to recompute the projection texture view light Matrix.
  46389. */
  46390. protected _setDirection(value: Vector3): void;
  46391. /**
  46392. * Overrides the position setter to recompute the projection texture view light Matrix.
  46393. */
  46394. protected _setPosition(value: Vector3): void;
  46395. /**
  46396. * 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.
  46397. * Returns the SpotLight.
  46398. */
  46399. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46400. protected _computeProjectionTextureViewLightMatrix(): void;
  46401. protected _computeProjectionTextureProjectionLightMatrix(): void;
  46402. /**
  46403. * Main function for light texture projection matrix computing.
  46404. */
  46405. protected _computeProjectionTextureMatrix(): void;
  46406. protected _buildUniformLayout(): void;
  46407. private _computeAngleValues;
  46408. /**
  46409. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  46410. * @param effect The effect to update
  46411. * @param lightIndex The index of the light in the effect to update
  46412. * @returns The spot light
  46413. */
  46414. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  46415. /**
  46416. * Disposes the light and the associated resources.
  46417. */
  46418. dispose(): void;
  46419. /**
  46420. * Prepares the list of defines specific to the light type.
  46421. * @param defines the list of defines
  46422. * @param lightIndex defines the index of the light for the effect
  46423. */
  46424. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46425. }
  46426. }
  46427. declare module "babylonjs/Gizmos/lightGizmo" {
  46428. import { Nullable } from "babylonjs/types";
  46429. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46430. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46431. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  46432. import { Light } from "babylonjs/Lights/light";
  46433. /**
  46434. * Gizmo that enables viewing a light
  46435. */
  46436. export class LightGizmo extends Gizmo {
  46437. private _lightMesh;
  46438. private _material;
  46439. private cachedPosition;
  46440. private cachedForward;
  46441. /**
  46442. * Creates a LightGizmo
  46443. * @param gizmoLayer The utility layer the gizmo will be added to
  46444. */
  46445. constructor(gizmoLayer?: UtilityLayerRenderer);
  46446. private _light;
  46447. /**
  46448. * The light that the gizmo is attached to
  46449. */
  46450. light: Nullable<Light>;
  46451. /**
  46452. * Gets the material used to render the light gizmo
  46453. */
  46454. readonly material: StandardMaterial;
  46455. /**
  46456. * @hidden
  46457. * Updates the gizmo to match the attached mesh's position/rotation
  46458. */
  46459. protected _update(): void;
  46460. private static _Scale;
  46461. /**
  46462. * Creates the lines for a light mesh
  46463. */
  46464. private static _createLightLines;
  46465. /**
  46466. * Disposes of the light gizmo
  46467. */
  46468. dispose(): void;
  46469. private static _CreateHemisphericLightMesh;
  46470. private static _CreatePointLightMesh;
  46471. private static _CreateSpotLightMesh;
  46472. private static _CreateDirectionalLightMesh;
  46473. }
  46474. }
  46475. declare module "babylonjs/Gizmos/index" {
  46476. export * from "babylonjs/Gizmos/axisDragGizmo";
  46477. export * from "babylonjs/Gizmos/axisScaleGizmo";
  46478. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  46479. export * from "babylonjs/Gizmos/gizmo";
  46480. export * from "babylonjs/Gizmos/gizmoManager";
  46481. export * from "babylonjs/Gizmos/planeRotationGizmo";
  46482. export * from "babylonjs/Gizmos/positionGizmo";
  46483. export * from "babylonjs/Gizmos/rotationGizmo";
  46484. export * from "babylonjs/Gizmos/scaleGizmo";
  46485. export * from "babylonjs/Gizmos/lightGizmo";
  46486. export * from "babylonjs/Gizmos/planeDragGizmo";
  46487. }
  46488. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  46489. /** @hidden */
  46490. export var backgroundFragmentDeclaration: {
  46491. name: string;
  46492. shader: string;
  46493. };
  46494. }
  46495. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  46496. /** @hidden */
  46497. export var backgroundUboDeclaration: {
  46498. name: string;
  46499. shader: string;
  46500. };
  46501. }
  46502. declare module "babylonjs/Shaders/background.fragment" {
  46503. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  46504. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46505. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  46506. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  46507. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46508. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46509. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46510. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  46511. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  46512. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  46513. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  46514. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  46515. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  46516. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  46517. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  46518. /** @hidden */
  46519. export var backgroundPixelShader: {
  46520. name: string;
  46521. shader: string;
  46522. };
  46523. }
  46524. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  46525. /** @hidden */
  46526. export var backgroundVertexDeclaration: {
  46527. name: string;
  46528. shader: string;
  46529. };
  46530. }
  46531. declare module "babylonjs/Shaders/background.vertex" {
  46532. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  46533. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46534. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46535. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  46536. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  46537. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  46538. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  46539. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46540. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46541. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  46542. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  46543. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  46544. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  46545. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  46546. /** @hidden */
  46547. export var backgroundVertexShader: {
  46548. name: string;
  46549. shader: string;
  46550. };
  46551. }
  46552. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  46553. import { Nullable, int, float } from "babylonjs/types";
  46554. import { Scene } from "babylonjs/scene";
  46555. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46556. import { SubMesh } from "babylonjs/Meshes/subMesh";
  46557. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46558. import { Mesh } from "babylonjs/Meshes/mesh";
  46559. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  46560. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  46561. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  46562. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46563. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  46564. import { Color3 } from "babylonjs/Maths/math.color";
  46565. import "babylonjs/Shaders/background.fragment";
  46566. import "babylonjs/Shaders/background.vertex";
  46567. /**
  46568. * Background material used to create an efficient environement around your scene.
  46569. */
  46570. export class BackgroundMaterial extends PushMaterial {
  46571. /**
  46572. * Standard reflectance value at parallel view angle.
  46573. */
  46574. static StandardReflectance0: number;
  46575. /**
  46576. * Standard reflectance value at grazing angle.
  46577. */
  46578. static StandardReflectance90: number;
  46579. protected _primaryColor: Color3;
  46580. /**
  46581. * Key light Color (multiply against the environement texture)
  46582. */
  46583. primaryColor: Color3;
  46584. protected __perceptualColor: Nullable<Color3>;
  46585. /**
  46586. * Experimental Internal Use Only.
  46587. *
  46588. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  46589. * This acts as a helper to set the primary color to a more "human friendly" value.
  46590. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  46591. * output color as close as possible from the chosen value.
  46592. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  46593. * part of lighting setup.)
  46594. */
  46595. _perceptualColor: Nullable<Color3>;
  46596. protected _primaryColorShadowLevel: float;
  46597. /**
  46598. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  46599. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  46600. */
  46601. primaryColorShadowLevel: float;
  46602. protected _primaryColorHighlightLevel: float;
  46603. /**
  46604. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  46605. * The primary color is used at the level chosen to define what the white area would look.
  46606. */
  46607. primaryColorHighlightLevel: float;
  46608. protected _reflectionTexture: Nullable<BaseTexture>;
  46609. /**
  46610. * Reflection Texture used in the material.
  46611. * Should be author in a specific way for the best result (refer to the documentation).
  46612. */
  46613. reflectionTexture: Nullable<BaseTexture>;
  46614. protected _reflectionBlur: float;
  46615. /**
  46616. * Reflection Texture level of blur.
  46617. *
  46618. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  46619. * texture twice.
  46620. */
  46621. reflectionBlur: float;
  46622. protected _diffuseTexture: Nullable<BaseTexture>;
  46623. /**
  46624. * Diffuse Texture used in the material.
  46625. * Should be author in a specific way for the best result (refer to the documentation).
  46626. */
  46627. diffuseTexture: Nullable<BaseTexture>;
  46628. protected _shadowLights: Nullable<IShadowLight[]>;
  46629. /**
  46630. * Specify the list of lights casting shadow on the material.
  46631. * All scene shadow lights will be included if null.
  46632. */
  46633. shadowLights: Nullable<IShadowLight[]>;
  46634. protected _shadowLevel: float;
  46635. /**
  46636. * Helps adjusting the shadow to a softer level if required.
  46637. * 0 means black shadows and 1 means no shadows.
  46638. */
  46639. shadowLevel: float;
  46640. protected _sceneCenter: Vector3;
  46641. /**
  46642. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  46643. * It is usually zero but might be interesting to modify according to your setup.
  46644. */
  46645. sceneCenter: Vector3;
  46646. protected _opacityFresnel: boolean;
  46647. /**
  46648. * This helps specifying that the material is falling off to the sky box at grazing angle.
  46649. * This helps ensuring a nice transition when the camera goes under the ground.
  46650. */
  46651. opacityFresnel: boolean;
  46652. protected _reflectionFresnel: boolean;
  46653. /**
  46654. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  46655. * This helps adding a mirror texture on the ground.
  46656. */
  46657. reflectionFresnel: boolean;
  46658. protected _reflectionFalloffDistance: number;
  46659. /**
  46660. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  46661. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  46662. */
  46663. reflectionFalloffDistance: number;
  46664. protected _reflectionAmount: number;
  46665. /**
  46666. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  46667. */
  46668. reflectionAmount: number;
  46669. protected _reflectionReflectance0: number;
  46670. /**
  46671. * This specifies the weight of the reflection at grazing angle.
  46672. */
  46673. reflectionReflectance0: number;
  46674. protected _reflectionReflectance90: number;
  46675. /**
  46676. * This specifies the weight of the reflection at a perpendicular point of view.
  46677. */
  46678. reflectionReflectance90: number;
  46679. /**
  46680. * Sets the reflection reflectance fresnel values according to the default standard
  46681. * empirically know to work well :-)
  46682. */
  46683. reflectionStandardFresnelWeight: number;
  46684. protected _useRGBColor: boolean;
  46685. /**
  46686. * Helps to directly use the maps channels instead of their level.
  46687. */
  46688. useRGBColor: boolean;
  46689. protected _enableNoise: boolean;
  46690. /**
  46691. * This helps reducing the banding effect that could occur on the background.
  46692. */
  46693. enableNoise: boolean;
  46694. /**
  46695. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  46696. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  46697. * Recommended to be keep at 1.0 except for special cases.
  46698. */
  46699. fovMultiplier: number;
  46700. private _fovMultiplier;
  46701. /**
  46702. * Enable the FOV adjustment feature controlled by fovMultiplier.
  46703. */
  46704. useEquirectangularFOV: boolean;
  46705. private _maxSimultaneousLights;
  46706. /**
  46707. * Number of Simultaneous lights allowed on the material.
  46708. */
  46709. maxSimultaneousLights: int;
  46710. /**
  46711. * Default configuration related to image processing available in the Background Material.
  46712. */
  46713. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  46714. /**
  46715. * Keep track of the image processing observer to allow dispose and replace.
  46716. */
  46717. private _imageProcessingObserver;
  46718. /**
  46719. * Attaches a new image processing configuration to the PBR Material.
  46720. * @param configuration (if null the scene configuration will be use)
  46721. */
  46722. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  46723. /**
  46724. * Gets the image processing configuration used either in this material.
  46725. */
  46726. /**
  46727. * Sets the Default image processing configuration used either in the this material.
  46728. *
  46729. * If sets to null, the scene one is in use.
  46730. */
  46731. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  46732. /**
  46733. * Gets wether the color curves effect is enabled.
  46734. */
  46735. /**
  46736. * Sets wether the color curves effect is enabled.
  46737. */
  46738. cameraColorCurvesEnabled: boolean;
  46739. /**
  46740. * Gets wether the color grading effect is enabled.
  46741. */
  46742. /**
  46743. * Gets wether the color grading effect is enabled.
  46744. */
  46745. cameraColorGradingEnabled: boolean;
  46746. /**
  46747. * Gets wether tonemapping is enabled or not.
  46748. */
  46749. /**
  46750. * Sets wether tonemapping is enabled or not
  46751. */
  46752. cameraToneMappingEnabled: boolean;
  46753. /**
  46754. * The camera exposure used on this material.
  46755. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46756. * This corresponds to a photographic exposure.
  46757. */
  46758. /**
  46759. * The camera exposure used on this material.
  46760. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46761. * This corresponds to a photographic exposure.
  46762. */
  46763. cameraExposure: float;
  46764. /**
  46765. * Gets The camera contrast used on this material.
  46766. */
  46767. /**
  46768. * Sets The camera contrast used on this material.
  46769. */
  46770. cameraContrast: float;
  46771. /**
  46772. * Gets the Color Grading 2D Lookup Texture.
  46773. */
  46774. /**
  46775. * Sets the Color Grading 2D Lookup Texture.
  46776. */
  46777. cameraColorGradingTexture: Nullable<BaseTexture>;
  46778. /**
  46779. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46780. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46781. * 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;
  46782. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46783. */
  46784. /**
  46785. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46786. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46787. * 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;
  46788. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46789. */
  46790. cameraColorCurves: Nullable<ColorCurves>;
  46791. /**
  46792. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  46793. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  46794. */
  46795. switchToBGR: boolean;
  46796. private _renderTargets;
  46797. private _reflectionControls;
  46798. private _white;
  46799. private _primaryShadowColor;
  46800. private _primaryHighlightColor;
  46801. /**
  46802. * Instantiates a Background Material in the given scene
  46803. * @param name The friendly name of the material
  46804. * @param scene The scene to add the material to
  46805. */
  46806. constructor(name: string, scene: Scene);
  46807. /**
  46808. * Gets a boolean indicating that current material needs to register RTT
  46809. */
  46810. readonly hasRenderTargetTextures: boolean;
  46811. /**
  46812. * The entire material has been created in order to prevent overdraw.
  46813. * @returns false
  46814. */
  46815. needAlphaTesting(): boolean;
  46816. /**
  46817. * The entire material has been created in order to prevent overdraw.
  46818. * @returns true if blending is enable
  46819. */
  46820. needAlphaBlending(): boolean;
  46821. /**
  46822. * Checks wether the material is ready to be rendered for a given mesh.
  46823. * @param mesh The mesh to render
  46824. * @param subMesh The submesh to check against
  46825. * @param useInstances Specify wether or not the material is used with instances
  46826. * @returns true if all the dependencies are ready (Textures, Effects...)
  46827. */
  46828. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  46829. /**
  46830. * Compute the primary color according to the chosen perceptual color.
  46831. */
  46832. private _computePrimaryColorFromPerceptualColor;
  46833. /**
  46834. * Compute the highlights and shadow colors according to their chosen levels.
  46835. */
  46836. private _computePrimaryColors;
  46837. /**
  46838. * Build the uniform buffer used in the material.
  46839. */
  46840. buildUniformLayout(): void;
  46841. /**
  46842. * Unbind the material.
  46843. */
  46844. unbind(): void;
  46845. /**
  46846. * Bind only the world matrix to the material.
  46847. * @param world The world matrix to bind.
  46848. */
  46849. bindOnlyWorldMatrix(world: Matrix): void;
  46850. /**
  46851. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  46852. * @param world The world matrix to bind.
  46853. * @param subMesh The submesh to bind for.
  46854. */
  46855. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  46856. /**
  46857. * Dispose the material.
  46858. * @param forceDisposeEffect Force disposal of the associated effect.
  46859. * @param forceDisposeTextures Force disposal of the associated textures.
  46860. */
  46861. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  46862. /**
  46863. * Clones the material.
  46864. * @param name The cloned name.
  46865. * @returns The cloned material.
  46866. */
  46867. clone(name: string): BackgroundMaterial;
  46868. /**
  46869. * Serializes the current material to its JSON representation.
  46870. * @returns The JSON representation.
  46871. */
  46872. serialize(): any;
  46873. /**
  46874. * Gets the class name of the material
  46875. * @returns "BackgroundMaterial"
  46876. */
  46877. getClassName(): string;
  46878. /**
  46879. * Parse a JSON input to create back a background material.
  46880. * @param source The JSON data to parse
  46881. * @param scene The scene to create the parsed material in
  46882. * @param rootUrl The root url of the assets the material depends upon
  46883. * @returns the instantiated BackgroundMaterial.
  46884. */
  46885. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  46886. }
  46887. }
  46888. declare module "babylonjs/Helpers/environmentHelper" {
  46889. import { Observable } from "babylonjs/Misc/observable";
  46890. import { Nullable } from "babylonjs/types";
  46891. import { Scene } from "babylonjs/scene";
  46892. import { Vector3 } from "babylonjs/Maths/math.vector";
  46893. import { Color3 } from "babylonjs/Maths/math.color";
  46894. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46895. import { Mesh } from "babylonjs/Meshes/mesh";
  46896. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46897. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  46898. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  46899. import "babylonjs/Meshes/Builders/planeBuilder";
  46900. import "babylonjs/Meshes/Builders/boxBuilder";
  46901. /**
  46902. * Represents the different options available during the creation of
  46903. * a Environment helper.
  46904. *
  46905. * This can control the default ground, skybox and image processing setup of your scene.
  46906. */
  46907. export interface IEnvironmentHelperOptions {
  46908. /**
  46909. * Specifies wether or not to create a ground.
  46910. * True by default.
  46911. */
  46912. createGround: boolean;
  46913. /**
  46914. * Specifies the ground size.
  46915. * 15 by default.
  46916. */
  46917. groundSize: number;
  46918. /**
  46919. * The texture used on the ground for the main color.
  46920. * Comes from the BabylonJS CDN by default.
  46921. *
  46922. * Remarks: Can be either a texture or a url.
  46923. */
  46924. groundTexture: string | BaseTexture;
  46925. /**
  46926. * The color mixed in the ground texture by default.
  46927. * BabylonJS clearColor by default.
  46928. */
  46929. groundColor: Color3;
  46930. /**
  46931. * Specifies the ground opacity.
  46932. * 1 by default.
  46933. */
  46934. groundOpacity: number;
  46935. /**
  46936. * Enables the ground to receive shadows.
  46937. * True by default.
  46938. */
  46939. enableGroundShadow: boolean;
  46940. /**
  46941. * Helps preventing the shadow to be fully black on the ground.
  46942. * 0.5 by default.
  46943. */
  46944. groundShadowLevel: number;
  46945. /**
  46946. * Creates a mirror texture attach to the ground.
  46947. * false by default.
  46948. */
  46949. enableGroundMirror: boolean;
  46950. /**
  46951. * Specifies the ground mirror size ratio.
  46952. * 0.3 by default as the default kernel is 64.
  46953. */
  46954. groundMirrorSizeRatio: number;
  46955. /**
  46956. * Specifies the ground mirror blur kernel size.
  46957. * 64 by default.
  46958. */
  46959. groundMirrorBlurKernel: number;
  46960. /**
  46961. * Specifies the ground mirror visibility amount.
  46962. * 1 by default
  46963. */
  46964. groundMirrorAmount: number;
  46965. /**
  46966. * Specifies the ground mirror reflectance weight.
  46967. * This uses the standard weight of the background material to setup the fresnel effect
  46968. * of the mirror.
  46969. * 1 by default.
  46970. */
  46971. groundMirrorFresnelWeight: number;
  46972. /**
  46973. * Specifies the ground mirror Falloff distance.
  46974. * This can helps reducing the size of the reflection.
  46975. * 0 by Default.
  46976. */
  46977. groundMirrorFallOffDistance: number;
  46978. /**
  46979. * Specifies the ground mirror texture type.
  46980. * Unsigned Int by Default.
  46981. */
  46982. groundMirrorTextureType: number;
  46983. /**
  46984. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  46985. * the shown objects.
  46986. */
  46987. groundYBias: number;
  46988. /**
  46989. * Specifies wether or not to create a skybox.
  46990. * True by default.
  46991. */
  46992. createSkybox: boolean;
  46993. /**
  46994. * Specifies the skybox size.
  46995. * 20 by default.
  46996. */
  46997. skyboxSize: number;
  46998. /**
  46999. * The texture used on the skybox for the main color.
  47000. * Comes from the BabylonJS CDN by default.
  47001. *
  47002. * Remarks: Can be either a texture or a url.
  47003. */
  47004. skyboxTexture: string | BaseTexture;
  47005. /**
  47006. * The color mixed in the skybox texture by default.
  47007. * BabylonJS clearColor by default.
  47008. */
  47009. skyboxColor: Color3;
  47010. /**
  47011. * The background rotation around the Y axis of the scene.
  47012. * This helps aligning the key lights of your scene with the background.
  47013. * 0 by default.
  47014. */
  47015. backgroundYRotation: number;
  47016. /**
  47017. * Compute automatically the size of the elements to best fit with the scene.
  47018. */
  47019. sizeAuto: boolean;
  47020. /**
  47021. * Default position of the rootMesh if autoSize is not true.
  47022. */
  47023. rootPosition: Vector3;
  47024. /**
  47025. * Sets up the image processing in the scene.
  47026. * true by default.
  47027. */
  47028. setupImageProcessing: boolean;
  47029. /**
  47030. * The texture used as your environment texture in the scene.
  47031. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  47032. *
  47033. * Remarks: Can be either a texture or a url.
  47034. */
  47035. environmentTexture: string | BaseTexture;
  47036. /**
  47037. * The value of the exposure to apply to the scene.
  47038. * 0.6 by default if setupImageProcessing is true.
  47039. */
  47040. cameraExposure: number;
  47041. /**
  47042. * The value of the contrast to apply to the scene.
  47043. * 1.6 by default if setupImageProcessing is true.
  47044. */
  47045. cameraContrast: number;
  47046. /**
  47047. * Specifies wether or not tonemapping should be enabled in the scene.
  47048. * true by default if setupImageProcessing is true.
  47049. */
  47050. toneMappingEnabled: boolean;
  47051. }
  47052. /**
  47053. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  47054. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  47055. * It also helps with the default setup of your imageProcessing configuration.
  47056. */
  47057. export class EnvironmentHelper {
  47058. /**
  47059. * Default ground texture URL.
  47060. */
  47061. private static _groundTextureCDNUrl;
  47062. /**
  47063. * Default skybox texture URL.
  47064. */
  47065. private static _skyboxTextureCDNUrl;
  47066. /**
  47067. * Default environment texture URL.
  47068. */
  47069. private static _environmentTextureCDNUrl;
  47070. /**
  47071. * Creates the default options for the helper.
  47072. */
  47073. private static _getDefaultOptions;
  47074. private _rootMesh;
  47075. /**
  47076. * Gets the root mesh created by the helper.
  47077. */
  47078. readonly rootMesh: Mesh;
  47079. private _skybox;
  47080. /**
  47081. * Gets the skybox created by the helper.
  47082. */
  47083. readonly skybox: Nullable<Mesh>;
  47084. private _skyboxTexture;
  47085. /**
  47086. * Gets the skybox texture created by the helper.
  47087. */
  47088. readonly skyboxTexture: Nullable<BaseTexture>;
  47089. private _skyboxMaterial;
  47090. /**
  47091. * Gets the skybox material created by the helper.
  47092. */
  47093. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  47094. private _ground;
  47095. /**
  47096. * Gets the ground mesh created by the helper.
  47097. */
  47098. readonly ground: Nullable<Mesh>;
  47099. private _groundTexture;
  47100. /**
  47101. * Gets the ground texture created by the helper.
  47102. */
  47103. readonly groundTexture: Nullable<BaseTexture>;
  47104. private _groundMirror;
  47105. /**
  47106. * Gets the ground mirror created by the helper.
  47107. */
  47108. readonly groundMirror: Nullable<MirrorTexture>;
  47109. /**
  47110. * Gets the ground mirror render list to helps pushing the meshes
  47111. * you wish in the ground reflection.
  47112. */
  47113. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  47114. private _groundMaterial;
  47115. /**
  47116. * Gets the ground material created by the helper.
  47117. */
  47118. readonly groundMaterial: Nullable<BackgroundMaterial>;
  47119. /**
  47120. * Stores the creation options.
  47121. */
  47122. private readonly _scene;
  47123. private _options;
  47124. /**
  47125. * This observable will be notified with any error during the creation of the environment,
  47126. * mainly texture creation errors.
  47127. */
  47128. onErrorObservable: Observable<{
  47129. message?: string;
  47130. exception?: any;
  47131. }>;
  47132. /**
  47133. * constructor
  47134. * @param options Defines the options we want to customize the helper
  47135. * @param scene The scene to add the material to
  47136. */
  47137. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  47138. /**
  47139. * Updates the background according to the new options
  47140. * @param options
  47141. */
  47142. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  47143. /**
  47144. * Sets the primary color of all the available elements.
  47145. * @param color the main color to affect to the ground and the background
  47146. */
  47147. setMainColor(color: Color3): void;
  47148. /**
  47149. * Setup the image processing according to the specified options.
  47150. */
  47151. private _setupImageProcessing;
  47152. /**
  47153. * Setup the environment texture according to the specified options.
  47154. */
  47155. private _setupEnvironmentTexture;
  47156. /**
  47157. * Setup the background according to the specified options.
  47158. */
  47159. private _setupBackground;
  47160. /**
  47161. * Get the scene sizes according to the setup.
  47162. */
  47163. private _getSceneSize;
  47164. /**
  47165. * Setup the ground according to the specified options.
  47166. */
  47167. private _setupGround;
  47168. /**
  47169. * Setup the ground material according to the specified options.
  47170. */
  47171. private _setupGroundMaterial;
  47172. /**
  47173. * Setup the ground diffuse texture according to the specified options.
  47174. */
  47175. private _setupGroundDiffuseTexture;
  47176. /**
  47177. * Setup the ground mirror texture according to the specified options.
  47178. */
  47179. private _setupGroundMirrorTexture;
  47180. /**
  47181. * Setup the ground to receive the mirror texture.
  47182. */
  47183. private _setupMirrorInGroundMaterial;
  47184. /**
  47185. * Setup the skybox according to the specified options.
  47186. */
  47187. private _setupSkybox;
  47188. /**
  47189. * Setup the skybox material according to the specified options.
  47190. */
  47191. private _setupSkyboxMaterial;
  47192. /**
  47193. * Setup the skybox reflection texture according to the specified options.
  47194. */
  47195. private _setupSkyboxReflectionTexture;
  47196. private _errorHandler;
  47197. /**
  47198. * Dispose all the elements created by the Helper.
  47199. */
  47200. dispose(): void;
  47201. }
  47202. }
  47203. declare module "babylonjs/Helpers/photoDome" {
  47204. import { Observable } from "babylonjs/Misc/observable";
  47205. import { Nullable } from "babylonjs/types";
  47206. import { Scene } from "babylonjs/scene";
  47207. import { TransformNode } from "babylonjs/Meshes/transformNode";
  47208. import { Mesh } from "babylonjs/Meshes/mesh";
  47209. import { Texture } from "babylonjs/Materials/Textures/texture";
  47210. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  47211. import "babylonjs/Meshes/Builders/sphereBuilder";
  47212. /**
  47213. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  47214. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  47215. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  47216. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  47217. */
  47218. export class PhotoDome extends TransformNode {
  47219. /**
  47220. * Define the image as a Monoscopic panoramic 360 image.
  47221. */
  47222. static readonly MODE_MONOSCOPIC: number;
  47223. /**
  47224. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47225. */
  47226. static readonly MODE_TOPBOTTOM: number;
  47227. /**
  47228. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47229. */
  47230. static readonly MODE_SIDEBYSIDE: number;
  47231. private _useDirectMapping;
  47232. /**
  47233. * The texture being displayed on the sphere
  47234. */
  47235. protected _photoTexture: Texture;
  47236. /**
  47237. * Gets or sets the texture being displayed on the sphere
  47238. */
  47239. photoTexture: Texture;
  47240. /**
  47241. * Observable raised when an error occured while loading the 360 image
  47242. */
  47243. onLoadErrorObservable: Observable<string>;
  47244. /**
  47245. * The skybox material
  47246. */
  47247. protected _material: BackgroundMaterial;
  47248. /**
  47249. * The surface used for the skybox
  47250. */
  47251. protected _mesh: Mesh;
  47252. /**
  47253. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  47254. * Also see the options.resolution property.
  47255. */
  47256. fovMultiplier: number;
  47257. private _imageMode;
  47258. /**
  47259. * Gets or set the current video mode for the video. It can be:
  47260. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  47261. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47262. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47263. */
  47264. imageMode: number;
  47265. /**
  47266. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  47267. * @param name Element's name, child elements will append suffixes for their own names.
  47268. * @param urlsOfPhoto defines the url of the photo to display
  47269. * @param options defines an object containing optional or exposed sub element properties
  47270. * @param onError defines a callback called when an error occured while loading the texture
  47271. */
  47272. constructor(name: string, urlOfPhoto: string, options: {
  47273. resolution?: number;
  47274. size?: number;
  47275. useDirectMapping?: boolean;
  47276. faceForward?: boolean;
  47277. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  47278. private _onBeforeCameraRenderObserver;
  47279. private _changeImageMode;
  47280. /**
  47281. * Releases resources associated with this node.
  47282. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  47283. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  47284. */
  47285. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  47286. }
  47287. }
  47288. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  47289. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47290. /** @hidden */
  47291. export var rgbdDecodePixelShader: {
  47292. name: string;
  47293. shader: string;
  47294. };
  47295. }
  47296. declare module "babylonjs/Misc/brdfTextureTools" {
  47297. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47298. import { Scene } from "babylonjs/scene";
  47299. import "babylonjs/Shaders/rgbdDecode.fragment";
  47300. /**
  47301. * Class used to host texture specific utilities
  47302. */
  47303. export class BRDFTextureTools {
  47304. /**
  47305. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  47306. * @param texture the texture to expand.
  47307. */
  47308. private static _ExpandDefaultBRDFTexture;
  47309. /**
  47310. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  47311. * @param scene defines the hosting scene
  47312. * @returns the environment BRDF texture
  47313. */
  47314. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  47315. private static _environmentBRDFBase64Texture;
  47316. }
  47317. }
  47318. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  47319. import { Nullable } from "babylonjs/types";
  47320. import { Color3 } from "babylonjs/Maths/math.color";
  47321. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47322. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47323. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47324. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47325. import { Engine } from "babylonjs/Engines/engine";
  47326. import { Scene } from "babylonjs/scene";
  47327. /**
  47328. * @hidden
  47329. */
  47330. export interface IMaterialClearCoatDefines {
  47331. CLEARCOAT: boolean;
  47332. CLEARCOAT_DEFAULTIOR: boolean;
  47333. CLEARCOAT_TEXTURE: boolean;
  47334. CLEARCOAT_TEXTUREDIRECTUV: number;
  47335. CLEARCOAT_BUMP: boolean;
  47336. CLEARCOAT_BUMPDIRECTUV: number;
  47337. CLEARCOAT_TINT: boolean;
  47338. CLEARCOAT_TINT_TEXTURE: boolean;
  47339. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  47340. /** @hidden */
  47341. _areTexturesDirty: boolean;
  47342. }
  47343. /**
  47344. * Define the code related to the clear coat parameters of the pbr material.
  47345. */
  47346. export class PBRClearCoatConfiguration {
  47347. /**
  47348. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47349. * The default fits with a polyurethane material.
  47350. */
  47351. private static readonly _DefaultIndexOfRefraction;
  47352. private _isEnabled;
  47353. /**
  47354. * Defines if the clear coat is enabled in the material.
  47355. */
  47356. isEnabled: boolean;
  47357. /**
  47358. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  47359. */
  47360. intensity: number;
  47361. /**
  47362. * Defines the clear coat layer roughness.
  47363. */
  47364. roughness: number;
  47365. private _indexOfRefraction;
  47366. /**
  47367. * Defines the index of refraction of the clear coat.
  47368. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47369. * The default fits with a polyurethane material.
  47370. * Changing the default value is more performance intensive.
  47371. */
  47372. indexOfRefraction: number;
  47373. private _texture;
  47374. /**
  47375. * Stores the clear coat values in a texture.
  47376. */
  47377. texture: Nullable<BaseTexture>;
  47378. private _bumpTexture;
  47379. /**
  47380. * Define the clear coat specific bump texture.
  47381. */
  47382. bumpTexture: Nullable<BaseTexture>;
  47383. private _isTintEnabled;
  47384. /**
  47385. * Defines if the clear coat tint is enabled in the material.
  47386. */
  47387. isTintEnabled: boolean;
  47388. /**
  47389. * Defines the clear coat tint of the material.
  47390. * This is only use if tint is enabled
  47391. */
  47392. tintColor: Color3;
  47393. /**
  47394. * Defines the distance at which the tint color should be found in the
  47395. * clear coat media.
  47396. * This is only use if tint is enabled
  47397. */
  47398. tintColorAtDistance: number;
  47399. /**
  47400. * Defines the clear coat layer thickness.
  47401. * This is only use if tint is enabled
  47402. */
  47403. tintThickness: number;
  47404. private _tintTexture;
  47405. /**
  47406. * Stores the clear tint values in a texture.
  47407. * rgb is tint
  47408. * a is a thickness factor
  47409. */
  47410. tintTexture: Nullable<BaseTexture>;
  47411. /** @hidden */
  47412. private _internalMarkAllSubMeshesAsTexturesDirty;
  47413. /** @hidden */
  47414. _markAllSubMeshesAsTexturesDirty(): void;
  47415. /**
  47416. * Instantiate a new istance of clear coat configuration.
  47417. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47418. */
  47419. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47420. /**
  47421. * Gets wehter the submesh is ready to be used or not.
  47422. * @param defines the list of "defines" to update.
  47423. * @param scene defines the scene the material belongs to.
  47424. * @param engine defines the engine the material belongs to.
  47425. * @param disableBumpMap defines wether the material disables bump or not.
  47426. * @returns - boolean indicating that the submesh is ready or not.
  47427. */
  47428. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  47429. /**
  47430. * Checks to see if a texture is used in the material.
  47431. * @param defines the list of "defines" to update.
  47432. * @param scene defines the scene to the material belongs to.
  47433. */
  47434. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  47435. /**
  47436. * Binds the material data.
  47437. * @param uniformBuffer defines the Uniform buffer to fill in.
  47438. * @param scene defines the scene the material belongs to.
  47439. * @param engine defines the engine the material belongs to.
  47440. * @param disableBumpMap defines wether the material disables bump or not.
  47441. * @param isFrozen defines wether the material is frozen or not.
  47442. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  47443. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  47444. */
  47445. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  47446. /**
  47447. * Checks to see if a texture is used in the material.
  47448. * @param texture - Base texture to use.
  47449. * @returns - Boolean specifying if a texture is used in the material.
  47450. */
  47451. hasTexture(texture: BaseTexture): boolean;
  47452. /**
  47453. * Returns an array of the actively used textures.
  47454. * @param activeTextures Array of BaseTextures
  47455. */
  47456. getActiveTextures(activeTextures: BaseTexture[]): void;
  47457. /**
  47458. * Returns the animatable textures.
  47459. * @param animatables Array of animatable textures.
  47460. */
  47461. getAnimatables(animatables: IAnimatable[]): void;
  47462. /**
  47463. * Disposes the resources of the material.
  47464. * @param forceDisposeTextures - Forces the disposal of all textures.
  47465. */
  47466. dispose(forceDisposeTextures?: boolean): void;
  47467. /**
  47468. * Get the current class name of the texture useful for serialization or dynamic coding.
  47469. * @returns "PBRClearCoatConfiguration"
  47470. */
  47471. getClassName(): string;
  47472. /**
  47473. * Add fallbacks to the effect fallbacks list.
  47474. * @param defines defines the Base texture to use.
  47475. * @param fallbacks defines the current fallback list.
  47476. * @param currentRank defines the current fallback rank.
  47477. * @returns the new fallback rank.
  47478. */
  47479. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47480. /**
  47481. * Add the required uniforms to the current list.
  47482. * @param uniforms defines the current uniform list.
  47483. */
  47484. static AddUniforms(uniforms: string[]): void;
  47485. /**
  47486. * Add the required samplers to the current list.
  47487. * @param samplers defines the current sampler list.
  47488. */
  47489. static AddSamplers(samplers: string[]): void;
  47490. /**
  47491. * Add the required uniforms to the current buffer.
  47492. * @param uniformBuffer defines the current uniform buffer.
  47493. */
  47494. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47495. /**
  47496. * Makes a duplicate of the current configuration into another one.
  47497. * @param clearCoatConfiguration define the config where to copy the info
  47498. */
  47499. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  47500. /**
  47501. * Serializes this clear coat configuration.
  47502. * @returns - An object with the serialized config.
  47503. */
  47504. serialize(): any;
  47505. /**
  47506. * Parses a anisotropy Configuration from a serialized object.
  47507. * @param source - Serialized object.
  47508. * @param scene Defines the scene we are parsing for
  47509. * @param rootUrl Defines the rootUrl to load from
  47510. */
  47511. parse(source: any, scene: Scene, rootUrl: string): void;
  47512. }
  47513. }
  47514. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  47515. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47516. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47517. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47518. import { Vector2 } from "babylonjs/Maths/math.vector";
  47519. import { Scene } from "babylonjs/scene";
  47520. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47521. import { Nullable } from "babylonjs/types";
  47522. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47523. /**
  47524. * @hidden
  47525. */
  47526. export interface IMaterialAnisotropicDefines {
  47527. ANISOTROPIC: boolean;
  47528. ANISOTROPIC_TEXTURE: boolean;
  47529. ANISOTROPIC_TEXTUREDIRECTUV: number;
  47530. MAINUV1: boolean;
  47531. _areTexturesDirty: boolean;
  47532. _needUVs: boolean;
  47533. }
  47534. /**
  47535. * Define the code related to the anisotropic parameters of the pbr material.
  47536. */
  47537. export class PBRAnisotropicConfiguration {
  47538. private _isEnabled;
  47539. /**
  47540. * Defines if the anisotropy is enabled in the material.
  47541. */
  47542. isEnabled: boolean;
  47543. /**
  47544. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  47545. */
  47546. intensity: number;
  47547. /**
  47548. * Defines if the effect is along the tangents, bitangents or in between.
  47549. * By default, the effect is "strectching" the highlights along the tangents.
  47550. */
  47551. direction: Vector2;
  47552. private _texture;
  47553. /**
  47554. * Stores the anisotropy values in a texture.
  47555. * rg is direction (like normal from -1 to 1)
  47556. * b is a intensity
  47557. */
  47558. texture: Nullable<BaseTexture>;
  47559. /** @hidden */
  47560. private _internalMarkAllSubMeshesAsTexturesDirty;
  47561. /** @hidden */
  47562. _markAllSubMeshesAsTexturesDirty(): void;
  47563. /**
  47564. * Instantiate a new istance of anisotropy configuration.
  47565. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47566. */
  47567. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47568. /**
  47569. * Specifies that the submesh is ready to be used.
  47570. * @param defines the list of "defines" to update.
  47571. * @param scene defines the scene the material belongs to.
  47572. * @returns - boolean indicating that the submesh is ready or not.
  47573. */
  47574. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  47575. /**
  47576. * Checks to see if a texture is used in the material.
  47577. * @param defines the list of "defines" to update.
  47578. * @param mesh the mesh we are preparing the defines for.
  47579. * @param scene defines the scene the material belongs to.
  47580. */
  47581. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  47582. /**
  47583. * Binds the material data.
  47584. * @param uniformBuffer defines the Uniform buffer to fill in.
  47585. * @param scene defines the scene the material belongs to.
  47586. * @param isFrozen defines wether the material is frozen or not.
  47587. */
  47588. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47589. /**
  47590. * Checks to see if a texture is used in the material.
  47591. * @param texture - Base texture to use.
  47592. * @returns - Boolean specifying if a texture is used in the material.
  47593. */
  47594. hasTexture(texture: BaseTexture): boolean;
  47595. /**
  47596. * Returns an array of the actively used textures.
  47597. * @param activeTextures Array of BaseTextures
  47598. */
  47599. getActiveTextures(activeTextures: BaseTexture[]): void;
  47600. /**
  47601. * Returns the animatable textures.
  47602. * @param animatables Array of animatable textures.
  47603. */
  47604. getAnimatables(animatables: IAnimatable[]): void;
  47605. /**
  47606. * Disposes the resources of the material.
  47607. * @param forceDisposeTextures - Forces the disposal of all textures.
  47608. */
  47609. dispose(forceDisposeTextures?: boolean): void;
  47610. /**
  47611. * Get the current class name of the texture useful for serialization or dynamic coding.
  47612. * @returns "PBRAnisotropicConfiguration"
  47613. */
  47614. getClassName(): string;
  47615. /**
  47616. * Add fallbacks to the effect fallbacks list.
  47617. * @param defines defines the Base texture to use.
  47618. * @param fallbacks defines the current fallback list.
  47619. * @param currentRank defines the current fallback rank.
  47620. * @returns the new fallback rank.
  47621. */
  47622. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47623. /**
  47624. * Add the required uniforms to the current list.
  47625. * @param uniforms defines the current uniform list.
  47626. */
  47627. static AddUniforms(uniforms: string[]): void;
  47628. /**
  47629. * Add the required uniforms to the current buffer.
  47630. * @param uniformBuffer defines the current uniform buffer.
  47631. */
  47632. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47633. /**
  47634. * Add the required samplers to the current list.
  47635. * @param samplers defines the current sampler list.
  47636. */
  47637. static AddSamplers(samplers: string[]): void;
  47638. /**
  47639. * Makes a duplicate of the current configuration into another one.
  47640. * @param anisotropicConfiguration define the config where to copy the info
  47641. */
  47642. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  47643. /**
  47644. * Serializes this anisotropy configuration.
  47645. * @returns - An object with the serialized config.
  47646. */
  47647. serialize(): any;
  47648. /**
  47649. * Parses a anisotropy Configuration from a serialized object.
  47650. * @param source - Serialized object.
  47651. * @param scene Defines the scene we are parsing for
  47652. * @param rootUrl Defines the rootUrl to load from
  47653. */
  47654. parse(source: any, scene: Scene, rootUrl: string): void;
  47655. }
  47656. }
  47657. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  47658. import { Scene } from "babylonjs/scene";
  47659. /**
  47660. * @hidden
  47661. */
  47662. export interface IMaterialBRDFDefines {
  47663. BRDF_V_HEIGHT_CORRELATED: boolean;
  47664. MS_BRDF_ENERGY_CONSERVATION: boolean;
  47665. SPHERICAL_HARMONICS: boolean;
  47666. /** @hidden */
  47667. _areMiscDirty: boolean;
  47668. }
  47669. /**
  47670. * Define the code related to the BRDF parameters of the pbr material.
  47671. */
  47672. export class PBRBRDFConfiguration {
  47673. /**
  47674. * Default value used for the energy conservation.
  47675. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47676. */
  47677. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  47678. /**
  47679. * Default value used for the Smith Visibility Height Correlated mode.
  47680. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47681. */
  47682. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  47683. /**
  47684. * Default value used for the IBL diffuse part.
  47685. * This can help switching back to the polynomials mode globally which is a tiny bit
  47686. * less GPU intensive at the drawback of a lower quality.
  47687. */
  47688. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  47689. private _useEnergyConservation;
  47690. /**
  47691. * Defines if the material uses energy conservation.
  47692. */
  47693. useEnergyConservation: boolean;
  47694. private _useSmithVisibilityHeightCorrelated;
  47695. /**
  47696. * LEGACY Mode set to false
  47697. * Defines if the material uses height smith correlated visibility term.
  47698. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  47699. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  47700. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  47701. * Not relying on height correlated will also disable energy conservation.
  47702. */
  47703. useSmithVisibilityHeightCorrelated: boolean;
  47704. private _useSphericalHarmonics;
  47705. /**
  47706. * LEGACY Mode set to false
  47707. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  47708. * diffuse part of the IBL.
  47709. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  47710. * to the ground truth.
  47711. */
  47712. useSphericalHarmonics: boolean;
  47713. /** @hidden */
  47714. private _internalMarkAllSubMeshesAsMiscDirty;
  47715. /** @hidden */
  47716. _markAllSubMeshesAsMiscDirty(): void;
  47717. /**
  47718. * Instantiate a new istance of clear coat configuration.
  47719. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  47720. */
  47721. constructor(markAllSubMeshesAsMiscDirty: () => void);
  47722. /**
  47723. * Checks to see if a texture is used in the material.
  47724. * @param defines the list of "defines" to update.
  47725. */
  47726. prepareDefines(defines: IMaterialBRDFDefines): void;
  47727. /**
  47728. * Get the current class name of the texture useful for serialization or dynamic coding.
  47729. * @returns "PBRClearCoatConfiguration"
  47730. */
  47731. getClassName(): string;
  47732. /**
  47733. * Makes a duplicate of the current configuration into another one.
  47734. * @param brdfConfiguration define the config where to copy the info
  47735. */
  47736. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  47737. /**
  47738. * Serializes this BRDF configuration.
  47739. * @returns - An object with the serialized config.
  47740. */
  47741. serialize(): any;
  47742. /**
  47743. * Parses a anisotropy Configuration from a serialized object.
  47744. * @param source - Serialized object.
  47745. * @param scene Defines the scene we are parsing for
  47746. * @param rootUrl Defines the rootUrl to load from
  47747. */
  47748. parse(source: any, scene: Scene, rootUrl: string): void;
  47749. }
  47750. }
  47751. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  47752. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47753. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47754. import { Color3 } from "babylonjs/Maths/math.color";
  47755. import { Scene } from "babylonjs/scene";
  47756. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47757. import { Nullable } from "babylonjs/types";
  47758. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47759. /**
  47760. * @hidden
  47761. */
  47762. export interface IMaterialSheenDefines {
  47763. SHEEN: boolean;
  47764. SHEEN_TEXTURE: boolean;
  47765. SHEEN_TEXTUREDIRECTUV: number;
  47766. SHEEN_LINKWITHALBEDO: boolean;
  47767. /** @hidden */
  47768. _areTexturesDirty: boolean;
  47769. }
  47770. /**
  47771. * Define the code related to the Sheen parameters of the pbr material.
  47772. */
  47773. export class PBRSheenConfiguration {
  47774. private _isEnabled;
  47775. /**
  47776. * Defines if the material uses sheen.
  47777. */
  47778. isEnabled: boolean;
  47779. private _linkSheenWithAlbedo;
  47780. /**
  47781. * Defines if the sheen is linked to the sheen color.
  47782. */
  47783. linkSheenWithAlbedo: boolean;
  47784. /**
  47785. * Defines the sheen intensity.
  47786. */
  47787. intensity: number;
  47788. /**
  47789. * Defines the sheen color.
  47790. */
  47791. color: Color3;
  47792. private _texture;
  47793. /**
  47794. * Stores the sheen tint values in a texture.
  47795. * rgb is tint
  47796. * a is a intensity
  47797. */
  47798. texture: Nullable<BaseTexture>;
  47799. /** @hidden */
  47800. private _internalMarkAllSubMeshesAsTexturesDirty;
  47801. /** @hidden */
  47802. _markAllSubMeshesAsTexturesDirty(): void;
  47803. /**
  47804. * Instantiate a new istance of clear coat configuration.
  47805. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47806. */
  47807. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47808. /**
  47809. * Specifies that the submesh is ready to be used.
  47810. * @param defines the list of "defines" to update.
  47811. * @param scene defines the scene the material belongs to.
  47812. * @returns - boolean indicating that the submesh is ready or not.
  47813. */
  47814. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  47815. /**
  47816. * Checks to see if a texture is used in the material.
  47817. * @param defines the list of "defines" to update.
  47818. * @param scene defines the scene the material belongs to.
  47819. */
  47820. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  47821. /**
  47822. * Binds the material data.
  47823. * @param uniformBuffer defines the Uniform buffer to fill in.
  47824. * @param scene defines the scene the material belongs to.
  47825. * @param isFrozen defines wether the material is frozen or not.
  47826. */
  47827. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47828. /**
  47829. * Checks to see if a texture is used in the material.
  47830. * @param texture - Base texture to use.
  47831. * @returns - Boolean specifying if a texture is used in the material.
  47832. */
  47833. hasTexture(texture: BaseTexture): boolean;
  47834. /**
  47835. * Returns an array of the actively used textures.
  47836. * @param activeTextures Array of BaseTextures
  47837. */
  47838. getActiveTextures(activeTextures: BaseTexture[]): void;
  47839. /**
  47840. * Returns the animatable textures.
  47841. * @param animatables Array of animatable textures.
  47842. */
  47843. getAnimatables(animatables: IAnimatable[]): void;
  47844. /**
  47845. * Disposes the resources of the material.
  47846. * @param forceDisposeTextures - Forces the disposal of all textures.
  47847. */
  47848. dispose(forceDisposeTextures?: boolean): void;
  47849. /**
  47850. * Get the current class name of the texture useful for serialization or dynamic coding.
  47851. * @returns "PBRSheenConfiguration"
  47852. */
  47853. getClassName(): string;
  47854. /**
  47855. * Add fallbacks to the effect fallbacks list.
  47856. * @param defines defines the Base texture to use.
  47857. * @param fallbacks defines the current fallback list.
  47858. * @param currentRank defines the current fallback rank.
  47859. * @returns the new fallback rank.
  47860. */
  47861. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47862. /**
  47863. * Add the required uniforms to the current list.
  47864. * @param uniforms defines the current uniform list.
  47865. */
  47866. static AddUniforms(uniforms: string[]): void;
  47867. /**
  47868. * Add the required uniforms to the current buffer.
  47869. * @param uniformBuffer defines the current uniform buffer.
  47870. */
  47871. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47872. /**
  47873. * Add the required samplers to the current list.
  47874. * @param samplers defines the current sampler list.
  47875. */
  47876. static AddSamplers(samplers: string[]): void;
  47877. /**
  47878. * Makes a duplicate of the current configuration into another one.
  47879. * @param sheenConfiguration define the config where to copy the info
  47880. */
  47881. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  47882. /**
  47883. * Serializes this BRDF configuration.
  47884. * @returns - An object with the serialized config.
  47885. */
  47886. serialize(): any;
  47887. /**
  47888. * Parses a anisotropy Configuration from a serialized object.
  47889. * @param source - Serialized object.
  47890. * @param scene Defines the scene we are parsing for
  47891. * @param rootUrl Defines the rootUrl to load from
  47892. */
  47893. parse(source: any, scene: Scene, rootUrl: string): void;
  47894. }
  47895. }
  47896. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  47897. import { Nullable } from "babylonjs/types";
  47898. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47899. import { Color3 } from "babylonjs/Maths/math.color";
  47900. import { SmartArray } from "babylonjs/Misc/smartArray";
  47901. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47902. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  47903. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  47904. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47905. import { Engine } from "babylonjs/Engines/engine";
  47906. import { Scene } from "babylonjs/scene";
  47907. /**
  47908. * @hidden
  47909. */
  47910. export interface IMaterialSubSurfaceDefines {
  47911. SUBSURFACE: boolean;
  47912. SS_REFRACTION: boolean;
  47913. SS_TRANSLUCENCY: boolean;
  47914. SS_SCATERRING: boolean;
  47915. SS_THICKNESSANDMASK_TEXTURE: boolean;
  47916. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  47917. SS_REFRACTIONMAP_3D: boolean;
  47918. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  47919. SS_LODINREFRACTIONALPHA: boolean;
  47920. SS_GAMMAREFRACTION: boolean;
  47921. SS_RGBDREFRACTION: boolean;
  47922. SS_LINEARSPECULARREFRACTION: boolean;
  47923. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  47924. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  47925. /** @hidden */
  47926. _areTexturesDirty: boolean;
  47927. }
  47928. /**
  47929. * Define the code related to the sub surface parameters of the pbr material.
  47930. */
  47931. export class PBRSubSurfaceConfiguration {
  47932. private _isRefractionEnabled;
  47933. /**
  47934. * Defines if the refraction is enabled in the material.
  47935. */
  47936. isRefractionEnabled: boolean;
  47937. private _isTranslucencyEnabled;
  47938. /**
  47939. * Defines if the translucency is enabled in the material.
  47940. */
  47941. isTranslucencyEnabled: boolean;
  47942. private _isScatteringEnabled;
  47943. /**
  47944. * Defines the refraction intensity of the material.
  47945. * The refraction when enabled replaces the Diffuse part of the material.
  47946. * The intensity helps transitionning between diffuse and refraction.
  47947. */
  47948. refractionIntensity: number;
  47949. /**
  47950. * Defines the translucency intensity of the material.
  47951. * When translucency has been enabled, this defines how much of the "translucency"
  47952. * is addded to the diffuse part of the material.
  47953. */
  47954. translucencyIntensity: number;
  47955. /**
  47956. * Defines the scattering intensity of the material.
  47957. * When scattering has been enabled, this defines how much of the "scattered light"
  47958. * is addded to the diffuse part of the material.
  47959. */
  47960. scatteringIntensity: number;
  47961. private _thicknessTexture;
  47962. /**
  47963. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  47964. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  47965. * 0 would mean minimumThickness
  47966. * 1 would mean maximumThickness
  47967. * The other channels might be use as a mask to vary the different effects intensity.
  47968. */
  47969. thicknessTexture: Nullable<BaseTexture>;
  47970. private _refractionTexture;
  47971. /**
  47972. * Defines the texture to use for refraction.
  47973. */
  47974. refractionTexture: Nullable<BaseTexture>;
  47975. private _indexOfRefraction;
  47976. /**
  47977. * Defines the index of refraction used in the material.
  47978. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  47979. */
  47980. indexOfRefraction: number;
  47981. private _invertRefractionY;
  47982. /**
  47983. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  47984. */
  47985. invertRefractionY: boolean;
  47986. private _linkRefractionWithTransparency;
  47987. /**
  47988. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47989. * Materials half opaque for instance using refraction could benefit from this control.
  47990. */
  47991. linkRefractionWithTransparency: boolean;
  47992. /**
  47993. * Defines the minimum thickness stored in the thickness map.
  47994. * If no thickness map is defined, this value will be used to simulate thickness.
  47995. */
  47996. minimumThickness: number;
  47997. /**
  47998. * Defines the maximum thickness stored in the thickness map.
  47999. */
  48000. maximumThickness: number;
  48001. /**
  48002. * Defines the volume tint of the material.
  48003. * This is used for both translucency and scattering.
  48004. */
  48005. tintColor: Color3;
  48006. /**
  48007. * Defines the distance at which the tint color should be found in the media.
  48008. * This is used for refraction only.
  48009. */
  48010. tintColorAtDistance: number;
  48011. /**
  48012. * Defines how far each channel transmit through the media.
  48013. * It is defined as a color to simplify it selection.
  48014. */
  48015. diffusionDistance: Color3;
  48016. private _useMaskFromThicknessTexture;
  48017. /**
  48018. * Stores the intensity of the different subsurface effects in the thickness texture.
  48019. * * the green channel is the translucency intensity.
  48020. * * the blue channel is the scattering intensity.
  48021. * * the alpha channel is the refraction intensity.
  48022. */
  48023. useMaskFromThicknessTexture: boolean;
  48024. /** @hidden */
  48025. private _internalMarkAllSubMeshesAsTexturesDirty;
  48026. /** @hidden */
  48027. _markAllSubMeshesAsTexturesDirty(): void;
  48028. /**
  48029. * Instantiate a new istance of sub surface configuration.
  48030. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48031. */
  48032. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48033. /**
  48034. * Gets wehter the submesh is ready to be used or not.
  48035. * @param defines the list of "defines" to update.
  48036. * @param scene defines the scene the material belongs to.
  48037. * @returns - boolean indicating that the submesh is ready or not.
  48038. */
  48039. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  48040. /**
  48041. * Checks to see if a texture is used in the material.
  48042. * @param defines the list of "defines" to update.
  48043. * @param scene defines the scene to the material belongs to.
  48044. */
  48045. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  48046. /**
  48047. * Binds the material data.
  48048. * @param uniformBuffer defines the Uniform buffer to fill in.
  48049. * @param scene defines the scene the material belongs to.
  48050. * @param engine defines the engine the material belongs to.
  48051. * @param isFrozen defines wether the material is frozen or not.
  48052. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  48053. */
  48054. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  48055. /**
  48056. * Unbinds the material from the mesh.
  48057. * @param activeEffect defines the effect that should be unbound from.
  48058. * @returns true if unbound, otherwise false
  48059. */
  48060. unbind(activeEffect: Effect): boolean;
  48061. /**
  48062. * Returns the texture used for refraction or null if none is used.
  48063. * @param scene defines the scene the material belongs to.
  48064. * @returns - Refraction texture if present. If no refraction texture and refraction
  48065. * is linked with transparency, returns environment texture. Otherwise, returns null.
  48066. */
  48067. private _getRefractionTexture;
  48068. /**
  48069. * Returns true if alpha blending should be disabled.
  48070. */
  48071. readonly disableAlphaBlending: boolean;
  48072. /**
  48073. * Fills the list of render target textures.
  48074. * @param renderTargets the list of render targets to update
  48075. */
  48076. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  48077. /**
  48078. * Checks to see if a texture is used in the material.
  48079. * @param texture - Base texture to use.
  48080. * @returns - Boolean specifying if a texture is used in the material.
  48081. */
  48082. hasTexture(texture: BaseTexture): boolean;
  48083. /**
  48084. * Gets a boolean indicating that current material needs to register RTT
  48085. * @returns true if this uses a render target otherwise false.
  48086. */
  48087. hasRenderTargetTextures(): boolean;
  48088. /**
  48089. * Returns an array of the actively used textures.
  48090. * @param activeTextures Array of BaseTextures
  48091. */
  48092. getActiveTextures(activeTextures: BaseTexture[]): void;
  48093. /**
  48094. * Returns the animatable textures.
  48095. * @param animatables Array of animatable textures.
  48096. */
  48097. getAnimatables(animatables: IAnimatable[]): void;
  48098. /**
  48099. * Disposes the resources of the material.
  48100. * @param forceDisposeTextures - Forces the disposal of all textures.
  48101. */
  48102. dispose(forceDisposeTextures?: boolean): void;
  48103. /**
  48104. * Get the current class name of the texture useful for serialization or dynamic coding.
  48105. * @returns "PBRSubSurfaceConfiguration"
  48106. */
  48107. getClassName(): string;
  48108. /**
  48109. * Add fallbacks to the effect fallbacks list.
  48110. * @param defines defines the Base texture to use.
  48111. * @param fallbacks defines the current fallback list.
  48112. * @param currentRank defines the current fallback rank.
  48113. * @returns the new fallback rank.
  48114. */
  48115. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48116. /**
  48117. * Add the required uniforms to the current list.
  48118. * @param uniforms defines the current uniform list.
  48119. */
  48120. static AddUniforms(uniforms: string[]): void;
  48121. /**
  48122. * Add the required samplers to the current list.
  48123. * @param samplers defines the current sampler list.
  48124. */
  48125. static AddSamplers(samplers: string[]): void;
  48126. /**
  48127. * Add the required uniforms to the current buffer.
  48128. * @param uniformBuffer defines the current uniform buffer.
  48129. */
  48130. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48131. /**
  48132. * Makes a duplicate of the current configuration into another one.
  48133. * @param configuration define the config where to copy the info
  48134. */
  48135. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  48136. /**
  48137. * Serializes this Sub Surface configuration.
  48138. * @returns - An object with the serialized config.
  48139. */
  48140. serialize(): any;
  48141. /**
  48142. * Parses a anisotropy Configuration from a serialized object.
  48143. * @param source - Serialized object.
  48144. * @param scene Defines the scene we are parsing for
  48145. * @param rootUrl Defines the rootUrl to load from
  48146. */
  48147. parse(source: any, scene: Scene, rootUrl: string): void;
  48148. }
  48149. }
  48150. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  48151. /** @hidden */
  48152. export var pbrFragmentDeclaration: {
  48153. name: string;
  48154. shader: string;
  48155. };
  48156. }
  48157. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  48158. /** @hidden */
  48159. export var pbrUboDeclaration: {
  48160. name: string;
  48161. shader: string;
  48162. };
  48163. }
  48164. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  48165. /** @hidden */
  48166. export var pbrFragmentExtraDeclaration: {
  48167. name: string;
  48168. shader: string;
  48169. };
  48170. }
  48171. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  48172. /** @hidden */
  48173. export var pbrFragmentSamplersDeclaration: {
  48174. name: string;
  48175. shader: string;
  48176. };
  48177. }
  48178. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  48179. /** @hidden */
  48180. export var pbrHelperFunctions: {
  48181. name: string;
  48182. shader: string;
  48183. };
  48184. }
  48185. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  48186. /** @hidden */
  48187. export var harmonicsFunctions: {
  48188. name: string;
  48189. shader: string;
  48190. };
  48191. }
  48192. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  48193. /** @hidden */
  48194. export var pbrDirectLightingSetupFunctions: {
  48195. name: string;
  48196. shader: string;
  48197. };
  48198. }
  48199. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  48200. /** @hidden */
  48201. export var pbrDirectLightingFalloffFunctions: {
  48202. name: string;
  48203. shader: string;
  48204. };
  48205. }
  48206. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  48207. /** @hidden */
  48208. export var pbrBRDFFunctions: {
  48209. name: string;
  48210. shader: string;
  48211. };
  48212. }
  48213. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  48214. /** @hidden */
  48215. export var pbrDirectLightingFunctions: {
  48216. name: string;
  48217. shader: string;
  48218. };
  48219. }
  48220. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  48221. /** @hidden */
  48222. export var pbrIBLFunctions: {
  48223. name: string;
  48224. shader: string;
  48225. };
  48226. }
  48227. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  48228. /** @hidden */
  48229. export var pbrDebug: {
  48230. name: string;
  48231. shader: string;
  48232. };
  48233. }
  48234. declare module "babylonjs/Shaders/pbr.fragment" {
  48235. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  48236. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48237. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  48238. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48239. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48240. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  48241. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  48242. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  48243. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48244. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  48245. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48246. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  48247. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  48248. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  48249. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48250. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  48251. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  48252. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  48253. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  48254. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  48255. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  48256. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  48257. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  48258. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  48259. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  48260. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  48261. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  48262. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  48263. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  48264. /** @hidden */
  48265. export var pbrPixelShader: {
  48266. name: string;
  48267. shader: string;
  48268. };
  48269. }
  48270. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  48271. /** @hidden */
  48272. export var pbrVertexDeclaration: {
  48273. name: string;
  48274. shader: string;
  48275. };
  48276. }
  48277. declare module "babylonjs/Shaders/pbr.vertex" {
  48278. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  48279. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48280. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48281. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  48282. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  48283. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48284. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  48285. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  48286. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  48287. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48288. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48289. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  48290. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  48291. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48292. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  48293. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  48294. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  48295. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  48296. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  48297. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  48298. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  48299. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  48300. /** @hidden */
  48301. export var pbrVertexShader: {
  48302. name: string;
  48303. shader: string;
  48304. };
  48305. }
  48306. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  48307. import { Nullable } from "babylonjs/types";
  48308. import { Scene } from "babylonjs/scene";
  48309. import { Matrix } from "babylonjs/Maths/math.vector";
  48310. import { SubMesh } from "babylonjs/Meshes/subMesh";
  48311. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48312. import { Mesh } from "babylonjs/Meshes/mesh";
  48313. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  48314. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  48315. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  48316. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  48317. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  48318. import { Color3 } from "babylonjs/Maths/math.color";
  48319. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  48320. import { Material } from "babylonjs/Materials/material";
  48321. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  48322. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48323. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48324. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48325. import "babylonjs/Shaders/pbr.fragment";
  48326. import "babylonjs/Shaders/pbr.vertex";
  48327. /**
  48328. * Manages the defines for the PBR Material.
  48329. * @hidden
  48330. */
  48331. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  48332. PBR: boolean;
  48333. MAINUV1: boolean;
  48334. MAINUV2: boolean;
  48335. UV1: boolean;
  48336. UV2: boolean;
  48337. ALBEDO: boolean;
  48338. ALBEDODIRECTUV: number;
  48339. VERTEXCOLOR: boolean;
  48340. AMBIENT: boolean;
  48341. AMBIENTDIRECTUV: number;
  48342. AMBIENTINGRAYSCALE: boolean;
  48343. OPACITY: boolean;
  48344. VERTEXALPHA: boolean;
  48345. OPACITYDIRECTUV: number;
  48346. OPACITYRGB: boolean;
  48347. ALPHATEST: boolean;
  48348. DEPTHPREPASS: boolean;
  48349. ALPHABLEND: boolean;
  48350. ALPHAFROMALBEDO: boolean;
  48351. ALPHATESTVALUE: string;
  48352. SPECULAROVERALPHA: boolean;
  48353. RADIANCEOVERALPHA: boolean;
  48354. ALPHAFRESNEL: boolean;
  48355. LINEARALPHAFRESNEL: boolean;
  48356. PREMULTIPLYALPHA: boolean;
  48357. EMISSIVE: boolean;
  48358. EMISSIVEDIRECTUV: number;
  48359. REFLECTIVITY: boolean;
  48360. REFLECTIVITYDIRECTUV: number;
  48361. SPECULARTERM: boolean;
  48362. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  48363. MICROSURFACEAUTOMATIC: boolean;
  48364. LODBASEDMICROSFURACE: boolean;
  48365. MICROSURFACEMAP: boolean;
  48366. MICROSURFACEMAPDIRECTUV: number;
  48367. METALLICWORKFLOW: boolean;
  48368. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  48369. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  48370. METALLNESSSTOREINMETALMAPBLUE: boolean;
  48371. AOSTOREINMETALMAPRED: boolean;
  48372. ENVIRONMENTBRDF: boolean;
  48373. ENVIRONMENTBRDF_RGBD: boolean;
  48374. NORMAL: boolean;
  48375. TANGENT: boolean;
  48376. BUMP: boolean;
  48377. BUMPDIRECTUV: number;
  48378. OBJECTSPACE_NORMALMAP: boolean;
  48379. PARALLAX: boolean;
  48380. PARALLAXOCCLUSION: boolean;
  48381. NORMALXYSCALE: boolean;
  48382. LIGHTMAP: boolean;
  48383. LIGHTMAPDIRECTUV: number;
  48384. USELIGHTMAPASSHADOWMAP: boolean;
  48385. GAMMALIGHTMAP: boolean;
  48386. REFLECTION: boolean;
  48387. REFLECTIONMAP_3D: boolean;
  48388. REFLECTIONMAP_SPHERICAL: boolean;
  48389. REFLECTIONMAP_PLANAR: boolean;
  48390. REFLECTIONMAP_CUBIC: boolean;
  48391. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  48392. REFLECTIONMAP_PROJECTION: boolean;
  48393. REFLECTIONMAP_SKYBOX: boolean;
  48394. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  48395. REFLECTIONMAP_EXPLICIT: boolean;
  48396. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  48397. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  48398. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  48399. INVERTCUBICMAP: boolean;
  48400. USESPHERICALFROMREFLECTIONMAP: boolean;
  48401. USEIRRADIANCEMAP: boolean;
  48402. SPHERICAL_HARMONICS: boolean;
  48403. USESPHERICALINVERTEX: boolean;
  48404. REFLECTIONMAP_OPPOSITEZ: boolean;
  48405. LODINREFLECTIONALPHA: boolean;
  48406. GAMMAREFLECTION: boolean;
  48407. RGBDREFLECTION: boolean;
  48408. LINEARSPECULARREFLECTION: boolean;
  48409. RADIANCEOCCLUSION: boolean;
  48410. HORIZONOCCLUSION: boolean;
  48411. INSTANCES: boolean;
  48412. NUM_BONE_INFLUENCERS: number;
  48413. BonesPerMesh: number;
  48414. BONETEXTURE: boolean;
  48415. NONUNIFORMSCALING: boolean;
  48416. MORPHTARGETS: boolean;
  48417. MORPHTARGETS_NORMAL: boolean;
  48418. MORPHTARGETS_TANGENT: boolean;
  48419. MORPHTARGETS_UV: boolean;
  48420. NUM_MORPH_INFLUENCERS: number;
  48421. IMAGEPROCESSING: boolean;
  48422. VIGNETTE: boolean;
  48423. VIGNETTEBLENDMODEMULTIPLY: boolean;
  48424. VIGNETTEBLENDMODEOPAQUE: boolean;
  48425. TONEMAPPING: boolean;
  48426. TONEMAPPING_ACES: boolean;
  48427. CONTRAST: boolean;
  48428. COLORCURVES: boolean;
  48429. COLORGRADING: boolean;
  48430. COLORGRADING3D: boolean;
  48431. SAMPLER3DGREENDEPTH: boolean;
  48432. SAMPLER3DBGRMAP: boolean;
  48433. IMAGEPROCESSINGPOSTPROCESS: boolean;
  48434. EXPOSURE: boolean;
  48435. MULTIVIEW: boolean;
  48436. USEPHYSICALLIGHTFALLOFF: boolean;
  48437. USEGLTFLIGHTFALLOFF: boolean;
  48438. TWOSIDEDLIGHTING: boolean;
  48439. SHADOWFLOAT: boolean;
  48440. CLIPPLANE: boolean;
  48441. CLIPPLANE2: boolean;
  48442. CLIPPLANE3: boolean;
  48443. CLIPPLANE4: boolean;
  48444. POINTSIZE: boolean;
  48445. FOG: boolean;
  48446. LOGARITHMICDEPTH: boolean;
  48447. FORCENORMALFORWARD: boolean;
  48448. SPECULARAA: boolean;
  48449. CLEARCOAT: boolean;
  48450. CLEARCOAT_DEFAULTIOR: boolean;
  48451. CLEARCOAT_TEXTURE: boolean;
  48452. CLEARCOAT_TEXTUREDIRECTUV: number;
  48453. CLEARCOAT_BUMP: boolean;
  48454. CLEARCOAT_BUMPDIRECTUV: number;
  48455. CLEARCOAT_TINT: boolean;
  48456. CLEARCOAT_TINT_TEXTURE: boolean;
  48457. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  48458. ANISOTROPIC: boolean;
  48459. ANISOTROPIC_TEXTURE: boolean;
  48460. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48461. BRDF_V_HEIGHT_CORRELATED: boolean;
  48462. MS_BRDF_ENERGY_CONSERVATION: boolean;
  48463. SHEEN: boolean;
  48464. SHEEN_TEXTURE: boolean;
  48465. SHEEN_TEXTUREDIRECTUV: number;
  48466. SHEEN_LINKWITHALBEDO: boolean;
  48467. SUBSURFACE: boolean;
  48468. SS_REFRACTION: boolean;
  48469. SS_TRANSLUCENCY: boolean;
  48470. SS_SCATERRING: boolean;
  48471. SS_THICKNESSANDMASK_TEXTURE: boolean;
  48472. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  48473. SS_REFRACTIONMAP_3D: boolean;
  48474. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  48475. SS_LODINREFRACTIONALPHA: boolean;
  48476. SS_GAMMAREFRACTION: boolean;
  48477. SS_RGBDREFRACTION: boolean;
  48478. SS_LINEARSPECULARREFRACTION: boolean;
  48479. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  48480. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  48481. UNLIT: boolean;
  48482. DEBUGMODE: number;
  48483. /**
  48484. * Initializes the PBR Material defines.
  48485. */
  48486. constructor();
  48487. /**
  48488. * Resets the PBR Material defines.
  48489. */
  48490. reset(): void;
  48491. }
  48492. /**
  48493. * The Physically based material base class of BJS.
  48494. *
  48495. * This offers the main features of a standard PBR material.
  48496. * For more information, please refer to the documentation :
  48497. * https://doc.babylonjs.com/how_to/physically_based_rendering
  48498. */
  48499. export abstract class PBRBaseMaterial extends PushMaterial {
  48500. /**
  48501. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48502. */
  48503. static readonly PBRMATERIAL_OPAQUE: number;
  48504. /**
  48505. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48506. */
  48507. static readonly PBRMATERIAL_ALPHATEST: number;
  48508. /**
  48509. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48510. */
  48511. static readonly PBRMATERIAL_ALPHABLEND: number;
  48512. /**
  48513. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48514. * They are also discarded below the alpha cutoff threshold to improve performances.
  48515. */
  48516. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  48517. /**
  48518. * Defines the default value of how much AO map is occluding the analytical lights
  48519. * (point spot...).
  48520. */
  48521. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  48522. /**
  48523. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  48524. */
  48525. static readonly LIGHTFALLOFF_PHYSICAL: number;
  48526. /**
  48527. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  48528. * to enhance interoperability with other engines.
  48529. */
  48530. static readonly LIGHTFALLOFF_GLTF: number;
  48531. /**
  48532. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  48533. * to enhance interoperability with other materials.
  48534. */
  48535. static readonly LIGHTFALLOFF_STANDARD: number;
  48536. /**
  48537. * Intensity of the direct lights e.g. the four lights available in your scene.
  48538. * This impacts both the direct diffuse and specular highlights.
  48539. */
  48540. protected _directIntensity: number;
  48541. /**
  48542. * Intensity of the emissive part of the material.
  48543. * This helps controlling the emissive effect without modifying the emissive color.
  48544. */
  48545. protected _emissiveIntensity: number;
  48546. /**
  48547. * Intensity of the environment e.g. how much the environment will light the object
  48548. * either through harmonics for rough material or through the refelction for shiny ones.
  48549. */
  48550. protected _environmentIntensity: number;
  48551. /**
  48552. * This is a special control allowing the reduction of the specular highlights coming from the
  48553. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  48554. */
  48555. protected _specularIntensity: number;
  48556. /**
  48557. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  48558. */
  48559. private _lightingInfos;
  48560. /**
  48561. * Debug Control allowing disabling the bump map on this material.
  48562. */
  48563. protected _disableBumpMap: boolean;
  48564. /**
  48565. * AKA Diffuse Texture in standard nomenclature.
  48566. */
  48567. protected _albedoTexture: Nullable<BaseTexture>;
  48568. /**
  48569. * AKA Occlusion Texture in other nomenclature.
  48570. */
  48571. protected _ambientTexture: Nullable<BaseTexture>;
  48572. /**
  48573. * AKA Occlusion Texture Intensity in other nomenclature.
  48574. */
  48575. protected _ambientTextureStrength: number;
  48576. /**
  48577. * Defines how much the AO map is occluding the analytical lights (point spot...).
  48578. * 1 means it completely occludes it
  48579. * 0 mean it has no impact
  48580. */
  48581. protected _ambientTextureImpactOnAnalyticalLights: number;
  48582. /**
  48583. * Stores the alpha values in a texture.
  48584. */
  48585. protected _opacityTexture: Nullable<BaseTexture>;
  48586. /**
  48587. * Stores the reflection values in a texture.
  48588. */
  48589. protected _reflectionTexture: Nullable<BaseTexture>;
  48590. /**
  48591. * Stores the emissive values in a texture.
  48592. */
  48593. protected _emissiveTexture: Nullable<BaseTexture>;
  48594. /**
  48595. * AKA Specular texture in other nomenclature.
  48596. */
  48597. protected _reflectivityTexture: Nullable<BaseTexture>;
  48598. /**
  48599. * Used to switch from specular/glossiness to metallic/roughness workflow.
  48600. */
  48601. protected _metallicTexture: Nullable<BaseTexture>;
  48602. /**
  48603. * Specifies the metallic scalar of the metallic/roughness workflow.
  48604. * Can also be used to scale the metalness values of the metallic texture.
  48605. */
  48606. protected _metallic: Nullable<number>;
  48607. /**
  48608. * Specifies the roughness scalar of the metallic/roughness workflow.
  48609. * Can also be used to scale the roughness values of the metallic texture.
  48610. */
  48611. protected _roughness: Nullable<number>;
  48612. /**
  48613. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  48614. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  48615. */
  48616. protected _microSurfaceTexture: Nullable<BaseTexture>;
  48617. /**
  48618. * Stores surface normal data used to displace a mesh in a texture.
  48619. */
  48620. protected _bumpTexture: Nullable<BaseTexture>;
  48621. /**
  48622. * Stores the pre-calculated light information of a mesh in a texture.
  48623. */
  48624. protected _lightmapTexture: Nullable<BaseTexture>;
  48625. /**
  48626. * The color of a material in ambient lighting.
  48627. */
  48628. protected _ambientColor: Color3;
  48629. /**
  48630. * AKA Diffuse Color in other nomenclature.
  48631. */
  48632. protected _albedoColor: Color3;
  48633. /**
  48634. * AKA Specular Color in other nomenclature.
  48635. */
  48636. protected _reflectivityColor: Color3;
  48637. /**
  48638. * The color applied when light is reflected from a material.
  48639. */
  48640. protected _reflectionColor: Color3;
  48641. /**
  48642. * The color applied when light is emitted from a material.
  48643. */
  48644. protected _emissiveColor: Color3;
  48645. /**
  48646. * AKA Glossiness in other nomenclature.
  48647. */
  48648. protected _microSurface: number;
  48649. /**
  48650. * Specifies that the material will use the light map as a show map.
  48651. */
  48652. protected _useLightmapAsShadowmap: boolean;
  48653. /**
  48654. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  48655. * makes the reflect vector face the model (under horizon).
  48656. */
  48657. protected _useHorizonOcclusion: boolean;
  48658. /**
  48659. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  48660. * too much the area relying on ambient texture to define their ambient occlusion.
  48661. */
  48662. protected _useRadianceOcclusion: boolean;
  48663. /**
  48664. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  48665. */
  48666. protected _useAlphaFromAlbedoTexture: boolean;
  48667. /**
  48668. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  48669. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  48670. */
  48671. protected _useSpecularOverAlpha: boolean;
  48672. /**
  48673. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  48674. */
  48675. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  48676. /**
  48677. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  48678. */
  48679. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  48680. /**
  48681. * Specifies if the metallic texture contains the roughness information in its green channel.
  48682. */
  48683. protected _useRoughnessFromMetallicTextureGreen: boolean;
  48684. /**
  48685. * Specifies if the metallic texture contains the metallness information in its blue channel.
  48686. */
  48687. protected _useMetallnessFromMetallicTextureBlue: boolean;
  48688. /**
  48689. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  48690. */
  48691. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  48692. /**
  48693. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  48694. */
  48695. protected _useAmbientInGrayScale: boolean;
  48696. /**
  48697. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  48698. * The material will try to infer what glossiness each pixel should be.
  48699. */
  48700. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  48701. /**
  48702. * Defines the falloff type used in this material.
  48703. * It by default is Physical.
  48704. */
  48705. protected _lightFalloff: number;
  48706. /**
  48707. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  48708. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  48709. */
  48710. protected _useRadianceOverAlpha: boolean;
  48711. /**
  48712. * Allows using an object space normal map (instead of tangent space).
  48713. */
  48714. protected _useObjectSpaceNormalMap: boolean;
  48715. /**
  48716. * Allows using the bump map in parallax mode.
  48717. */
  48718. protected _useParallax: boolean;
  48719. /**
  48720. * Allows using the bump map in parallax occlusion mode.
  48721. */
  48722. protected _useParallaxOcclusion: boolean;
  48723. /**
  48724. * Controls the scale bias of the parallax mode.
  48725. */
  48726. protected _parallaxScaleBias: number;
  48727. /**
  48728. * If sets to true, disables all the lights affecting the material.
  48729. */
  48730. protected _disableLighting: boolean;
  48731. /**
  48732. * Number of Simultaneous lights allowed on the material.
  48733. */
  48734. protected _maxSimultaneousLights: number;
  48735. /**
  48736. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  48737. */
  48738. protected _invertNormalMapX: boolean;
  48739. /**
  48740. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  48741. */
  48742. protected _invertNormalMapY: boolean;
  48743. /**
  48744. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  48745. */
  48746. protected _twoSidedLighting: boolean;
  48747. /**
  48748. * Defines the alpha limits in alpha test mode.
  48749. */
  48750. protected _alphaCutOff: number;
  48751. /**
  48752. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  48753. */
  48754. protected _forceAlphaTest: boolean;
  48755. /**
  48756. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48757. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  48758. */
  48759. protected _useAlphaFresnel: boolean;
  48760. /**
  48761. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48762. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  48763. */
  48764. protected _useLinearAlphaFresnel: boolean;
  48765. /**
  48766. * The transparency mode of the material.
  48767. */
  48768. protected _transparencyMode: Nullable<number>;
  48769. /**
  48770. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  48771. * from cos thetav and roughness:
  48772. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  48773. */
  48774. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  48775. /**
  48776. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  48777. */
  48778. protected _forceIrradianceInFragment: boolean;
  48779. /**
  48780. * Force normal to face away from face.
  48781. */
  48782. protected _forceNormalForward: boolean;
  48783. /**
  48784. * Enables specular anti aliasing in the PBR shader.
  48785. * It will both interacts on the Geometry for analytical and IBL lighting.
  48786. * It also prefilter the roughness map based on the bump values.
  48787. */
  48788. protected _enableSpecularAntiAliasing: boolean;
  48789. /**
  48790. * Default configuration related to image processing available in the PBR Material.
  48791. */
  48792. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48793. /**
  48794. * Keep track of the image processing observer to allow dispose and replace.
  48795. */
  48796. private _imageProcessingObserver;
  48797. /**
  48798. * Attaches a new image processing configuration to the PBR Material.
  48799. * @param configuration
  48800. */
  48801. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48802. /**
  48803. * Stores the available render targets.
  48804. */
  48805. private _renderTargets;
  48806. /**
  48807. * Sets the global ambient color for the material used in lighting calculations.
  48808. */
  48809. private _globalAmbientColor;
  48810. /**
  48811. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  48812. */
  48813. private _useLogarithmicDepth;
  48814. /**
  48815. * If set to true, no lighting calculations will be applied.
  48816. */
  48817. private _unlit;
  48818. private _debugMode;
  48819. /**
  48820. * @hidden
  48821. * This is reserved for the inspector.
  48822. * Defines the material debug mode.
  48823. * It helps seeing only some components of the material while troubleshooting.
  48824. */
  48825. debugMode: number;
  48826. /**
  48827. * @hidden
  48828. * This is reserved for the inspector.
  48829. * Specify from where on screen the debug mode should start.
  48830. * The value goes from -1 (full screen) to 1 (not visible)
  48831. * It helps with side by side comparison against the final render
  48832. * This defaults to -1
  48833. */
  48834. private debugLimit;
  48835. /**
  48836. * @hidden
  48837. * This is reserved for the inspector.
  48838. * As the default viewing range might not be enough (if the ambient is really small for instance)
  48839. * You can use the factor to better multiply the final value.
  48840. */
  48841. private debugFactor;
  48842. /**
  48843. * Defines the clear coat layer parameters for the material.
  48844. */
  48845. readonly clearCoat: PBRClearCoatConfiguration;
  48846. /**
  48847. * Defines the anisotropic parameters for the material.
  48848. */
  48849. readonly anisotropy: PBRAnisotropicConfiguration;
  48850. /**
  48851. * Defines the BRDF parameters for the material.
  48852. */
  48853. readonly brdf: PBRBRDFConfiguration;
  48854. /**
  48855. * Defines the Sheen parameters for the material.
  48856. */
  48857. readonly sheen: PBRSheenConfiguration;
  48858. /**
  48859. * Defines the SubSurface parameters for the material.
  48860. */
  48861. readonly subSurface: PBRSubSurfaceConfiguration;
  48862. /**
  48863. * Custom callback helping to override the default shader used in the material.
  48864. */
  48865. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  48866. /**
  48867. * Instantiates a new PBRMaterial instance.
  48868. *
  48869. * @param name The material name
  48870. * @param scene The scene the material will be use in.
  48871. */
  48872. constructor(name: string, scene: Scene);
  48873. /**
  48874. * Gets a boolean indicating that current material needs to register RTT
  48875. */
  48876. readonly hasRenderTargetTextures: boolean;
  48877. /**
  48878. * Gets the name of the material class.
  48879. */
  48880. getClassName(): string;
  48881. /**
  48882. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48883. */
  48884. /**
  48885. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48886. */
  48887. useLogarithmicDepth: boolean;
  48888. /**
  48889. * Gets the current transparency mode.
  48890. */
  48891. /**
  48892. * Sets the transparency mode of the material.
  48893. *
  48894. * | Value | Type | Description |
  48895. * | ----- | ----------------------------------- | ----------- |
  48896. * | 0 | OPAQUE | |
  48897. * | 1 | ALPHATEST | |
  48898. * | 2 | ALPHABLEND | |
  48899. * | 3 | ALPHATESTANDBLEND | |
  48900. *
  48901. */
  48902. transparencyMode: Nullable<number>;
  48903. /**
  48904. * Returns true if alpha blending should be disabled.
  48905. */
  48906. private readonly _disableAlphaBlending;
  48907. /**
  48908. * Specifies whether or not this material should be rendered in alpha blend mode.
  48909. */
  48910. needAlphaBlending(): boolean;
  48911. /**
  48912. * Specifies if the mesh will require alpha blending.
  48913. * @param mesh - BJS mesh.
  48914. */
  48915. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  48916. /**
  48917. * Specifies whether or not this material should be rendered in alpha test mode.
  48918. */
  48919. needAlphaTesting(): boolean;
  48920. /**
  48921. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  48922. */
  48923. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  48924. /**
  48925. * Gets the texture used for the alpha test.
  48926. */
  48927. getAlphaTestTexture(): Nullable<BaseTexture>;
  48928. /**
  48929. * Specifies that the submesh is ready to be used.
  48930. * @param mesh - BJS mesh.
  48931. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  48932. * @param useInstances - Specifies that instances should be used.
  48933. * @returns - boolean indicating that the submesh is ready or not.
  48934. */
  48935. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48936. /**
  48937. * Specifies if the material uses metallic roughness workflow.
  48938. * @returns boolean specifiying if the material uses metallic roughness workflow.
  48939. */
  48940. isMetallicWorkflow(): boolean;
  48941. private _prepareEffect;
  48942. private _prepareDefines;
  48943. /**
  48944. * Force shader compilation
  48945. */
  48946. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  48947. clipPlane: boolean;
  48948. }>): void;
  48949. /**
  48950. * Initializes the uniform buffer layout for the shader.
  48951. */
  48952. buildUniformLayout(): void;
  48953. /**
  48954. * Unbinds the material from the mesh
  48955. */
  48956. unbind(): void;
  48957. /**
  48958. * Binds the submesh data.
  48959. * @param world - The world matrix.
  48960. * @param mesh - The BJS mesh.
  48961. * @param subMesh - A submesh of the BJS mesh.
  48962. */
  48963. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48964. /**
  48965. * Returns the animatable textures.
  48966. * @returns - Array of animatable textures.
  48967. */
  48968. getAnimatables(): IAnimatable[];
  48969. /**
  48970. * Returns the texture used for reflections.
  48971. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  48972. */
  48973. private _getReflectionTexture;
  48974. /**
  48975. * Returns an array of the actively used textures.
  48976. * @returns - Array of BaseTextures
  48977. */
  48978. getActiveTextures(): BaseTexture[];
  48979. /**
  48980. * Checks to see if a texture is used in the material.
  48981. * @param texture - Base texture to use.
  48982. * @returns - Boolean specifying if a texture is used in the material.
  48983. */
  48984. hasTexture(texture: BaseTexture): boolean;
  48985. /**
  48986. * Disposes the resources of the material.
  48987. * @param forceDisposeEffect - Forces the disposal of effects.
  48988. * @param forceDisposeTextures - Forces the disposal of all textures.
  48989. */
  48990. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  48991. }
  48992. }
  48993. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  48994. import { Nullable } from "babylonjs/types";
  48995. import { Scene } from "babylonjs/scene";
  48996. import { Color3 } from "babylonjs/Maths/math.color";
  48997. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  48998. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  48999. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49000. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  49001. /**
  49002. * The Physically based material of BJS.
  49003. *
  49004. * This offers the main features of a standard PBR material.
  49005. * For more information, please refer to the documentation :
  49006. * https://doc.babylonjs.com/how_to/physically_based_rendering
  49007. */
  49008. export class PBRMaterial extends PBRBaseMaterial {
  49009. /**
  49010. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  49011. */
  49012. static readonly PBRMATERIAL_OPAQUE: number;
  49013. /**
  49014. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  49015. */
  49016. static readonly PBRMATERIAL_ALPHATEST: number;
  49017. /**
  49018. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49019. */
  49020. static readonly PBRMATERIAL_ALPHABLEND: number;
  49021. /**
  49022. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49023. * They are also discarded below the alpha cutoff threshold to improve performances.
  49024. */
  49025. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  49026. /**
  49027. * Defines the default value of how much AO map is occluding the analytical lights
  49028. * (point spot...).
  49029. */
  49030. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  49031. /**
  49032. * Intensity of the direct lights e.g. the four lights available in your scene.
  49033. * This impacts both the direct diffuse and specular highlights.
  49034. */
  49035. directIntensity: number;
  49036. /**
  49037. * Intensity of the emissive part of the material.
  49038. * This helps controlling the emissive effect without modifying the emissive color.
  49039. */
  49040. emissiveIntensity: number;
  49041. /**
  49042. * Intensity of the environment e.g. how much the environment will light the object
  49043. * either through harmonics for rough material or through the refelction for shiny ones.
  49044. */
  49045. environmentIntensity: number;
  49046. /**
  49047. * This is a special control allowing the reduction of the specular highlights coming from the
  49048. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  49049. */
  49050. specularIntensity: number;
  49051. /**
  49052. * Debug Control allowing disabling the bump map on this material.
  49053. */
  49054. disableBumpMap: boolean;
  49055. /**
  49056. * AKA Diffuse Texture in standard nomenclature.
  49057. */
  49058. albedoTexture: BaseTexture;
  49059. /**
  49060. * AKA Occlusion Texture in other nomenclature.
  49061. */
  49062. ambientTexture: BaseTexture;
  49063. /**
  49064. * AKA Occlusion Texture Intensity in other nomenclature.
  49065. */
  49066. ambientTextureStrength: number;
  49067. /**
  49068. * Defines how much the AO map is occluding the analytical lights (point spot...).
  49069. * 1 means it completely occludes it
  49070. * 0 mean it has no impact
  49071. */
  49072. ambientTextureImpactOnAnalyticalLights: number;
  49073. /**
  49074. * Stores the alpha values in a texture.
  49075. */
  49076. opacityTexture: BaseTexture;
  49077. /**
  49078. * Stores the reflection values in a texture.
  49079. */
  49080. reflectionTexture: Nullable<BaseTexture>;
  49081. /**
  49082. * Stores the emissive values in a texture.
  49083. */
  49084. emissiveTexture: BaseTexture;
  49085. /**
  49086. * AKA Specular texture in other nomenclature.
  49087. */
  49088. reflectivityTexture: BaseTexture;
  49089. /**
  49090. * Used to switch from specular/glossiness to metallic/roughness workflow.
  49091. */
  49092. metallicTexture: BaseTexture;
  49093. /**
  49094. * Specifies the metallic scalar of the metallic/roughness workflow.
  49095. * Can also be used to scale the metalness values of the metallic texture.
  49096. */
  49097. metallic: Nullable<number>;
  49098. /**
  49099. * Specifies the roughness scalar of the metallic/roughness workflow.
  49100. * Can also be used to scale the roughness values of the metallic texture.
  49101. */
  49102. roughness: Nullable<number>;
  49103. /**
  49104. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  49105. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  49106. */
  49107. microSurfaceTexture: BaseTexture;
  49108. /**
  49109. * Stores surface normal data used to displace a mesh in a texture.
  49110. */
  49111. bumpTexture: BaseTexture;
  49112. /**
  49113. * Stores the pre-calculated light information of a mesh in a texture.
  49114. */
  49115. lightmapTexture: BaseTexture;
  49116. /**
  49117. * Stores the refracted light information in a texture.
  49118. */
  49119. refractionTexture: Nullable<BaseTexture>;
  49120. /**
  49121. * The color of a material in ambient lighting.
  49122. */
  49123. ambientColor: Color3;
  49124. /**
  49125. * AKA Diffuse Color in other nomenclature.
  49126. */
  49127. albedoColor: Color3;
  49128. /**
  49129. * AKA Specular Color in other nomenclature.
  49130. */
  49131. reflectivityColor: Color3;
  49132. /**
  49133. * The color reflected from the material.
  49134. */
  49135. reflectionColor: Color3;
  49136. /**
  49137. * The color emitted from the material.
  49138. */
  49139. emissiveColor: Color3;
  49140. /**
  49141. * AKA Glossiness in other nomenclature.
  49142. */
  49143. microSurface: number;
  49144. /**
  49145. * source material index of refraction (IOR)' / 'destination material IOR.
  49146. */
  49147. indexOfRefraction: number;
  49148. /**
  49149. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  49150. */
  49151. invertRefractionY: boolean;
  49152. /**
  49153. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  49154. * Materials half opaque for instance using refraction could benefit from this control.
  49155. */
  49156. linkRefractionWithTransparency: boolean;
  49157. /**
  49158. * If true, the light map contains occlusion information instead of lighting info.
  49159. */
  49160. useLightmapAsShadowmap: boolean;
  49161. /**
  49162. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  49163. */
  49164. useAlphaFromAlbedoTexture: boolean;
  49165. /**
  49166. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  49167. */
  49168. forceAlphaTest: boolean;
  49169. /**
  49170. * Defines the alpha limits in alpha test mode.
  49171. */
  49172. alphaCutOff: number;
  49173. /**
  49174. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  49175. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  49176. */
  49177. useSpecularOverAlpha: boolean;
  49178. /**
  49179. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  49180. */
  49181. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  49182. /**
  49183. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  49184. */
  49185. useRoughnessFromMetallicTextureAlpha: boolean;
  49186. /**
  49187. * Specifies if the metallic texture contains the roughness information in its green channel.
  49188. */
  49189. useRoughnessFromMetallicTextureGreen: boolean;
  49190. /**
  49191. * Specifies if the metallic texture contains the metallness information in its blue channel.
  49192. */
  49193. useMetallnessFromMetallicTextureBlue: boolean;
  49194. /**
  49195. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  49196. */
  49197. useAmbientOcclusionFromMetallicTextureRed: boolean;
  49198. /**
  49199. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  49200. */
  49201. useAmbientInGrayScale: boolean;
  49202. /**
  49203. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  49204. * The material will try to infer what glossiness each pixel should be.
  49205. */
  49206. useAutoMicroSurfaceFromReflectivityMap: boolean;
  49207. /**
  49208. * BJS is using an harcoded light falloff based on a manually sets up range.
  49209. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49210. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49211. */
  49212. /**
  49213. * BJS is using an harcoded light falloff based on a manually sets up range.
  49214. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49215. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49216. */
  49217. usePhysicalLightFalloff: boolean;
  49218. /**
  49219. * In order to support the falloff compatibility with gltf, a special mode has been added
  49220. * to reproduce the gltf light falloff.
  49221. */
  49222. /**
  49223. * In order to support the falloff compatibility with gltf, a special mode has been added
  49224. * to reproduce the gltf light falloff.
  49225. */
  49226. useGLTFLightFalloff: boolean;
  49227. /**
  49228. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  49229. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  49230. */
  49231. useRadianceOverAlpha: boolean;
  49232. /**
  49233. * Allows using an object space normal map (instead of tangent space).
  49234. */
  49235. useObjectSpaceNormalMap: boolean;
  49236. /**
  49237. * Allows using the bump map in parallax mode.
  49238. */
  49239. useParallax: boolean;
  49240. /**
  49241. * Allows using the bump map in parallax occlusion mode.
  49242. */
  49243. useParallaxOcclusion: boolean;
  49244. /**
  49245. * Controls the scale bias of the parallax mode.
  49246. */
  49247. parallaxScaleBias: number;
  49248. /**
  49249. * If sets to true, disables all the lights affecting the material.
  49250. */
  49251. disableLighting: boolean;
  49252. /**
  49253. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  49254. */
  49255. forceIrradianceInFragment: boolean;
  49256. /**
  49257. * Number of Simultaneous lights allowed on the material.
  49258. */
  49259. maxSimultaneousLights: number;
  49260. /**
  49261. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  49262. */
  49263. invertNormalMapX: boolean;
  49264. /**
  49265. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  49266. */
  49267. invertNormalMapY: boolean;
  49268. /**
  49269. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  49270. */
  49271. twoSidedLighting: boolean;
  49272. /**
  49273. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49274. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  49275. */
  49276. useAlphaFresnel: boolean;
  49277. /**
  49278. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49279. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  49280. */
  49281. useLinearAlphaFresnel: boolean;
  49282. /**
  49283. * Let user defines the brdf lookup texture used for IBL.
  49284. * A default 8bit version is embedded but you could point at :
  49285. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  49286. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  49287. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  49288. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  49289. */
  49290. environmentBRDFTexture: Nullable<BaseTexture>;
  49291. /**
  49292. * Force normal to face away from face.
  49293. */
  49294. forceNormalForward: boolean;
  49295. /**
  49296. * Enables specular anti aliasing in the PBR shader.
  49297. * It will both interacts on the Geometry for analytical and IBL lighting.
  49298. * It also prefilter the roughness map based on the bump values.
  49299. */
  49300. enableSpecularAntiAliasing: boolean;
  49301. /**
  49302. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  49303. * makes the reflect vector face the model (under horizon).
  49304. */
  49305. useHorizonOcclusion: boolean;
  49306. /**
  49307. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  49308. * too much the area relying on ambient texture to define their ambient occlusion.
  49309. */
  49310. useRadianceOcclusion: boolean;
  49311. /**
  49312. * If set to true, no lighting calculations will be applied.
  49313. */
  49314. unlit: boolean;
  49315. /**
  49316. * Gets the image processing configuration used either in this material.
  49317. */
  49318. /**
  49319. * Sets the Default image processing configuration used either in the this material.
  49320. *
  49321. * If sets to null, the scene one is in use.
  49322. */
  49323. imageProcessingConfiguration: ImageProcessingConfiguration;
  49324. /**
  49325. * Gets wether the color curves effect is enabled.
  49326. */
  49327. /**
  49328. * Sets wether the color curves effect is enabled.
  49329. */
  49330. cameraColorCurvesEnabled: boolean;
  49331. /**
  49332. * Gets wether the color grading effect is enabled.
  49333. */
  49334. /**
  49335. * Gets wether the color grading effect is enabled.
  49336. */
  49337. cameraColorGradingEnabled: boolean;
  49338. /**
  49339. * Gets wether tonemapping is enabled or not.
  49340. */
  49341. /**
  49342. * Sets wether tonemapping is enabled or not
  49343. */
  49344. cameraToneMappingEnabled: boolean;
  49345. /**
  49346. * The camera exposure used on this material.
  49347. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49348. * This corresponds to a photographic exposure.
  49349. */
  49350. /**
  49351. * The camera exposure used on this material.
  49352. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49353. * This corresponds to a photographic exposure.
  49354. */
  49355. cameraExposure: number;
  49356. /**
  49357. * Gets The camera contrast used on this material.
  49358. */
  49359. /**
  49360. * Sets The camera contrast used on this material.
  49361. */
  49362. cameraContrast: number;
  49363. /**
  49364. * Gets the Color Grading 2D Lookup Texture.
  49365. */
  49366. /**
  49367. * Sets the Color Grading 2D Lookup Texture.
  49368. */
  49369. cameraColorGradingTexture: Nullable<BaseTexture>;
  49370. /**
  49371. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49372. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49373. * 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;
  49374. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49375. */
  49376. /**
  49377. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49378. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49379. * 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;
  49380. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49381. */
  49382. cameraColorCurves: Nullable<ColorCurves>;
  49383. /**
  49384. * Instantiates a new PBRMaterial instance.
  49385. *
  49386. * @param name The material name
  49387. * @param scene The scene the material will be use in.
  49388. */
  49389. constructor(name: string, scene: Scene);
  49390. /**
  49391. * Returns the name of this material class.
  49392. */
  49393. getClassName(): string;
  49394. /**
  49395. * Makes a duplicate of the current material.
  49396. * @param name - name to use for the new material.
  49397. */
  49398. clone(name: string): PBRMaterial;
  49399. /**
  49400. * Serializes this PBR Material.
  49401. * @returns - An object with the serialized material.
  49402. */
  49403. serialize(): any;
  49404. /**
  49405. * Parses a PBR Material from a serialized object.
  49406. * @param source - Serialized object.
  49407. * @param scene - BJS scene instance.
  49408. * @param rootUrl - url for the scene object
  49409. * @returns - PBRMaterial
  49410. */
  49411. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  49412. }
  49413. }
  49414. declare module "babylonjs/Misc/dds" {
  49415. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49416. import { Engine } from "babylonjs/Engines/engine";
  49417. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49418. import { Nullable } from "babylonjs/types";
  49419. import { Scene } from "babylonjs/scene";
  49420. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  49421. /**
  49422. * Direct draw surface info
  49423. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  49424. */
  49425. export interface DDSInfo {
  49426. /**
  49427. * Width of the texture
  49428. */
  49429. width: number;
  49430. /**
  49431. * Width of the texture
  49432. */
  49433. height: number;
  49434. /**
  49435. * Number of Mipmaps for the texture
  49436. * @see https://en.wikipedia.org/wiki/Mipmap
  49437. */
  49438. mipmapCount: number;
  49439. /**
  49440. * If the textures format is a known fourCC format
  49441. * @see https://www.fourcc.org/
  49442. */
  49443. isFourCC: boolean;
  49444. /**
  49445. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  49446. */
  49447. isRGB: boolean;
  49448. /**
  49449. * If the texture is a lumincance format
  49450. */
  49451. isLuminance: boolean;
  49452. /**
  49453. * If this is a cube texture
  49454. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  49455. */
  49456. isCube: boolean;
  49457. /**
  49458. * If the texture is a compressed format eg. FOURCC_DXT1
  49459. */
  49460. isCompressed: boolean;
  49461. /**
  49462. * The dxgiFormat of the texture
  49463. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  49464. */
  49465. dxgiFormat: number;
  49466. /**
  49467. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  49468. */
  49469. textureType: number;
  49470. /**
  49471. * Sphericle polynomial created for the dds texture
  49472. */
  49473. sphericalPolynomial?: SphericalPolynomial;
  49474. }
  49475. /**
  49476. * Class used to provide DDS decompression tools
  49477. */
  49478. export class DDSTools {
  49479. /**
  49480. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  49481. */
  49482. static StoreLODInAlphaChannel: boolean;
  49483. /**
  49484. * Gets DDS information from an array buffer
  49485. * @param arrayBuffer defines the array buffer to read data from
  49486. * @returns the DDS information
  49487. */
  49488. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  49489. private static _FloatView;
  49490. private static _Int32View;
  49491. private static _ToHalfFloat;
  49492. private static _FromHalfFloat;
  49493. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  49494. private static _GetHalfFloatRGBAArrayBuffer;
  49495. private static _GetFloatRGBAArrayBuffer;
  49496. private static _GetFloatAsUIntRGBAArrayBuffer;
  49497. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  49498. private static _GetRGBAArrayBuffer;
  49499. private static _ExtractLongWordOrder;
  49500. private static _GetRGBArrayBuffer;
  49501. private static _GetLuminanceArrayBuffer;
  49502. /**
  49503. * Uploads DDS Levels to a Babylon Texture
  49504. * @hidden
  49505. */
  49506. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  49507. }
  49508. module "babylonjs/Engines/engine" {
  49509. interface Engine {
  49510. /**
  49511. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  49512. * @param rootUrl defines the url where the file to load is located
  49513. * @param scene defines the current scene
  49514. * @param lodScale defines scale to apply to the mip map selection
  49515. * @param lodOffset defines offset to apply to the mip map selection
  49516. * @param onLoad defines an optional callback raised when the texture is loaded
  49517. * @param onError defines an optional callback raised if there is an issue to load the texture
  49518. * @param format defines the format of the data
  49519. * @param forcedExtension defines the extension to use to pick the right loader
  49520. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  49521. * @returns the cube texture as an InternalTexture
  49522. */
  49523. 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;
  49524. }
  49525. }
  49526. }
  49527. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  49528. import { Nullable } from "babylonjs/types";
  49529. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49530. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49531. /**
  49532. * Implementation of the DDS Texture Loader.
  49533. * @hidden
  49534. */
  49535. export class _DDSTextureLoader implements IInternalTextureLoader {
  49536. /**
  49537. * Defines wether the loader supports cascade loading the different faces.
  49538. */
  49539. readonly supportCascades: boolean;
  49540. /**
  49541. * This returns if the loader support the current file information.
  49542. * @param extension defines the file extension of the file being loaded
  49543. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49544. * @param fallback defines the fallback internal texture if any
  49545. * @param isBase64 defines whether the texture is encoded as a base64
  49546. * @param isBuffer defines whether the texture data are stored as a buffer
  49547. * @returns true if the loader can load the specified file
  49548. */
  49549. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49550. /**
  49551. * Transform the url before loading if required.
  49552. * @param rootUrl the url of the texture
  49553. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49554. * @returns the transformed texture
  49555. */
  49556. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49557. /**
  49558. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49559. * @param rootUrl the url of the texture
  49560. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49561. * @returns the fallback texture
  49562. */
  49563. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49564. /**
  49565. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49566. * @param data contains the texture data
  49567. * @param texture defines the BabylonJS internal texture
  49568. * @param createPolynomials will be true if polynomials have been requested
  49569. * @param onLoad defines the callback to trigger once the texture is ready
  49570. * @param onError defines the callback to trigger in case of error
  49571. */
  49572. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49573. /**
  49574. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49575. * @param data contains the texture data
  49576. * @param texture defines the BabylonJS internal texture
  49577. * @param callback defines the method to call once ready to upload
  49578. */
  49579. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49580. }
  49581. }
  49582. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  49583. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49584. /** @hidden */
  49585. export var rgbdEncodePixelShader: {
  49586. name: string;
  49587. shader: string;
  49588. };
  49589. }
  49590. declare module "babylonjs/Misc/environmentTextureTools" {
  49591. import { Nullable } from "babylonjs/types";
  49592. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49593. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49594. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  49595. import "babylonjs/Engines/Extensions/engine.renderTarget";
  49596. import "babylonjs/Shaders/rgbdEncode.fragment";
  49597. import "babylonjs/Shaders/rgbdDecode.fragment";
  49598. /**
  49599. * Raw texture data and descriptor sufficient for WebGL texture upload
  49600. */
  49601. export interface EnvironmentTextureInfo {
  49602. /**
  49603. * Version of the environment map
  49604. */
  49605. version: number;
  49606. /**
  49607. * Width of image
  49608. */
  49609. width: number;
  49610. /**
  49611. * Irradiance information stored in the file.
  49612. */
  49613. irradiance: any;
  49614. /**
  49615. * Specular information stored in the file.
  49616. */
  49617. specular: any;
  49618. }
  49619. /**
  49620. * Sets of helpers addressing the serialization and deserialization of environment texture
  49621. * stored in a BabylonJS env file.
  49622. * Those files are usually stored as .env files.
  49623. */
  49624. export class EnvironmentTextureTools {
  49625. /**
  49626. * Magic number identifying the env file.
  49627. */
  49628. private static _MagicBytes;
  49629. /**
  49630. * Gets the environment info from an env file.
  49631. * @param data The array buffer containing the .env bytes.
  49632. * @returns the environment file info (the json header) if successfully parsed.
  49633. */
  49634. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  49635. /**
  49636. * Creates an environment texture from a loaded cube texture.
  49637. * @param texture defines the cube texture to convert in env file
  49638. * @return a promise containing the environment data if succesfull.
  49639. */
  49640. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  49641. /**
  49642. * Creates a JSON representation of the spherical data.
  49643. * @param texture defines the texture containing the polynomials
  49644. * @return the JSON representation of the spherical info
  49645. */
  49646. private static _CreateEnvTextureIrradiance;
  49647. /**
  49648. * Uploads the texture info contained in the env file to the GPU.
  49649. * @param texture defines the internal texture to upload to
  49650. * @param arrayBuffer defines the buffer cotaining the data to load
  49651. * @param info defines the texture info retrieved through the GetEnvInfo method
  49652. * @returns a promise
  49653. */
  49654. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  49655. /**
  49656. * Uploads the levels of image data to the GPU.
  49657. * @param texture defines the internal texture to upload to
  49658. * @param imageData defines the array buffer views of image data [mipmap][face]
  49659. * @returns a promise
  49660. */
  49661. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  49662. /**
  49663. * Uploads spherical polynomials information to the texture.
  49664. * @param texture defines the texture we are trying to upload the information to
  49665. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  49666. */
  49667. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  49668. /** @hidden */
  49669. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  49670. }
  49671. }
  49672. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  49673. import { Nullable } from "babylonjs/types";
  49674. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49675. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49676. /**
  49677. * Implementation of the ENV Texture Loader.
  49678. * @hidden
  49679. */
  49680. export class _ENVTextureLoader implements IInternalTextureLoader {
  49681. /**
  49682. * Defines wether the loader supports cascade loading the different faces.
  49683. */
  49684. readonly supportCascades: boolean;
  49685. /**
  49686. * This returns if the loader support the current file information.
  49687. * @param extension defines the file extension of the file being loaded
  49688. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49689. * @param fallback defines the fallback internal texture if any
  49690. * @param isBase64 defines whether the texture is encoded as a base64
  49691. * @param isBuffer defines whether the texture data are stored as a buffer
  49692. * @returns true if the loader can load the specified file
  49693. */
  49694. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49695. /**
  49696. * Transform the url before loading if required.
  49697. * @param rootUrl the url of the texture
  49698. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49699. * @returns the transformed texture
  49700. */
  49701. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49702. /**
  49703. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49704. * @param rootUrl the url of the texture
  49705. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49706. * @returns the fallback texture
  49707. */
  49708. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49709. /**
  49710. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49711. * @param data contains the texture data
  49712. * @param texture defines the BabylonJS internal texture
  49713. * @param createPolynomials will be true if polynomials have been requested
  49714. * @param onLoad defines the callback to trigger once the texture is ready
  49715. * @param onError defines the callback to trigger in case of error
  49716. */
  49717. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49718. /**
  49719. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49720. * @param data contains the texture data
  49721. * @param texture defines the BabylonJS internal texture
  49722. * @param callback defines the method to call once ready to upload
  49723. */
  49724. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49725. }
  49726. }
  49727. declare module "babylonjs/Misc/khronosTextureContainer" {
  49728. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49729. /**
  49730. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  49731. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  49732. */
  49733. export class KhronosTextureContainer {
  49734. /** contents of the KTX container file */
  49735. arrayBuffer: any;
  49736. private static HEADER_LEN;
  49737. private static COMPRESSED_2D;
  49738. private static COMPRESSED_3D;
  49739. private static TEX_2D;
  49740. private static TEX_3D;
  49741. /**
  49742. * Gets the openGL type
  49743. */
  49744. glType: number;
  49745. /**
  49746. * Gets the openGL type size
  49747. */
  49748. glTypeSize: number;
  49749. /**
  49750. * Gets the openGL format
  49751. */
  49752. glFormat: number;
  49753. /**
  49754. * Gets the openGL internal format
  49755. */
  49756. glInternalFormat: number;
  49757. /**
  49758. * Gets the base internal format
  49759. */
  49760. glBaseInternalFormat: number;
  49761. /**
  49762. * Gets image width in pixel
  49763. */
  49764. pixelWidth: number;
  49765. /**
  49766. * Gets image height in pixel
  49767. */
  49768. pixelHeight: number;
  49769. /**
  49770. * Gets image depth in pixels
  49771. */
  49772. pixelDepth: number;
  49773. /**
  49774. * Gets the number of array elements
  49775. */
  49776. numberOfArrayElements: number;
  49777. /**
  49778. * Gets the number of faces
  49779. */
  49780. numberOfFaces: number;
  49781. /**
  49782. * Gets the number of mipmap levels
  49783. */
  49784. numberOfMipmapLevels: number;
  49785. /**
  49786. * Gets the bytes of key value data
  49787. */
  49788. bytesOfKeyValueData: number;
  49789. /**
  49790. * Gets the load type
  49791. */
  49792. loadType: number;
  49793. /**
  49794. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  49795. */
  49796. isInvalid: boolean;
  49797. /**
  49798. * Creates a new KhronosTextureContainer
  49799. * @param arrayBuffer contents of the KTX container file
  49800. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  49801. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  49802. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  49803. */
  49804. constructor(
  49805. /** contents of the KTX container file */
  49806. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  49807. /**
  49808. * Uploads KTX content to a Babylon Texture.
  49809. * It is assumed that the texture has already been created & is currently bound
  49810. * @hidden
  49811. */
  49812. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  49813. private _upload2DCompressedLevels;
  49814. }
  49815. }
  49816. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  49817. import { Nullable } from "babylonjs/types";
  49818. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49819. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49820. /**
  49821. * Implementation of the KTX Texture Loader.
  49822. * @hidden
  49823. */
  49824. export class _KTXTextureLoader implements IInternalTextureLoader {
  49825. /**
  49826. * Defines wether the loader supports cascade loading the different faces.
  49827. */
  49828. readonly supportCascades: boolean;
  49829. /**
  49830. * This returns if the loader support the current file information.
  49831. * @param extension defines the file extension of the file being loaded
  49832. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49833. * @param fallback defines the fallback internal texture if any
  49834. * @param isBase64 defines whether the texture is encoded as a base64
  49835. * @param isBuffer defines whether the texture data are stored as a buffer
  49836. * @returns true if the loader can load the specified file
  49837. */
  49838. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49839. /**
  49840. * Transform the url before loading if required.
  49841. * @param rootUrl the url of the texture
  49842. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49843. * @returns the transformed texture
  49844. */
  49845. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49846. /**
  49847. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49848. * @param rootUrl the url of the texture
  49849. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49850. * @returns the fallback texture
  49851. */
  49852. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49853. /**
  49854. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49855. * @param data contains the texture data
  49856. * @param texture defines the BabylonJS internal texture
  49857. * @param createPolynomials will be true if polynomials have been requested
  49858. * @param onLoad defines the callback to trigger once the texture is ready
  49859. * @param onError defines the callback to trigger in case of error
  49860. */
  49861. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49862. /**
  49863. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49864. * @param data contains the texture data
  49865. * @param texture defines the BabylonJS internal texture
  49866. * @param callback defines the method to call once ready to upload
  49867. */
  49868. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  49869. }
  49870. }
  49871. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  49872. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  49873. import { Scene } from "babylonjs/scene";
  49874. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  49875. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  49876. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  49877. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  49878. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  49879. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  49880. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49881. /**
  49882. * Options for the default xr helper
  49883. */
  49884. export class WebXRDefaultExperienceOptions {
  49885. /**
  49886. * Floor meshes that should be used for teleporting
  49887. */
  49888. floorMeshes: Array<AbstractMesh>;
  49889. }
  49890. /**
  49891. * Default experience which provides a similar setup to the previous webVRExperience
  49892. */
  49893. export class WebXRDefaultExperience {
  49894. /**
  49895. * Base experience
  49896. */
  49897. baseExperience: WebXRExperienceHelper;
  49898. /**
  49899. * Input experience extension
  49900. */
  49901. input: WebXRInput;
  49902. /**
  49903. * Loads the controller models
  49904. */
  49905. controllerModelLoader: WebXRControllerModelLoader;
  49906. /**
  49907. * Enables laser pointer and selection
  49908. */
  49909. pointerSelection: WebXRControllerPointerSelection;
  49910. /**
  49911. * Enables teleportation
  49912. */
  49913. teleportation: WebXRControllerTeleportation;
  49914. /**
  49915. * Enables ui for enetering/exiting xr
  49916. */
  49917. enterExitUI: WebXREnterExitUI;
  49918. /**
  49919. * Default output canvas xr should render to
  49920. */
  49921. outputCanvas: WebXRManagedOutputCanvas;
  49922. /**
  49923. * Creates the default xr experience
  49924. * @param scene scene
  49925. * @param options options for basic configuration
  49926. * @returns resulting WebXRDefaultExperience
  49927. */
  49928. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  49929. private constructor();
  49930. /**
  49931. * DIsposes of the experience helper
  49932. */
  49933. dispose(): void;
  49934. }
  49935. }
  49936. declare module "babylonjs/Helpers/sceneHelpers" {
  49937. import { Nullable } from "babylonjs/types";
  49938. import { Mesh } from "babylonjs/Meshes/mesh";
  49939. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49940. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  49941. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  49942. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  49943. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  49944. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  49945. import "babylonjs/Meshes/Builders/boxBuilder";
  49946. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  49947. /** @hidden */
  49948. export var _forceSceneHelpersToBundle: boolean;
  49949. module "babylonjs/scene" {
  49950. interface Scene {
  49951. /**
  49952. * Creates a default light for the scene.
  49953. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  49954. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  49955. */
  49956. createDefaultLight(replace?: boolean): void;
  49957. /**
  49958. * Creates a default camera for the scene.
  49959. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  49960. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  49961. * @param replace has default false, when true replaces the active camera in the scene
  49962. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  49963. */
  49964. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  49965. /**
  49966. * Creates a default camera and a default light.
  49967. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  49968. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  49969. * @param replace has the default false, when true replaces the active camera/light in the scene
  49970. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  49971. */
  49972. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  49973. /**
  49974. * Creates a new sky box
  49975. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  49976. * @param environmentTexture defines the texture to use as environment texture
  49977. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  49978. * @param scale defines the overall scale of the skybox
  49979. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  49980. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  49981. * @returns a new mesh holding the sky box
  49982. */
  49983. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  49984. /**
  49985. * Creates a new environment
  49986. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  49987. * @param options defines the options you can use to configure the environment
  49988. * @returns the new EnvironmentHelper
  49989. */
  49990. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  49991. /**
  49992. * Creates a new VREXperienceHelper
  49993. * @see http://doc.babylonjs.com/how_to/webvr_helper
  49994. * @param webVROptions defines the options used to create the new VREXperienceHelper
  49995. * @returns a new VREXperienceHelper
  49996. */
  49997. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  49998. /**
  49999. * Creates a new WebXRDefaultExperience
  50000. * @see http://doc.babylonjs.com/how_to/webxr
  50001. * @param options experience options
  50002. * @returns a promise for a new WebXRDefaultExperience
  50003. */
  50004. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  50005. }
  50006. }
  50007. }
  50008. declare module "babylonjs/Maths/math.vertexFormat" {
  50009. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  50010. /**
  50011. * Contains position and normal vectors for a vertex
  50012. */
  50013. export class PositionNormalVertex {
  50014. /** the position of the vertex (defaut: 0,0,0) */
  50015. position: Vector3;
  50016. /** the normal of the vertex (defaut: 0,1,0) */
  50017. normal: Vector3;
  50018. /**
  50019. * Creates a PositionNormalVertex
  50020. * @param position the position of the vertex (defaut: 0,0,0)
  50021. * @param normal the normal of the vertex (defaut: 0,1,0)
  50022. */
  50023. constructor(
  50024. /** the position of the vertex (defaut: 0,0,0) */
  50025. position?: Vector3,
  50026. /** the normal of the vertex (defaut: 0,1,0) */
  50027. normal?: Vector3);
  50028. /**
  50029. * Clones the PositionNormalVertex
  50030. * @returns the cloned PositionNormalVertex
  50031. */
  50032. clone(): PositionNormalVertex;
  50033. }
  50034. /**
  50035. * Contains position, normal and uv vectors for a vertex
  50036. */
  50037. export class PositionNormalTextureVertex {
  50038. /** the position of the vertex (defaut: 0,0,0) */
  50039. position: Vector3;
  50040. /** the normal of the vertex (defaut: 0,1,0) */
  50041. normal: Vector3;
  50042. /** the uv of the vertex (default: 0,0) */
  50043. uv: Vector2;
  50044. /**
  50045. * Creates a PositionNormalTextureVertex
  50046. * @param position the position of the vertex (defaut: 0,0,0)
  50047. * @param normal the normal of the vertex (defaut: 0,1,0)
  50048. * @param uv the uv of the vertex (default: 0,0)
  50049. */
  50050. constructor(
  50051. /** the position of the vertex (defaut: 0,0,0) */
  50052. position?: Vector3,
  50053. /** the normal of the vertex (defaut: 0,1,0) */
  50054. normal?: Vector3,
  50055. /** the uv of the vertex (default: 0,0) */
  50056. uv?: Vector2);
  50057. /**
  50058. * Clones the PositionNormalTextureVertex
  50059. * @returns the cloned PositionNormalTextureVertex
  50060. */
  50061. clone(): PositionNormalTextureVertex;
  50062. }
  50063. }
  50064. declare module "babylonjs/Maths/math" {
  50065. export * from "babylonjs/Maths/math.axis";
  50066. export * from "babylonjs/Maths/math.color";
  50067. export * from "babylonjs/Maths/math.constants";
  50068. export * from "babylonjs/Maths/math.frustum";
  50069. export * from "babylonjs/Maths/math.path";
  50070. export * from "babylonjs/Maths/math.plane";
  50071. export * from "babylonjs/Maths/math.size";
  50072. export * from "babylonjs/Maths/math.vector";
  50073. export * from "babylonjs/Maths/math.vertexFormat";
  50074. export * from "babylonjs/Maths/math.viewport";
  50075. }
  50076. declare module "babylonjs/Helpers/videoDome" {
  50077. import { Scene } from "babylonjs/scene";
  50078. import { TransformNode } from "babylonjs/Meshes/transformNode";
  50079. import { Mesh } from "babylonjs/Meshes/mesh";
  50080. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  50081. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  50082. import "babylonjs/Meshes/Builders/sphereBuilder";
  50083. /**
  50084. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  50085. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  50086. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  50087. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  50088. */
  50089. export class VideoDome extends TransformNode {
  50090. /**
  50091. * Define the video source as a Monoscopic panoramic 360 video.
  50092. */
  50093. static readonly MODE_MONOSCOPIC: number;
  50094. /**
  50095. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50096. */
  50097. static readonly MODE_TOPBOTTOM: number;
  50098. /**
  50099. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50100. */
  50101. static readonly MODE_SIDEBYSIDE: number;
  50102. private _halfDome;
  50103. private _useDirectMapping;
  50104. /**
  50105. * The video texture being displayed on the sphere
  50106. */
  50107. protected _videoTexture: VideoTexture;
  50108. /**
  50109. * Gets the video texture being displayed on the sphere
  50110. */
  50111. readonly videoTexture: VideoTexture;
  50112. /**
  50113. * The skybox material
  50114. */
  50115. protected _material: BackgroundMaterial;
  50116. /**
  50117. * The surface used for the skybox
  50118. */
  50119. protected _mesh: Mesh;
  50120. /**
  50121. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  50122. */
  50123. private _halfDomeMask;
  50124. /**
  50125. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  50126. * Also see the options.resolution property.
  50127. */
  50128. fovMultiplier: number;
  50129. private _videoMode;
  50130. /**
  50131. * Gets or set the current video mode for the video. It can be:
  50132. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  50133. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50134. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50135. */
  50136. videoMode: number;
  50137. /**
  50138. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  50139. *
  50140. */
  50141. /**
  50142. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  50143. */
  50144. halfDome: boolean;
  50145. /**
  50146. * Oberserver used in Stereoscopic VR Mode.
  50147. */
  50148. private _onBeforeCameraRenderObserver;
  50149. /**
  50150. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  50151. * @param name Element's name, child elements will append suffixes for their own names.
  50152. * @param urlsOrVideo defines the url(s) or the video element to use
  50153. * @param options An object containing optional or exposed sub element properties
  50154. */
  50155. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  50156. resolution?: number;
  50157. clickToPlay?: boolean;
  50158. autoPlay?: boolean;
  50159. loop?: boolean;
  50160. size?: number;
  50161. poster?: string;
  50162. faceForward?: boolean;
  50163. useDirectMapping?: boolean;
  50164. halfDomeMode?: boolean;
  50165. }, scene: Scene);
  50166. private _changeVideoMode;
  50167. /**
  50168. * Releases resources associated with this node.
  50169. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  50170. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  50171. */
  50172. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  50173. }
  50174. }
  50175. declare module "babylonjs/Helpers/index" {
  50176. export * from "babylonjs/Helpers/environmentHelper";
  50177. export * from "babylonjs/Helpers/photoDome";
  50178. export * from "babylonjs/Helpers/sceneHelpers";
  50179. export * from "babylonjs/Helpers/videoDome";
  50180. }
  50181. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  50182. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50183. import { IDisposable } from "babylonjs/scene";
  50184. import { Engine } from "babylonjs/Engines/engine";
  50185. /**
  50186. * This class can be used to get instrumentation data from a Babylon engine
  50187. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50188. */
  50189. export class EngineInstrumentation implements IDisposable {
  50190. /**
  50191. * Define the instrumented engine.
  50192. */
  50193. engine: Engine;
  50194. private _captureGPUFrameTime;
  50195. private _gpuFrameTimeToken;
  50196. private _gpuFrameTime;
  50197. private _captureShaderCompilationTime;
  50198. private _shaderCompilationTime;
  50199. private _onBeginFrameObserver;
  50200. private _onEndFrameObserver;
  50201. private _onBeforeShaderCompilationObserver;
  50202. private _onAfterShaderCompilationObserver;
  50203. /**
  50204. * Gets the perf counter used for GPU frame time
  50205. */
  50206. readonly gpuFrameTimeCounter: PerfCounter;
  50207. /**
  50208. * Gets the GPU frame time capture status
  50209. */
  50210. /**
  50211. * Enable or disable the GPU frame time capture
  50212. */
  50213. captureGPUFrameTime: boolean;
  50214. /**
  50215. * Gets the perf counter used for shader compilation time
  50216. */
  50217. readonly shaderCompilationTimeCounter: PerfCounter;
  50218. /**
  50219. * Gets the shader compilation time capture status
  50220. */
  50221. /**
  50222. * Enable or disable the shader compilation time capture
  50223. */
  50224. captureShaderCompilationTime: boolean;
  50225. /**
  50226. * Instantiates a new engine instrumentation.
  50227. * This class can be used to get instrumentation data from a Babylon engine
  50228. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50229. * @param engine Defines the engine to instrument
  50230. */
  50231. constructor(
  50232. /**
  50233. * Define the instrumented engine.
  50234. */
  50235. engine: Engine);
  50236. /**
  50237. * Dispose and release associated resources.
  50238. */
  50239. dispose(): void;
  50240. }
  50241. }
  50242. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  50243. import { Scene, IDisposable } from "babylonjs/scene";
  50244. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50245. /**
  50246. * This class can be used to get instrumentation data from a Babylon engine
  50247. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50248. */
  50249. export class SceneInstrumentation implements IDisposable {
  50250. /**
  50251. * Defines the scene to instrument
  50252. */
  50253. scene: Scene;
  50254. private _captureActiveMeshesEvaluationTime;
  50255. private _activeMeshesEvaluationTime;
  50256. private _captureRenderTargetsRenderTime;
  50257. private _renderTargetsRenderTime;
  50258. private _captureFrameTime;
  50259. private _frameTime;
  50260. private _captureRenderTime;
  50261. private _renderTime;
  50262. private _captureInterFrameTime;
  50263. private _interFrameTime;
  50264. private _captureParticlesRenderTime;
  50265. private _particlesRenderTime;
  50266. private _captureSpritesRenderTime;
  50267. private _spritesRenderTime;
  50268. private _capturePhysicsTime;
  50269. private _physicsTime;
  50270. private _captureAnimationsTime;
  50271. private _animationsTime;
  50272. private _captureCameraRenderTime;
  50273. private _cameraRenderTime;
  50274. private _onBeforeActiveMeshesEvaluationObserver;
  50275. private _onAfterActiveMeshesEvaluationObserver;
  50276. private _onBeforeRenderTargetsRenderObserver;
  50277. private _onAfterRenderTargetsRenderObserver;
  50278. private _onAfterRenderObserver;
  50279. private _onBeforeDrawPhaseObserver;
  50280. private _onAfterDrawPhaseObserver;
  50281. private _onBeforeAnimationsObserver;
  50282. private _onBeforeParticlesRenderingObserver;
  50283. private _onAfterParticlesRenderingObserver;
  50284. private _onBeforeSpritesRenderingObserver;
  50285. private _onAfterSpritesRenderingObserver;
  50286. private _onBeforePhysicsObserver;
  50287. private _onAfterPhysicsObserver;
  50288. private _onAfterAnimationsObserver;
  50289. private _onBeforeCameraRenderObserver;
  50290. private _onAfterCameraRenderObserver;
  50291. /**
  50292. * Gets the perf counter used for active meshes evaluation time
  50293. */
  50294. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  50295. /**
  50296. * Gets the active meshes evaluation time capture status
  50297. */
  50298. /**
  50299. * Enable or disable the active meshes evaluation time capture
  50300. */
  50301. captureActiveMeshesEvaluationTime: boolean;
  50302. /**
  50303. * Gets the perf counter used for render targets render time
  50304. */
  50305. readonly renderTargetsRenderTimeCounter: PerfCounter;
  50306. /**
  50307. * Gets the render targets render time capture status
  50308. */
  50309. /**
  50310. * Enable or disable the render targets render time capture
  50311. */
  50312. captureRenderTargetsRenderTime: boolean;
  50313. /**
  50314. * Gets the perf counter used for particles render time
  50315. */
  50316. readonly particlesRenderTimeCounter: PerfCounter;
  50317. /**
  50318. * Gets the particles render time capture status
  50319. */
  50320. /**
  50321. * Enable or disable the particles render time capture
  50322. */
  50323. captureParticlesRenderTime: boolean;
  50324. /**
  50325. * Gets the perf counter used for sprites render time
  50326. */
  50327. readonly spritesRenderTimeCounter: PerfCounter;
  50328. /**
  50329. * Gets the sprites render time capture status
  50330. */
  50331. /**
  50332. * Enable or disable the sprites render time capture
  50333. */
  50334. captureSpritesRenderTime: boolean;
  50335. /**
  50336. * Gets the perf counter used for physics time
  50337. */
  50338. readonly physicsTimeCounter: PerfCounter;
  50339. /**
  50340. * Gets the physics time capture status
  50341. */
  50342. /**
  50343. * Enable or disable the physics time capture
  50344. */
  50345. capturePhysicsTime: boolean;
  50346. /**
  50347. * Gets the perf counter used for animations time
  50348. */
  50349. readonly animationsTimeCounter: PerfCounter;
  50350. /**
  50351. * Gets the animations time capture status
  50352. */
  50353. /**
  50354. * Enable or disable the animations time capture
  50355. */
  50356. captureAnimationsTime: boolean;
  50357. /**
  50358. * Gets the perf counter used for frame time capture
  50359. */
  50360. readonly frameTimeCounter: PerfCounter;
  50361. /**
  50362. * Gets the frame time capture status
  50363. */
  50364. /**
  50365. * Enable or disable the frame time capture
  50366. */
  50367. captureFrameTime: boolean;
  50368. /**
  50369. * Gets the perf counter used for inter-frames time capture
  50370. */
  50371. readonly interFrameTimeCounter: PerfCounter;
  50372. /**
  50373. * Gets the inter-frames time capture status
  50374. */
  50375. /**
  50376. * Enable or disable the inter-frames time capture
  50377. */
  50378. captureInterFrameTime: boolean;
  50379. /**
  50380. * Gets the perf counter used for render time capture
  50381. */
  50382. readonly renderTimeCounter: PerfCounter;
  50383. /**
  50384. * Gets the render time capture status
  50385. */
  50386. /**
  50387. * Enable or disable the render time capture
  50388. */
  50389. captureRenderTime: boolean;
  50390. /**
  50391. * Gets the perf counter used for camera render time capture
  50392. */
  50393. readonly cameraRenderTimeCounter: PerfCounter;
  50394. /**
  50395. * Gets the camera render time capture status
  50396. */
  50397. /**
  50398. * Enable or disable the camera render time capture
  50399. */
  50400. captureCameraRenderTime: boolean;
  50401. /**
  50402. * Gets the perf counter used for draw calls
  50403. */
  50404. readonly drawCallsCounter: PerfCounter;
  50405. /**
  50406. * Instantiates a new scene instrumentation.
  50407. * This class can be used to get instrumentation data from a Babylon engine
  50408. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50409. * @param scene Defines the scene to instrument
  50410. */
  50411. constructor(
  50412. /**
  50413. * Defines the scene to instrument
  50414. */
  50415. scene: Scene);
  50416. /**
  50417. * Dispose and release associated resources.
  50418. */
  50419. dispose(): void;
  50420. }
  50421. }
  50422. declare module "babylonjs/Instrumentation/index" {
  50423. export * from "babylonjs/Instrumentation/engineInstrumentation";
  50424. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  50425. export * from "babylonjs/Instrumentation/timeToken";
  50426. }
  50427. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  50428. /** @hidden */
  50429. export var glowMapGenerationPixelShader: {
  50430. name: string;
  50431. shader: string;
  50432. };
  50433. }
  50434. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  50435. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  50436. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  50437. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  50438. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  50439. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  50440. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  50441. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  50442. /** @hidden */
  50443. export var glowMapGenerationVertexShader: {
  50444. name: string;
  50445. shader: string;
  50446. };
  50447. }
  50448. declare module "babylonjs/Layers/effectLayer" {
  50449. import { Observable } from "babylonjs/Misc/observable";
  50450. import { Nullable } from "babylonjs/types";
  50451. import { Camera } from "babylonjs/Cameras/camera";
  50452. import { Scene } from "babylonjs/scene";
  50453. import { ISize } from "babylonjs/Maths/math.size";
  50454. import { Color4 } from "babylonjs/Maths/math.color";
  50455. import { Engine } from "babylonjs/Engines/engine";
  50456. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50457. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50458. import { Mesh } from "babylonjs/Meshes/mesh";
  50459. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  50460. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50461. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  50462. import { Effect } from "babylonjs/Materials/effect";
  50463. import { Material } from "babylonjs/Materials/material";
  50464. import "babylonjs/Shaders/glowMapGeneration.fragment";
  50465. import "babylonjs/Shaders/glowMapGeneration.vertex";
  50466. /**
  50467. * Effect layer options. This helps customizing the behaviour
  50468. * of the effect layer.
  50469. */
  50470. export interface IEffectLayerOptions {
  50471. /**
  50472. * Multiplication factor apply to the canvas size to compute the render target size
  50473. * used to generated the objects (the smaller the faster).
  50474. */
  50475. mainTextureRatio: number;
  50476. /**
  50477. * Enforces a fixed size texture to ensure effect stability across devices.
  50478. */
  50479. mainTextureFixedSize?: number;
  50480. /**
  50481. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  50482. */
  50483. alphaBlendingMode: number;
  50484. /**
  50485. * The camera attached to the layer.
  50486. */
  50487. camera: Nullable<Camera>;
  50488. /**
  50489. * The rendering group to draw the layer in.
  50490. */
  50491. renderingGroupId: number;
  50492. }
  50493. /**
  50494. * The effect layer Helps adding post process effect blended with the main pass.
  50495. *
  50496. * This can be for instance use to generate glow or higlight effects on the scene.
  50497. *
  50498. * The effect layer class can not be used directly and is intented to inherited from to be
  50499. * customized per effects.
  50500. */
  50501. export abstract class EffectLayer {
  50502. private _vertexBuffers;
  50503. private _indexBuffer;
  50504. private _cachedDefines;
  50505. private _effectLayerMapGenerationEffect;
  50506. private _effectLayerOptions;
  50507. private _mergeEffect;
  50508. protected _scene: Scene;
  50509. protected _engine: Engine;
  50510. protected _maxSize: number;
  50511. protected _mainTextureDesiredSize: ISize;
  50512. protected _mainTexture: RenderTargetTexture;
  50513. protected _shouldRender: boolean;
  50514. protected _postProcesses: PostProcess[];
  50515. protected _textures: BaseTexture[];
  50516. protected _emissiveTextureAndColor: {
  50517. texture: Nullable<BaseTexture>;
  50518. color: Color4;
  50519. };
  50520. /**
  50521. * The name of the layer
  50522. */
  50523. name: string;
  50524. /**
  50525. * The clear color of the texture used to generate the glow map.
  50526. */
  50527. neutralColor: Color4;
  50528. /**
  50529. * Specifies wether the highlight layer is enabled or not.
  50530. */
  50531. isEnabled: boolean;
  50532. /**
  50533. * Gets the camera attached to the layer.
  50534. */
  50535. readonly camera: Nullable<Camera>;
  50536. /**
  50537. * Gets the rendering group id the layer should render in.
  50538. */
  50539. renderingGroupId: number;
  50540. /**
  50541. * An event triggered when the effect layer has been disposed.
  50542. */
  50543. onDisposeObservable: Observable<EffectLayer>;
  50544. /**
  50545. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  50546. */
  50547. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  50548. /**
  50549. * An event triggered when the generated texture is being merged in the scene.
  50550. */
  50551. onBeforeComposeObservable: Observable<EffectLayer>;
  50552. /**
  50553. * An event triggered when the generated texture has been merged in the scene.
  50554. */
  50555. onAfterComposeObservable: Observable<EffectLayer>;
  50556. /**
  50557. * An event triggered when the efffect layer changes its size.
  50558. */
  50559. onSizeChangedObservable: Observable<EffectLayer>;
  50560. /** @hidden */
  50561. static _SceneComponentInitialization: (scene: Scene) => void;
  50562. /**
  50563. * Instantiates a new effect Layer and references it in the scene.
  50564. * @param name The name of the layer
  50565. * @param scene The scene to use the layer in
  50566. */
  50567. constructor(
  50568. /** The Friendly of the effect in the scene */
  50569. name: string, scene: Scene);
  50570. /**
  50571. * Get the effect name of the layer.
  50572. * @return The effect name
  50573. */
  50574. abstract getEffectName(): string;
  50575. /**
  50576. * Checks for the readiness of the element composing the layer.
  50577. * @param subMesh the mesh to check for
  50578. * @param useInstances specify wether or not to use instances to render the mesh
  50579. * @return true if ready otherwise, false
  50580. */
  50581. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50582. /**
  50583. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50584. * @returns true if the effect requires stencil during the main canvas render pass.
  50585. */
  50586. abstract needStencil(): boolean;
  50587. /**
  50588. * Create the merge effect. This is the shader use to blit the information back
  50589. * to the main canvas at the end of the scene rendering.
  50590. * @returns The effect containing the shader used to merge the effect on the main canvas
  50591. */
  50592. protected abstract _createMergeEffect(): Effect;
  50593. /**
  50594. * Creates the render target textures and post processes used in the effect layer.
  50595. */
  50596. protected abstract _createTextureAndPostProcesses(): void;
  50597. /**
  50598. * Implementation specific of rendering the generating effect on the main canvas.
  50599. * @param effect The effect used to render through
  50600. */
  50601. protected abstract _internalRender(effect: Effect): void;
  50602. /**
  50603. * Sets the required values for both the emissive texture and and the main color.
  50604. */
  50605. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50606. /**
  50607. * Free any resources and references associated to a mesh.
  50608. * Internal use
  50609. * @param mesh The mesh to free.
  50610. */
  50611. abstract _disposeMesh(mesh: Mesh): void;
  50612. /**
  50613. * Serializes this layer (Glow or Highlight for example)
  50614. * @returns a serialized layer object
  50615. */
  50616. abstract serialize?(): any;
  50617. /**
  50618. * Initializes the effect layer with the required options.
  50619. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  50620. */
  50621. protected _init(options: Partial<IEffectLayerOptions>): void;
  50622. /**
  50623. * Generates the index buffer of the full screen quad blending to the main canvas.
  50624. */
  50625. private _generateIndexBuffer;
  50626. /**
  50627. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  50628. */
  50629. private _generateVertexBuffer;
  50630. /**
  50631. * Sets the main texture desired size which is the closest power of two
  50632. * of the engine canvas size.
  50633. */
  50634. private _setMainTextureSize;
  50635. /**
  50636. * Creates the main texture for the effect layer.
  50637. */
  50638. protected _createMainTexture(): void;
  50639. /**
  50640. * Adds specific effects defines.
  50641. * @param defines The defines to add specifics to.
  50642. */
  50643. protected _addCustomEffectDefines(defines: string[]): void;
  50644. /**
  50645. * Checks for the readiness of the element composing the layer.
  50646. * @param subMesh the mesh to check for
  50647. * @param useInstances specify wether or not to use instances to render the mesh
  50648. * @param emissiveTexture the associated emissive texture used to generate the glow
  50649. * @return true if ready otherwise, false
  50650. */
  50651. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  50652. /**
  50653. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  50654. */
  50655. render(): void;
  50656. /**
  50657. * Determine if a given mesh will be used in the current effect.
  50658. * @param mesh mesh to test
  50659. * @returns true if the mesh will be used
  50660. */
  50661. hasMesh(mesh: AbstractMesh): boolean;
  50662. /**
  50663. * Returns true if the layer contains information to display, otherwise false.
  50664. * @returns true if the glow layer should be rendered
  50665. */
  50666. shouldRender(): boolean;
  50667. /**
  50668. * Returns true if the mesh should render, otherwise false.
  50669. * @param mesh The mesh to render
  50670. * @returns true if it should render otherwise false
  50671. */
  50672. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  50673. /**
  50674. * Returns true if the mesh can be rendered, otherwise false.
  50675. * @param mesh The mesh to render
  50676. * @param material The material used on the mesh
  50677. * @returns true if it can be rendered otherwise false
  50678. */
  50679. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  50680. /**
  50681. * Returns true if the mesh should render, otherwise false.
  50682. * @param mesh The mesh to render
  50683. * @returns true if it should render otherwise false
  50684. */
  50685. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  50686. /**
  50687. * Renders the submesh passed in parameter to the generation map.
  50688. */
  50689. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  50690. /**
  50691. * Rebuild the required buffers.
  50692. * @hidden Internal use only.
  50693. */
  50694. _rebuild(): void;
  50695. /**
  50696. * Dispose only the render target textures and post process.
  50697. */
  50698. private _disposeTextureAndPostProcesses;
  50699. /**
  50700. * Dispose the highlight layer and free resources.
  50701. */
  50702. dispose(): void;
  50703. /**
  50704. * Gets the class name of the effect layer
  50705. * @returns the string with the class name of the effect layer
  50706. */
  50707. getClassName(): string;
  50708. /**
  50709. * Creates an effect layer from parsed effect layer data
  50710. * @param parsedEffectLayer defines effect layer data
  50711. * @param scene defines the current scene
  50712. * @param rootUrl defines the root URL containing the effect layer information
  50713. * @returns a parsed effect Layer
  50714. */
  50715. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  50716. }
  50717. }
  50718. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  50719. import { Scene } from "babylonjs/scene";
  50720. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  50721. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50722. import { AbstractScene } from "babylonjs/abstractScene";
  50723. module "babylonjs/abstractScene" {
  50724. interface AbstractScene {
  50725. /**
  50726. * The list of effect layers (highlights/glow) added to the scene
  50727. * @see http://doc.babylonjs.com/how_to/highlight_layer
  50728. * @see http://doc.babylonjs.com/how_to/glow_layer
  50729. */
  50730. effectLayers: Array<EffectLayer>;
  50731. /**
  50732. * Removes the given effect layer from this scene.
  50733. * @param toRemove defines the effect layer to remove
  50734. * @returns the index of the removed effect layer
  50735. */
  50736. removeEffectLayer(toRemove: EffectLayer): number;
  50737. /**
  50738. * Adds the given effect layer to this scene
  50739. * @param newEffectLayer defines the effect layer to add
  50740. */
  50741. addEffectLayer(newEffectLayer: EffectLayer): void;
  50742. }
  50743. }
  50744. /**
  50745. * Defines the layer scene component responsible to manage any effect layers
  50746. * in a given scene.
  50747. */
  50748. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  50749. /**
  50750. * The component name helpfull to identify the component in the list of scene components.
  50751. */
  50752. readonly name: string;
  50753. /**
  50754. * The scene the component belongs to.
  50755. */
  50756. scene: Scene;
  50757. private _engine;
  50758. private _renderEffects;
  50759. private _needStencil;
  50760. private _previousStencilState;
  50761. /**
  50762. * Creates a new instance of the component for the given scene
  50763. * @param scene Defines the scene to register the component in
  50764. */
  50765. constructor(scene: Scene);
  50766. /**
  50767. * Registers the component in a given scene
  50768. */
  50769. register(): void;
  50770. /**
  50771. * Rebuilds the elements related to this component in case of
  50772. * context lost for instance.
  50773. */
  50774. rebuild(): void;
  50775. /**
  50776. * Serializes the component data to the specified json object
  50777. * @param serializationObject The object to serialize to
  50778. */
  50779. serialize(serializationObject: any): void;
  50780. /**
  50781. * Adds all the elements from the container to the scene
  50782. * @param container the container holding the elements
  50783. */
  50784. addFromContainer(container: AbstractScene): void;
  50785. /**
  50786. * Removes all the elements in the container from the scene
  50787. * @param container contains the elements to remove
  50788. * @param dispose if the removed element should be disposed (default: false)
  50789. */
  50790. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  50791. /**
  50792. * Disposes the component and the associated ressources.
  50793. */
  50794. dispose(): void;
  50795. private _isReadyForMesh;
  50796. private _renderMainTexture;
  50797. private _setStencil;
  50798. private _setStencilBack;
  50799. private _draw;
  50800. private _drawCamera;
  50801. private _drawRenderingGroup;
  50802. }
  50803. }
  50804. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  50805. /** @hidden */
  50806. export var glowMapMergePixelShader: {
  50807. name: string;
  50808. shader: string;
  50809. };
  50810. }
  50811. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  50812. /** @hidden */
  50813. export var glowMapMergeVertexShader: {
  50814. name: string;
  50815. shader: string;
  50816. };
  50817. }
  50818. declare module "babylonjs/Layers/glowLayer" {
  50819. import { Nullable } from "babylonjs/types";
  50820. import { Camera } from "babylonjs/Cameras/camera";
  50821. import { Scene } from "babylonjs/scene";
  50822. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50823. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50824. import { Mesh } from "babylonjs/Meshes/mesh";
  50825. import { Texture } from "babylonjs/Materials/Textures/texture";
  50826. import { Effect } from "babylonjs/Materials/effect";
  50827. import { Material } from "babylonjs/Materials/material";
  50828. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50829. import { Color4 } from "babylonjs/Maths/math.color";
  50830. import "babylonjs/Shaders/glowMapMerge.fragment";
  50831. import "babylonjs/Shaders/glowMapMerge.vertex";
  50832. import "babylonjs/Layers/effectLayerSceneComponent";
  50833. module "babylonjs/abstractScene" {
  50834. interface AbstractScene {
  50835. /**
  50836. * Return a the first highlight layer of the scene with a given name.
  50837. * @param name The name of the highlight layer to look for.
  50838. * @return The highlight layer if found otherwise null.
  50839. */
  50840. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  50841. }
  50842. }
  50843. /**
  50844. * Glow layer options. This helps customizing the behaviour
  50845. * of the glow layer.
  50846. */
  50847. export interface IGlowLayerOptions {
  50848. /**
  50849. * Multiplication factor apply to the canvas size to compute the render target size
  50850. * used to generated the glowing objects (the smaller the faster).
  50851. */
  50852. mainTextureRatio: number;
  50853. /**
  50854. * Enforces a fixed size texture to ensure resize independant blur.
  50855. */
  50856. mainTextureFixedSize?: number;
  50857. /**
  50858. * How big is the kernel of the blur texture.
  50859. */
  50860. blurKernelSize: number;
  50861. /**
  50862. * The camera attached to the layer.
  50863. */
  50864. camera: Nullable<Camera>;
  50865. /**
  50866. * Enable MSAA by chosing the number of samples.
  50867. */
  50868. mainTextureSamples?: number;
  50869. /**
  50870. * The rendering group to draw the layer in.
  50871. */
  50872. renderingGroupId: number;
  50873. }
  50874. /**
  50875. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  50876. *
  50877. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  50878. * glowy meshes to your scene.
  50879. *
  50880. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  50881. */
  50882. export class GlowLayer extends EffectLayer {
  50883. /**
  50884. * Effect Name of the layer.
  50885. */
  50886. static readonly EffectName: string;
  50887. /**
  50888. * The default blur kernel size used for the glow.
  50889. */
  50890. static DefaultBlurKernelSize: number;
  50891. /**
  50892. * The default texture size ratio used for the glow.
  50893. */
  50894. static DefaultTextureRatio: number;
  50895. /**
  50896. * Sets the kernel size of the blur.
  50897. */
  50898. /**
  50899. * Gets the kernel size of the blur.
  50900. */
  50901. blurKernelSize: number;
  50902. /**
  50903. * Sets the glow intensity.
  50904. */
  50905. /**
  50906. * Gets the glow intensity.
  50907. */
  50908. intensity: number;
  50909. private _options;
  50910. private _intensity;
  50911. private _horizontalBlurPostprocess1;
  50912. private _verticalBlurPostprocess1;
  50913. private _horizontalBlurPostprocess2;
  50914. private _verticalBlurPostprocess2;
  50915. private _blurTexture1;
  50916. private _blurTexture2;
  50917. private _postProcesses1;
  50918. private _postProcesses2;
  50919. private _includedOnlyMeshes;
  50920. private _excludedMeshes;
  50921. /**
  50922. * Callback used to let the user override the color selection on a per mesh basis
  50923. */
  50924. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  50925. /**
  50926. * Callback used to let the user override the texture selection on a per mesh basis
  50927. */
  50928. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  50929. /**
  50930. * Instantiates a new glow Layer and references it to the scene.
  50931. * @param name The name of the layer
  50932. * @param scene The scene to use the layer in
  50933. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  50934. */
  50935. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  50936. /**
  50937. * Get the effect name of the layer.
  50938. * @return The effect name
  50939. */
  50940. getEffectName(): string;
  50941. /**
  50942. * Create the merge effect. This is the shader use to blit the information back
  50943. * to the main canvas at the end of the scene rendering.
  50944. */
  50945. protected _createMergeEffect(): Effect;
  50946. /**
  50947. * Creates the render target textures and post processes used in the glow layer.
  50948. */
  50949. protected _createTextureAndPostProcesses(): void;
  50950. /**
  50951. * Checks for the readiness of the element composing the layer.
  50952. * @param subMesh the mesh to check for
  50953. * @param useInstances specify wether or not to use instances to render the mesh
  50954. * @param emissiveTexture the associated emissive texture used to generate the glow
  50955. * @return true if ready otherwise, false
  50956. */
  50957. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50958. /**
  50959. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50960. */
  50961. needStencil(): boolean;
  50962. /**
  50963. * Returns true if the mesh can be rendered, otherwise false.
  50964. * @param mesh The mesh to render
  50965. * @param material The material used on the mesh
  50966. * @returns true if it can be rendered otherwise false
  50967. */
  50968. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  50969. /**
  50970. * Implementation specific of rendering the generating effect on the main canvas.
  50971. * @param effect The effect used to render through
  50972. */
  50973. protected _internalRender(effect: Effect): void;
  50974. /**
  50975. * Sets the required values for both the emissive texture and and the main color.
  50976. */
  50977. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50978. /**
  50979. * Returns true if the mesh should render, otherwise false.
  50980. * @param mesh The mesh to render
  50981. * @returns true if it should render otherwise false
  50982. */
  50983. protected _shouldRenderMesh(mesh: Mesh): boolean;
  50984. /**
  50985. * Adds specific effects defines.
  50986. * @param defines The defines to add specifics to.
  50987. */
  50988. protected _addCustomEffectDefines(defines: string[]): void;
  50989. /**
  50990. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  50991. * @param mesh The mesh to exclude from the glow layer
  50992. */
  50993. addExcludedMesh(mesh: Mesh): void;
  50994. /**
  50995. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  50996. * @param mesh The mesh to remove
  50997. */
  50998. removeExcludedMesh(mesh: Mesh): void;
  50999. /**
  51000. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  51001. * @param mesh The mesh to include in the glow layer
  51002. */
  51003. addIncludedOnlyMesh(mesh: Mesh): void;
  51004. /**
  51005. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  51006. * @param mesh The mesh to remove
  51007. */
  51008. removeIncludedOnlyMesh(mesh: Mesh): void;
  51009. /**
  51010. * Determine if a given mesh will be used in the glow layer
  51011. * @param mesh The mesh to test
  51012. * @returns true if the mesh will be highlighted by the current glow layer
  51013. */
  51014. hasMesh(mesh: AbstractMesh): boolean;
  51015. /**
  51016. * Free any resources and references associated to a mesh.
  51017. * Internal use
  51018. * @param mesh The mesh to free.
  51019. * @hidden
  51020. */
  51021. _disposeMesh(mesh: Mesh): void;
  51022. /**
  51023. * Gets the class name of the effect layer
  51024. * @returns the string with the class name of the effect layer
  51025. */
  51026. getClassName(): string;
  51027. /**
  51028. * Serializes this glow layer
  51029. * @returns a serialized glow layer object
  51030. */
  51031. serialize(): any;
  51032. /**
  51033. * Creates a Glow Layer from parsed glow layer data
  51034. * @param parsedGlowLayer defines glow layer data
  51035. * @param scene defines the current scene
  51036. * @param rootUrl defines the root URL containing the glow layer information
  51037. * @returns a parsed Glow Layer
  51038. */
  51039. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  51040. }
  51041. }
  51042. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  51043. /** @hidden */
  51044. export var glowBlurPostProcessPixelShader: {
  51045. name: string;
  51046. shader: string;
  51047. };
  51048. }
  51049. declare module "babylonjs/Layers/highlightLayer" {
  51050. import { Observable } from "babylonjs/Misc/observable";
  51051. import { Nullable } from "babylonjs/types";
  51052. import { Camera } from "babylonjs/Cameras/camera";
  51053. import { Scene } from "babylonjs/scene";
  51054. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51055. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51056. import { Mesh } from "babylonjs/Meshes/mesh";
  51057. import { Effect } from "babylonjs/Materials/effect";
  51058. import { Material } from "babylonjs/Materials/material";
  51059. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51060. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  51061. import "babylonjs/Shaders/glowMapMerge.fragment";
  51062. import "babylonjs/Shaders/glowMapMerge.vertex";
  51063. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  51064. module "babylonjs/abstractScene" {
  51065. interface AbstractScene {
  51066. /**
  51067. * Return a the first highlight layer of the scene with a given name.
  51068. * @param name The name of the highlight layer to look for.
  51069. * @return The highlight layer if found otherwise null.
  51070. */
  51071. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  51072. }
  51073. }
  51074. /**
  51075. * Highlight layer options. This helps customizing the behaviour
  51076. * of the highlight layer.
  51077. */
  51078. export interface IHighlightLayerOptions {
  51079. /**
  51080. * Multiplication factor apply to the canvas size to compute the render target size
  51081. * used to generated the glowing objects (the smaller the faster).
  51082. */
  51083. mainTextureRatio: number;
  51084. /**
  51085. * Enforces a fixed size texture to ensure resize independant blur.
  51086. */
  51087. mainTextureFixedSize?: number;
  51088. /**
  51089. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  51090. * of the picture to blur (the smaller the faster).
  51091. */
  51092. blurTextureSizeRatio: number;
  51093. /**
  51094. * How big in texel of the blur texture is the vertical blur.
  51095. */
  51096. blurVerticalSize: number;
  51097. /**
  51098. * How big in texel of the blur texture is the horizontal blur.
  51099. */
  51100. blurHorizontalSize: number;
  51101. /**
  51102. * Alpha blending mode used to apply the blur. Default is combine.
  51103. */
  51104. alphaBlendingMode: number;
  51105. /**
  51106. * The camera attached to the layer.
  51107. */
  51108. camera: Nullable<Camera>;
  51109. /**
  51110. * Should we display highlight as a solid stroke?
  51111. */
  51112. isStroke?: boolean;
  51113. /**
  51114. * The rendering group to draw the layer in.
  51115. */
  51116. renderingGroupId: number;
  51117. }
  51118. /**
  51119. * The highlight layer Helps adding a glow effect around a mesh.
  51120. *
  51121. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  51122. * glowy meshes to your scene.
  51123. *
  51124. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  51125. */
  51126. export class HighlightLayer extends EffectLayer {
  51127. name: string;
  51128. /**
  51129. * Effect Name of the highlight layer.
  51130. */
  51131. static readonly EffectName: string;
  51132. /**
  51133. * The neutral color used during the preparation of the glow effect.
  51134. * This is black by default as the blend operation is a blend operation.
  51135. */
  51136. static NeutralColor: Color4;
  51137. /**
  51138. * Stencil value used for glowing meshes.
  51139. */
  51140. static GlowingMeshStencilReference: number;
  51141. /**
  51142. * Stencil value used for the other meshes in the scene.
  51143. */
  51144. static NormalMeshStencilReference: number;
  51145. /**
  51146. * Specifies whether or not the inner glow is ACTIVE in the layer.
  51147. */
  51148. innerGlow: boolean;
  51149. /**
  51150. * Specifies whether or not the outer glow is ACTIVE in the layer.
  51151. */
  51152. outerGlow: boolean;
  51153. /**
  51154. * Specifies the horizontal size of the blur.
  51155. */
  51156. /**
  51157. * Gets the horizontal size of the blur.
  51158. */
  51159. blurHorizontalSize: number;
  51160. /**
  51161. * Specifies the vertical size of the blur.
  51162. */
  51163. /**
  51164. * Gets the vertical size of the blur.
  51165. */
  51166. blurVerticalSize: number;
  51167. /**
  51168. * An event triggered when the highlight layer is being blurred.
  51169. */
  51170. onBeforeBlurObservable: Observable<HighlightLayer>;
  51171. /**
  51172. * An event triggered when the highlight layer has been blurred.
  51173. */
  51174. onAfterBlurObservable: Observable<HighlightLayer>;
  51175. private _instanceGlowingMeshStencilReference;
  51176. private _options;
  51177. private _downSamplePostprocess;
  51178. private _horizontalBlurPostprocess;
  51179. private _verticalBlurPostprocess;
  51180. private _blurTexture;
  51181. private _meshes;
  51182. private _excludedMeshes;
  51183. /**
  51184. * Instantiates a new highlight Layer and references it to the scene..
  51185. * @param name The name of the layer
  51186. * @param scene The scene to use the layer in
  51187. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  51188. */
  51189. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  51190. /**
  51191. * Get the effect name of the layer.
  51192. * @return The effect name
  51193. */
  51194. getEffectName(): string;
  51195. /**
  51196. * Create the merge effect. This is the shader use to blit the information back
  51197. * to the main canvas at the end of the scene rendering.
  51198. */
  51199. protected _createMergeEffect(): Effect;
  51200. /**
  51201. * Creates the render target textures and post processes used in the highlight layer.
  51202. */
  51203. protected _createTextureAndPostProcesses(): void;
  51204. /**
  51205. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51206. */
  51207. needStencil(): boolean;
  51208. /**
  51209. * Checks for the readiness of the element composing the layer.
  51210. * @param subMesh the mesh to check for
  51211. * @param useInstances specify wether or not to use instances to render the mesh
  51212. * @param emissiveTexture the associated emissive texture used to generate the glow
  51213. * @return true if ready otherwise, false
  51214. */
  51215. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51216. /**
  51217. * Implementation specific of rendering the generating effect on the main canvas.
  51218. * @param effect The effect used to render through
  51219. */
  51220. protected _internalRender(effect: Effect): void;
  51221. /**
  51222. * Returns true if the layer contains information to display, otherwise false.
  51223. */
  51224. shouldRender(): boolean;
  51225. /**
  51226. * Returns true if the mesh should render, otherwise false.
  51227. * @param mesh The mesh to render
  51228. * @returns true if it should render otherwise false
  51229. */
  51230. protected _shouldRenderMesh(mesh: Mesh): boolean;
  51231. /**
  51232. * Sets the required values for both the emissive texture and and the main color.
  51233. */
  51234. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51235. /**
  51236. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  51237. * @param mesh The mesh to exclude from the highlight layer
  51238. */
  51239. addExcludedMesh(mesh: Mesh): void;
  51240. /**
  51241. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  51242. * @param mesh The mesh to highlight
  51243. */
  51244. removeExcludedMesh(mesh: Mesh): void;
  51245. /**
  51246. * Determine if a given mesh will be highlighted by the current HighlightLayer
  51247. * @param mesh mesh to test
  51248. * @returns true if the mesh will be highlighted by the current HighlightLayer
  51249. */
  51250. hasMesh(mesh: AbstractMesh): boolean;
  51251. /**
  51252. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  51253. * @param mesh The mesh to highlight
  51254. * @param color The color of the highlight
  51255. * @param glowEmissiveOnly Extract the glow from the emissive texture
  51256. */
  51257. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  51258. /**
  51259. * Remove a mesh from the highlight layer in order to make it stop glowing.
  51260. * @param mesh The mesh to highlight
  51261. */
  51262. removeMesh(mesh: Mesh): void;
  51263. /**
  51264. * Force the stencil to the normal expected value for none glowing parts
  51265. */
  51266. private _defaultStencilReference;
  51267. /**
  51268. * Free any resources and references associated to a mesh.
  51269. * Internal use
  51270. * @param mesh The mesh to free.
  51271. * @hidden
  51272. */
  51273. _disposeMesh(mesh: Mesh): void;
  51274. /**
  51275. * Dispose the highlight layer and free resources.
  51276. */
  51277. dispose(): void;
  51278. /**
  51279. * Gets the class name of the effect layer
  51280. * @returns the string with the class name of the effect layer
  51281. */
  51282. getClassName(): string;
  51283. /**
  51284. * Serializes this Highlight layer
  51285. * @returns a serialized Highlight layer object
  51286. */
  51287. serialize(): any;
  51288. /**
  51289. * Creates a Highlight layer from parsed Highlight layer data
  51290. * @param parsedHightlightLayer defines the Highlight layer data
  51291. * @param scene defines the current scene
  51292. * @param rootUrl defines the root URL containing the Highlight layer information
  51293. * @returns a parsed Highlight layer
  51294. */
  51295. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  51296. }
  51297. }
  51298. declare module "babylonjs/Layers/layerSceneComponent" {
  51299. import { Scene } from "babylonjs/scene";
  51300. import { ISceneComponent } from "babylonjs/sceneComponent";
  51301. import { Layer } from "babylonjs/Layers/layer";
  51302. import { AbstractScene } from "babylonjs/abstractScene";
  51303. module "babylonjs/abstractScene" {
  51304. interface AbstractScene {
  51305. /**
  51306. * The list of layers (background and foreground) of the scene
  51307. */
  51308. layers: Array<Layer>;
  51309. }
  51310. }
  51311. /**
  51312. * Defines the layer scene component responsible to manage any layers
  51313. * in a given scene.
  51314. */
  51315. export class LayerSceneComponent implements ISceneComponent {
  51316. /**
  51317. * The component name helpfull to identify the component in the list of scene components.
  51318. */
  51319. readonly name: string;
  51320. /**
  51321. * The scene the component belongs to.
  51322. */
  51323. scene: Scene;
  51324. private _engine;
  51325. /**
  51326. * Creates a new instance of the component for the given scene
  51327. * @param scene Defines the scene to register the component in
  51328. */
  51329. constructor(scene: Scene);
  51330. /**
  51331. * Registers the component in a given scene
  51332. */
  51333. register(): void;
  51334. /**
  51335. * Rebuilds the elements related to this component in case of
  51336. * context lost for instance.
  51337. */
  51338. rebuild(): void;
  51339. /**
  51340. * Disposes the component and the associated ressources.
  51341. */
  51342. dispose(): void;
  51343. private _draw;
  51344. private _drawCameraPredicate;
  51345. private _drawCameraBackground;
  51346. private _drawCameraForeground;
  51347. private _drawRenderTargetPredicate;
  51348. private _drawRenderTargetBackground;
  51349. private _drawRenderTargetForeground;
  51350. /**
  51351. * Adds all the elements from the container to the scene
  51352. * @param container the container holding the elements
  51353. */
  51354. addFromContainer(container: AbstractScene): void;
  51355. /**
  51356. * Removes all the elements in the container from the scene
  51357. * @param container contains the elements to remove
  51358. * @param dispose if the removed element should be disposed (default: false)
  51359. */
  51360. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51361. }
  51362. }
  51363. declare module "babylonjs/Shaders/layer.fragment" {
  51364. /** @hidden */
  51365. export var layerPixelShader: {
  51366. name: string;
  51367. shader: string;
  51368. };
  51369. }
  51370. declare module "babylonjs/Shaders/layer.vertex" {
  51371. /** @hidden */
  51372. export var layerVertexShader: {
  51373. name: string;
  51374. shader: string;
  51375. };
  51376. }
  51377. declare module "babylonjs/Layers/layer" {
  51378. import { Observable } from "babylonjs/Misc/observable";
  51379. import { Nullable } from "babylonjs/types";
  51380. import { Scene } from "babylonjs/scene";
  51381. import { Vector2 } from "babylonjs/Maths/math.vector";
  51382. import { Color4 } from "babylonjs/Maths/math.color";
  51383. import { Texture } from "babylonjs/Materials/Textures/texture";
  51384. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  51385. import "babylonjs/Shaders/layer.fragment";
  51386. import "babylonjs/Shaders/layer.vertex";
  51387. /**
  51388. * This represents a full screen 2d layer.
  51389. * This can be useful to display a picture in the background of your scene for instance.
  51390. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51391. */
  51392. export class Layer {
  51393. /**
  51394. * Define the name of the layer.
  51395. */
  51396. name: string;
  51397. /**
  51398. * Define the texture the layer should display.
  51399. */
  51400. texture: Nullable<Texture>;
  51401. /**
  51402. * Is the layer in background or foreground.
  51403. */
  51404. isBackground: boolean;
  51405. /**
  51406. * Define the color of the layer (instead of texture).
  51407. */
  51408. color: Color4;
  51409. /**
  51410. * Define the scale of the layer in order to zoom in out of the texture.
  51411. */
  51412. scale: Vector2;
  51413. /**
  51414. * Define an offset for the layer in order to shift the texture.
  51415. */
  51416. offset: Vector2;
  51417. /**
  51418. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  51419. */
  51420. alphaBlendingMode: number;
  51421. /**
  51422. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  51423. * Alpha test will not mix with the background color in case of transparency.
  51424. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  51425. */
  51426. alphaTest: boolean;
  51427. /**
  51428. * Define a mask to restrict the layer to only some of the scene cameras.
  51429. */
  51430. layerMask: number;
  51431. /**
  51432. * Define the list of render target the layer is visible into.
  51433. */
  51434. renderTargetTextures: RenderTargetTexture[];
  51435. /**
  51436. * Define if the layer is only used in renderTarget or if it also
  51437. * renders in the main frame buffer of the canvas.
  51438. */
  51439. renderOnlyInRenderTargetTextures: boolean;
  51440. private _scene;
  51441. private _vertexBuffers;
  51442. private _indexBuffer;
  51443. private _effect;
  51444. private _alphaTestEffect;
  51445. /**
  51446. * An event triggered when the layer is disposed.
  51447. */
  51448. onDisposeObservable: Observable<Layer>;
  51449. private _onDisposeObserver;
  51450. /**
  51451. * Back compatibility with callback before the onDisposeObservable existed.
  51452. * The set callback will be triggered when the layer has been disposed.
  51453. */
  51454. onDispose: () => void;
  51455. /**
  51456. * An event triggered before rendering the scene
  51457. */
  51458. onBeforeRenderObservable: Observable<Layer>;
  51459. private _onBeforeRenderObserver;
  51460. /**
  51461. * Back compatibility with callback before the onBeforeRenderObservable existed.
  51462. * The set callback will be triggered just before rendering the layer.
  51463. */
  51464. onBeforeRender: () => void;
  51465. /**
  51466. * An event triggered after rendering the scene
  51467. */
  51468. onAfterRenderObservable: Observable<Layer>;
  51469. private _onAfterRenderObserver;
  51470. /**
  51471. * Back compatibility with callback before the onAfterRenderObservable existed.
  51472. * The set callback will be triggered just after rendering the layer.
  51473. */
  51474. onAfterRender: () => void;
  51475. /**
  51476. * Instantiates a new layer.
  51477. * This represents a full screen 2d layer.
  51478. * This can be useful to display a picture in the background of your scene for instance.
  51479. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51480. * @param name Define the name of the layer in the scene
  51481. * @param imgUrl Define the url of the texture to display in the layer
  51482. * @param scene Define the scene the layer belongs to
  51483. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  51484. * @param color Defines a color for the layer
  51485. */
  51486. constructor(
  51487. /**
  51488. * Define the name of the layer.
  51489. */
  51490. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  51491. private _createIndexBuffer;
  51492. /** @hidden */
  51493. _rebuild(): void;
  51494. /**
  51495. * Renders the layer in the scene.
  51496. */
  51497. render(): void;
  51498. /**
  51499. * Disposes and releases the associated ressources.
  51500. */
  51501. dispose(): void;
  51502. }
  51503. }
  51504. declare module "babylonjs/Layers/index" {
  51505. export * from "babylonjs/Layers/effectLayer";
  51506. export * from "babylonjs/Layers/effectLayerSceneComponent";
  51507. export * from "babylonjs/Layers/glowLayer";
  51508. export * from "babylonjs/Layers/highlightLayer";
  51509. export * from "babylonjs/Layers/layer";
  51510. export * from "babylonjs/Layers/layerSceneComponent";
  51511. }
  51512. declare module "babylonjs/Shaders/lensFlare.fragment" {
  51513. /** @hidden */
  51514. export var lensFlarePixelShader: {
  51515. name: string;
  51516. shader: string;
  51517. };
  51518. }
  51519. declare module "babylonjs/Shaders/lensFlare.vertex" {
  51520. /** @hidden */
  51521. export var lensFlareVertexShader: {
  51522. name: string;
  51523. shader: string;
  51524. };
  51525. }
  51526. declare module "babylonjs/LensFlares/lensFlareSystem" {
  51527. import { Scene } from "babylonjs/scene";
  51528. import { Vector3 } from "babylonjs/Maths/math.vector";
  51529. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51530. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  51531. import "babylonjs/Shaders/lensFlare.fragment";
  51532. import "babylonjs/Shaders/lensFlare.vertex";
  51533. import { Viewport } from "babylonjs/Maths/math.viewport";
  51534. /**
  51535. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51536. * It is usually composed of several `lensFlare`.
  51537. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51538. */
  51539. export class LensFlareSystem {
  51540. /**
  51541. * Define the name of the lens flare system
  51542. */
  51543. name: string;
  51544. /**
  51545. * List of lens flares used in this system.
  51546. */
  51547. lensFlares: LensFlare[];
  51548. /**
  51549. * Define a limit from the border the lens flare can be visible.
  51550. */
  51551. borderLimit: number;
  51552. /**
  51553. * Define a viewport border we do not want to see the lens flare in.
  51554. */
  51555. viewportBorder: number;
  51556. /**
  51557. * Define a predicate which could limit the list of meshes able to occlude the effect.
  51558. */
  51559. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  51560. /**
  51561. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  51562. */
  51563. layerMask: number;
  51564. /**
  51565. * Define the id of the lens flare system in the scene.
  51566. * (equal to name by default)
  51567. */
  51568. id: string;
  51569. private _scene;
  51570. private _emitter;
  51571. private _vertexBuffers;
  51572. private _indexBuffer;
  51573. private _effect;
  51574. private _positionX;
  51575. private _positionY;
  51576. private _isEnabled;
  51577. /** @hidden */
  51578. static _SceneComponentInitialization: (scene: Scene) => void;
  51579. /**
  51580. * Instantiates a lens flare system.
  51581. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51582. * It is usually composed of several `lensFlare`.
  51583. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51584. * @param name Define the name of the lens flare system in the scene
  51585. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  51586. * @param scene Define the scene the lens flare system belongs to
  51587. */
  51588. constructor(
  51589. /**
  51590. * Define the name of the lens flare system
  51591. */
  51592. name: string, emitter: any, scene: Scene);
  51593. /**
  51594. * Define if the lens flare system is enabled.
  51595. */
  51596. isEnabled: boolean;
  51597. /**
  51598. * Get the scene the effects belongs to.
  51599. * @returns the scene holding the lens flare system
  51600. */
  51601. getScene(): Scene;
  51602. /**
  51603. * Get the emitter of the lens flare system.
  51604. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51605. * @returns the emitter of the lens flare system
  51606. */
  51607. getEmitter(): any;
  51608. /**
  51609. * Set the emitter of the lens flare system.
  51610. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51611. * @param newEmitter Define the new emitter of the system
  51612. */
  51613. setEmitter(newEmitter: any): void;
  51614. /**
  51615. * Get the lens flare system emitter position.
  51616. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  51617. * @returns the position
  51618. */
  51619. getEmitterPosition(): Vector3;
  51620. /**
  51621. * @hidden
  51622. */
  51623. computeEffectivePosition(globalViewport: Viewport): boolean;
  51624. /** @hidden */
  51625. _isVisible(): boolean;
  51626. /**
  51627. * @hidden
  51628. */
  51629. render(): boolean;
  51630. /**
  51631. * Dispose and release the lens flare with its associated resources.
  51632. */
  51633. dispose(): void;
  51634. /**
  51635. * Parse a lens flare system from a JSON repressentation
  51636. * @param parsedLensFlareSystem Define the JSON to parse
  51637. * @param scene Define the scene the parsed system should be instantiated in
  51638. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  51639. * @returns the parsed system
  51640. */
  51641. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  51642. /**
  51643. * Serialize the current Lens Flare System into a JSON representation.
  51644. * @returns the serialized JSON
  51645. */
  51646. serialize(): any;
  51647. }
  51648. }
  51649. declare module "babylonjs/LensFlares/lensFlare" {
  51650. import { Nullable } from "babylonjs/types";
  51651. import { Color3 } from "babylonjs/Maths/math.color";
  51652. import { Texture } from "babylonjs/Materials/Textures/texture";
  51653. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51654. /**
  51655. * This represents one of the lens effect in a `lensFlareSystem`.
  51656. * It controls one of the indiviual texture used in the effect.
  51657. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51658. */
  51659. export class LensFlare {
  51660. /**
  51661. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51662. */
  51663. size: number;
  51664. /**
  51665. * 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.
  51666. */
  51667. position: number;
  51668. /**
  51669. * Define the lens color.
  51670. */
  51671. color: Color3;
  51672. /**
  51673. * Define the lens texture.
  51674. */
  51675. texture: Nullable<Texture>;
  51676. /**
  51677. * Define the alpha mode to render this particular lens.
  51678. */
  51679. alphaMode: number;
  51680. private _system;
  51681. /**
  51682. * Creates a new Lens Flare.
  51683. * This represents one of the lens effect in a `lensFlareSystem`.
  51684. * It controls one of the indiviual texture used in the effect.
  51685. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51686. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  51687. * @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.
  51688. * @param color Define the lens color
  51689. * @param imgUrl Define the lens texture url
  51690. * @param system Define the `lensFlareSystem` this flare is part of
  51691. * @returns The newly created Lens Flare
  51692. */
  51693. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  51694. /**
  51695. * Instantiates a new Lens Flare.
  51696. * This represents one of the lens effect in a `lensFlareSystem`.
  51697. * It controls one of the indiviual texture used in the effect.
  51698. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51699. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  51700. * @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.
  51701. * @param color Define the lens color
  51702. * @param imgUrl Define the lens texture url
  51703. * @param system Define the `lensFlareSystem` this flare is part of
  51704. */
  51705. constructor(
  51706. /**
  51707. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51708. */
  51709. size: number,
  51710. /**
  51711. * 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.
  51712. */
  51713. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  51714. /**
  51715. * Dispose and release the lens flare with its associated resources.
  51716. */
  51717. dispose(): void;
  51718. }
  51719. }
  51720. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  51721. import { Nullable } from "babylonjs/types";
  51722. import { Scene } from "babylonjs/scene";
  51723. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51724. import { AbstractScene } from "babylonjs/abstractScene";
  51725. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51726. module "babylonjs/abstractScene" {
  51727. interface AbstractScene {
  51728. /**
  51729. * The list of lens flare system added to the scene
  51730. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51731. */
  51732. lensFlareSystems: Array<LensFlareSystem>;
  51733. /**
  51734. * Removes the given lens flare system from this scene.
  51735. * @param toRemove The lens flare system to remove
  51736. * @returns The index of the removed lens flare system
  51737. */
  51738. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  51739. /**
  51740. * Adds the given lens flare system to this scene
  51741. * @param newLensFlareSystem The lens flare system to add
  51742. */
  51743. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  51744. /**
  51745. * Gets a lens flare system using its name
  51746. * @param name defines the name to look for
  51747. * @returns the lens flare system or null if not found
  51748. */
  51749. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  51750. /**
  51751. * Gets a lens flare system using its id
  51752. * @param id defines the id to look for
  51753. * @returns the lens flare system or null if not found
  51754. */
  51755. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  51756. }
  51757. }
  51758. /**
  51759. * Defines the lens flare scene component responsible to manage any lens flares
  51760. * in a given scene.
  51761. */
  51762. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  51763. /**
  51764. * The component name helpfull to identify the component in the list of scene components.
  51765. */
  51766. readonly name: string;
  51767. /**
  51768. * The scene the component belongs to.
  51769. */
  51770. scene: Scene;
  51771. /**
  51772. * Creates a new instance of the component for the given scene
  51773. * @param scene Defines the scene to register the component in
  51774. */
  51775. constructor(scene: Scene);
  51776. /**
  51777. * Registers the component in a given scene
  51778. */
  51779. register(): void;
  51780. /**
  51781. * Rebuilds the elements related to this component in case of
  51782. * context lost for instance.
  51783. */
  51784. rebuild(): void;
  51785. /**
  51786. * Adds all the elements from the container to the scene
  51787. * @param container the container holding the elements
  51788. */
  51789. addFromContainer(container: AbstractScene): void;
  51790. /**
  51791. * Removes all the elements in the container from the scene
  51792. * @param container contains the elements to remove
  51793. * @param dispose if the removed element should be disposed (default: false)
  51794. */
  51795. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51796. /**
  51797. * Serializes the component data to the specified json object
  51798. * @param serializationObject The object to serialize to
  51799. */
  51800. serialize(serializationObject: any): void;
  51801. /**
  51802. * Disposes the component and the associated ressources.
  51803. */
  51804. dispose(): void;
  51805. private _draw;
  51806. }
  51807. }
  51808. declare module "babylonjs/LensFlares/index" {
  51809. export * from "babylonjs/LensFlares/lensFlare";
  51810. export * from "babylonjs/LensFlares/lensFlareSystem";
  51811. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  51812. }
  51813. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  51814. import { Scene } from "babylonjs/scene";
  51815. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51816. import { AbstractScene } from "babylonjs/abstractScene";
  51817. /**
  51818. * Defines the shadow generator component responsible to manage any shadow generators
  51819. * in a given scene.
  51820. */
  51821. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  51822. /**
  51823. * The component name helpfull to identify the component in the list of scene components.
  51824. */
  51825. readonly name: string;
  51826. /**
  51827. * The scene the component belongs to.
  51828. */
  51829. scene: Scene;
  51830. /**
  51831. * Creates a new instance of the component for the given scene
  51832. * @param scene Defines the scene to register the component in
  51833. */
  51834. constructor(scene: Scene);
  51835. /**
  51836. * Registers the component in a given scene
  51837. */
  51838. register(): void;
  51839. /**
  51840. * Rebuilds the elements related to this component in case of
  51841. * context lost for instance.
  51842. */
  51843. rebuild(): void;
  51844. /**
  51845. * Serializes the component data to the specified json object
  51846. * @param serializationObject The object to serialize to
  51847. */
  51848. serialize(serializationObject: any): void;
  51849. /**
  51850. * Adds all the elements from the container to the scene
  51851. * @param container the container holding the elements
  51852. */
  51853. addFromContainer(container: AbstractScene): void;
  51854. /**
  51855. * Removes all the elements in the container from the scene
  51856. * @param container contains the elements to remove
  51857. * @param dispose if the removed element should be disposed (default: false)
  51858. */
  51859. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51860. /**
  51861. * Rebuilds the elements related to this component in case of
  51862. * context lost for instance.
  51863. */
  51864. dispose(): void;
  51865. private _gatherRenderTargets;
  51866. }
  51867. }
  51868. declare module "babylonjs/Lights/Shadows/index" {
  51869. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  51870. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  51871. }
  51872. declare module "babylonjs/Lights/pointLight" {
  51873. import { Scene } from "babylonjs/scene";
  51874. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51875. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51876. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  51877. import { Effect } from "babylonjs/Materials/effect";
  51878. /**
  51879. * A point light is a light defined by an unique point in world space.
  51880. * The light is emitted in every direction from this point.
  51881. * A good example of a point light is a standard light bulb.
  51882. * Documentation: https://doc.babylonjs.com/babylon101/lights
  51883. */
  51884. export class PointLight extends ShadowLight {
  51885. private _shadowAngle;
  51886. /**
  51887. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51888. * This specifies what angle the shadow will use to be created.
  51889. *
  51890. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51891. */
  51892. /**
  51893. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51894. * This specifies what angle the shadow will use to be created.
  51895. *
  51896. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51897. */
  51898. shadowAngle: number;
  51899. /**
  51900. * Gets the direction if it has been set.
  51901. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51902. */
  51903. /**
  51904. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51905. */
  51906. direction: Vector3;
  51907. /**
  51908. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  51909. * A PointLight emits the light in every direction.
  51910. * It can cast shadows.
  51911. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  51912. * ```javascript
  51913. * var pointLight = new PointLight("pl", camera.position, scene);
  51914. * ```
  51915. * Documentation : https://doc.babylonjs.com/babylon101/lights
  51916. * @param name The light friendly name
  51917. * @param position The position of the point light in the scene
  51918. * @param scene The scene the lights belongs to
  51919. */
  51920. constructor(name: string, position: Vector3, scene: Scene);
  51921. /**
  51922. * Returns the string "PointLight"
  51923. * @returns the class name
  51924. */
  51925. getClassName(): string;
  51926. /**
  51927. * Returns the integer 0.
  51928. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  51929. */
  51930. getTypeID(): number;
  51931. /**
  51932. * Specifies wether or not the shadowmap should be a cube texture.
  51933. * @returns true if the shadowmap needs to be a cube texture.
  51934. */
  51935. needCube(): boolean;
  51936. /**
  51937. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  51938. * @param faceIndex The index of the face we are computed the direction to generate shadow
  51939. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  51940. */
  51941. getShadowDirection(faceIndex?: number): Vector3;
  51942. /**
  51943. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  51944. * - fov = PI / 2
  51945. * - aspect ratio : 1.0
  51946. * - z-near and far equal to the active camera minZ and maxZ.
  51947. * Returns the PointLight.
  51948. */
  51949. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  51950. protected _buildUniformLayout(): void;
  51951. /**
  51952. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  51953. * @param effect The effect to update
  51954. * @param lightIndex The index of the light in the effect to update
  51955. * @returns The point light
  51956. */
  51957. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  51958. /**
  51959. * Prepares the list of defines specific to the light type.
  51960. * @param defines the list of defines
  51961. * @param lightIndex defines the index of the light for the effect
  51962. */
  51963. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  51964. }
  51965. }
  51966. declare module "babylonjs/Lights/index" {
  51967. export * from "babylonjs/Lights/light";
  51968. export * from "babylonjs/Lights/shadowLight";
  51969. export * from "babylonjs/Lights/Shadows/index";
  51970. export * from "babylonjs/Lights/directionalLight";
  51971. export * from "babylonjs/Lights/hemisphericLight";
  51972. export * from "babylonjs/Lights/pointLight";
  51973. export * from "babylonjs/Lights/spotLight";
  51974. }
  51975. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  51976. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  51977. /**
  51978. * Header information of HDR texture files.
  51979. */
  51980. export interface HDRInfo {
  51981. /**
  51982. * The height of the texture in pixels.
  51983. */
  51984. height: number;
  51985. /**
  51986. * The width of the texture in pixels.
  51987. */
  51988. width: number;
  51989. /**
  51990. * The index of the beginning of the data in the binary file.
  51991. */
  51992. dataPosition: number;
  51993. }
  51994. /**
  51995. * This groups tools to convert HDR texture to native colors array.
  51996. */
  51997. export class HDRTools {
  51998. private static Ldexp;
  51999. private static Rgbe2float;
  52000. private static readStringLine;
  52001. /**
  52002. * Reads header information from an RGBE texture stored in a native array.
  52003. * More information on this format are available here:
  52004. * https://en.wikipedia.org/wiki/RGBE_image_format
  52005. *
  52006. * @param uint8array The binary file stored in native array.
  52007. * @return The header information.
  52008. */
  52009. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  52010. /**
  52011. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  52012. * This RGBE texture needs to store the information as a panorama.
  52013. *
  52014. * More information on this format are available here:
  52015. * https://en.wikipedia.org/wiki/RGBE_image_format
  52016. *
  52017. * @param buffer The binary file stored in an array buffer.
  52018. * @param size The expected size of the extracted cubemap.
  52019. * @return The Cube Map information.
  52020. */
  52021. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  52022. /**
  52023. * Returns the pixels data extracted from an RGBE texture.
  52024. * This pixels will be stored left to right up to down in the R G B order in one array.
  52025. *
  52026. * More information on this format are available here:
  52027. * https://en.wikipedia.org/wiki/RGBE_image_format
  52028. *
  52029. * @param uint8array The binary file stored in an array buffer.
  52030. * @param hdrInfo The header information of the file.
  52031. * @return The pixels data in RGB right to left up to down order.
  52032. */
  52033. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  52034. private static RGBE_ReadPixels_RLE;
  52035. }
  52036. }
  52037. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  52038. import { Nullable } from "babylonjs/types";
  52039. import { Scene } from "babylonjs/scene";
  52040. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  52041. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52042. import "babylonjs/Engines/Extensions/engine.rawTexture";
  52043. /**
  52044. * This represents a texture coming from an HDR input.
  52045. *
  52046. * The only supported format is currently panorama picture stored in RGBE format.
  52047. * Example of such files can be found on HDRLib: http://hdrlib.com/
  52048. */
  52049. export class HDRCubeTexture extends BaseTexture {
  52050. private static _facesMapping;
  52051. private _generateHarmonics;
  52052. private _noMipmap;
  52053. private _textureMatrix;
  52054. private _size;
  52055. private _onLoad;
  52056. private _onError;
  52057. /**
  52058. * The texture URL.
  52059. */
  52060. url: string;
  52061. /**
  52062. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  52063. */
  52064. coordinatesMode: number;
  52065. protected _isBlocking: boolean;
  52066. /**
  52067. * Sets wether or not the texture is blocking during loading.
  52068. */
  52069. /**
  52070. * Gets wether or not the texture is blocking during loading.
  52071. */
  52072. isBlocking: boolean;
  52073. protected _rotationY: number;
  52074. /**
  52075. * Sets texture matrix rotation angle around Y axis in radians.
  52076. */
  52077. /**
  52078. * Gets texture matrix rotation angle around Y axis radians.
  52079. */
  52080. rotationY: number;
  52081. /**
  52082. * Gets or sets the center of the bounding box associated with the cube texture
  52083. * It must define where the camera used to render the texture was set
  52084. */
  52085. boundingBoxPosition: Vector3;
  52086. private _boundingBoxSize;
  52087. /**
  52088. * Gets or sets the size of the bounding box associated with the cube texture
  52089. * When defined, the cubemap will switch to local mode
  52090. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  52091. * @example https://www.babylonjs-playground.com/#RNASML
  52092. */
  52093. boundingBoxSize: Vector3;
  52094. /**
  52095. * Instantiates an HDRTexture from the following parameters.
  52096. *
  52097. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  52098. * @param scene The scene the texture will be used in
  52099. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  52100. * @param noMipmap Forces to not generate the mipmap if true
  52101. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  52102. * @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)
  52103. * @param reserved Reserved flag for internal use.
  52104. */
  52105. 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>);
  52106. /**
  52107. * Get the current class name of the texture useful for serialization or dynamic coding.
  52108. * @returns "HDRCubeTexture"
  52109. */
  52110. getClassName(): string;
  52111. /**
  52112. * Occurs when the file is raw .hdr file.
  52113. */
  52114. private loadTexture;
  52115. clone(): HDRCubeTexture;
  52116. delayLoad(): void;
  52117. /**
  52118. * Get the texture reflection matrix used to rotate/transform the reflection.
  52119. * @returns the reflection matrix
  52120. */
  52121. getReflectionTextureMatrix(): Matrix;
  52122. /**
  52123. * Set the texture reflection matrix used to rotate/transform the reflection.
  52124. * @param value Define the reflection matrix to set
  52125. */
  52126. setReflectionTextureMatrix(value: Matrix): void;
  52127. /**
  52128. * Parses a JSON representation of an HDR Texture in order to create the texture
  52129. * @param parsedTexture Define the JSON representation
  52130. * @param scene Define the scene the texture should be created in
  52131. * @param rootUrl Define the root url in case we need to load relative dependencies
  52132. * @returns the newly created texture after parsing
  52133. */
  52134. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  52135. serialize(): any;
  52136. }
  52137. }
  52138. declare module "babylonjs/Physics/physicsEngine" {
  52139. import { Nullable } from "babylonjs/types";
  52140. import { Vector3 } from "babylonjs/Maths/math.vector";
  52141. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  52142. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  52143. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  52144. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52145. /**
  52146. * Class used to control physics engine
  52147. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  52148. */
  52149. export class PhysicsEngine implements IPhysicsEngine {
  52150. private _physicsPlugin;
  52151. /**
  52152. * Global value used to control the smallest number supported by the simulation
  52153. */
  52154. static Epsilon: number;
  52155. private _impostors;
  52156. private _joints;
  52157. /**
  52158. * Gets the gravity vector used by the simulation
  52159. */
  52160. gravity: Vector3;
  52161. /**
  52162. * Factory used to create the default physics plugin.
  52163. * @returns The default physics plugin
  52164. */
  52165. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  52166. /**
  52167. * Creates a new Physics Engine
  52168. * @param gravity defines the gravity vector used by the simulation
  52169. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  52170. */
  52171. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  52172. /**
  52173. * Sets the gravity vector used by the simulation
  52174. * @param gravity defines the gravity vector to use
  52175. */
  52176. setGravity(gravity: Vector3): void;
  52177. /**
  52178. * Set the time step of the physics engine.
  52179. * Default is 1/60.
  52180. * To slow it down, enter 1/600 for example.
  52181. * To speed it up, 1/30
  52182. * @param newTimeStep defines the new timestep to apply to this world.
  52183. */
  52184. setTimeStep(newTimeStep?: number): void;
  52185. /**
  52186. * Get the time step of the physics engine.
  52187. * @returns the current time step
  52188. */
  52189. getTimeStep(): number;
  52190. /**
  52191. * Release all resources
  52192. */
  52193. dispose(): void;
  52194. /**
  52195. * Gets the name of the current physics plugin
  52196. * @returns the name of the plugin
  52197. */
  52198. getPhysicsPluginName(): string;
  52199. /**
  52200. * Adding a new impostor for the impostor tracking.
  52201. * This will be done by the impostor itself.
  52202. * @param impostor the impostor to add
  52203. */
  52204. addImpostor(impostor: PhysicsImpostor): void;
  52205. /**
  52206. * Remove an impostor from the engine.
  52207. * This impostor and its mesh will not longer be updated by the physics engine.
  52208. * @param impostor the impostor to remove
  52209. */
  52210. removeImpostor(impostor: PhysicsImpostor): void;
  52211. /**
  52212. * Add a joint to the physics engine
  52213. * @param mainImpostor defines the main impostor to which the joint is added.
  52214. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  52215. * @param joint defines the joint that will connect both impostors.
  52216. */
  52217. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52218. /**
  52219. * Removes a joint from the simulation
  52220. * @param mainImpostor defines the impostor used with the joint
  52221. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  52222. * @param joint defines the joint to remove
  52223. */
  52224. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52225. /**
  52226. * Called by the scene. No need to call it.
  52227. * @param delta defines the timespam between frames
  52228. */
  52229. _step(delta: number): void;
  52230. /**
  52231. * Gets the current plugin used to run the simulation
  52232. * @returns current plugin
  52233. */
  52234. getPhysicsPlugin(): IPhysicsEnginePlugin;
  52235. /**
  52236. * Gets the list of physic impostors
  52237. * @returns an array of PhysicsImpostor
  52238. */
  52239. getImpostors(): Array<PhysicsImpostor>;
  52240. /**
  52241. * Gets the impostor for a physics enabled object
  52242. * @param object defines the object impersonated by the impostor
  52243. * @returns the PhysicsImpostor or null if not found
  52244. */
  52245. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  52246. /**
  52247. * Gets the impostor for a physics body object
  52248. * @param body defines physics body used by the impostor
  52249. * @returns the PhysicsImpostor or null if not found
  52250. */
  52251. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  52252. /**
  52253. * Does a raycast in the physics world
  52254. * @param from when should the ray start?
  52255. * @param to when should the ray end?
  52256. * @returns PhysicsRaycastResult
  52257. */
  52258. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52259. }
  52260. }
  52261. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  52262. import { Nullable } from "babylonjs/types";
  52263. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52264. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52265. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52266. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52267. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52268. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52269. /** @hidden */
  52270. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  52271. private _useDeltaForWorldStep;
  52272. world: any;
  52273. name: string;
  52274. private _physicsMaterials;
  52275. private _fixedTimeStep;
  52276. private _cannonRaycastResult;
  52277. private _raycastResult;
  52278. private _physicsBodysToRemoveAfterStep;
  52279. BJSCANNON: any;
  52280. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  52281. setGravity(gravity: Vector3): void;
  52282. setTimeStep(timeStep: number): void;
  52283. getTimeStep(): number;
  52284. executeStep(delta: number): void;
  52285. private _removeMarkedPhysicsBodiesFromWorld;
  52286. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52287. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52288. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52289. private _processChildMeshes;
  52290. removePhysicsBody(impostor: PhysicsImpostor): void;
  52291. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52292. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52293. private _addMaterial;
  52294. private _checkWithEpsilon;
  52295. private _createShape;
  52296. private _createHeightmap;
  52297. private _minus90X;
  52298. private _plus90X;
  52299. private _tmpPosition;
  52300. private _tmpDeltaPosition;
  52301. private _tmpUnityRotation;
  52302. private _updatePhysicsBodyTransformation;
  52303. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52304. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52305. isSupported(): boolean;
  52306. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52307. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52308. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52309. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52310. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52311. getBodyMass(impostor: PhysicsImpostor): number;
  52312. getBodyFriction(impostor: PhysicsImpostor): number;
  52313. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52314. getBodyRestitution(impostor: PhysicsImpostor): number;
  52315. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52316. sleepBody(impostor: PhysicsImpostor): void;
  52317. wakeUpBody(impostor: PhysicsImpostor): void;
  52318. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  52319. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52320. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52321. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52322. getRadius(impostor: PhysicsImpostor): number;
  52323. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52324. dispose(): void;
  52325. private _extendNamespace;
  52326. /**
  52327. * Does a raycast in the physics world
  52328. * @param from when should the ray start?
  52329. * @param to when should the ray end?
  52330. * @returns PhysicsRaycastResult
  52331. */
  52332. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52333. }
  52334. }
  52335. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  52336. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52337. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52338. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52339. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52340. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52341. import { Nullable } from "babylonjs/types";
  52342. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52343. /** @hidden */
  52344. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  52345. world: any;
  52346. name: string;
  52347. BJSOIMO: any;
  52348. private _raycastResult;
  52349. constructor(iterations?: number, oimoInjection?: any);
  52350. setGravity(gravity: Vector3): void;
  52351. setTimeStep(timeStep: number): void;
  52352. getTimeStep(): number;
  52353. private _tmpImpostorsArray;
  52354. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52355. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52356. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52357. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52358. private _tmpPositionVector;
  52359. removePhysicsBody(impostor: PhysicsImpostor): void;
  52360. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52361. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52362. isSupported(): boolean;
  52363. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52364. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52365. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52366. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52367. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52368. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52369. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52370. getBodyMass(impostor: PhysicsImpostor): number;
  52371. getBodyFriction(impostor: PhysicsImpostor): number;
  52372. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52373. getBodyRestitution(impostor: PhysicsImpostor): number;
  52374. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52375. sleepBody(impostor: PhysicsImpostor): void;
  52376. wakeUpBody(impostor: PhysicsImpostor): void;
  52377. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52378. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  52379. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  52380. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52381. getRadius(impostor: PhysicsImpostor): number;
  52382. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52383. dispose(): void;
  52384. /**
  52385. * Does a raycast in the physics world
  52386. * @param from when should the ray start?
  52387. * @param to when should the ray end?
  52388. * @returns PhysicsRaycastResult
  52389. */
  52390. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52391. }
  52392. }
  52393. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  52394. import { Nullable } from "babylonjs/types";
  52395. import { Scene } from "babylonjs/scene";
  52396. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  52397. import { Color4 } from "babylonjs/Maths/math.color";
  52398. import { Mesh } from "babylonjs/Meshes/mesh";
  52399. /**
  52400. * Class containing static functions to help procedurally build meshes
  52401. */
  52402. export class RibbonBuilder {
  52403. /**
  52404. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  52405. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  52406. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  52407. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  52408. * * 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
  52409. * * 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
  52410. * * 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
  52411. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52412. * * If you create a double-sided mesh, you can choose what parts of 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
  52413. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52414. * * 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
  52415. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  52416. * * 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
  52417. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  52418. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52419. * @param name defines the name of the mesh
  52420. * @param options defines the options used to create the mesh
  52421. * @param scene defines the hosting scene
  52422. * @returns the ribbon mesh
  52423. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  52424. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52425. */
  52426. static CreateRibbon(name: string, options: {
  52427. pathArray: Vector3[][];
  52428. closeArray?: boolean;
  52429. closePath?: boolean;
  52430. offset?: number;
  52431. updatable?: boolean;
  52432. sideOrientation?: number;
  52433. frontUVs?: Vector4;
  52434. backUVs?: Vector4;
  52435. instance?: Mesh;
  52436. invertUV?: boolean;
  52437. uvs?: Vector2[];
  52438. colors?: Color4[];
  52439. }, scene?: Nullable<Scene>): Mesh;
  52440. }
  52441. }
  52442. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  52443. import { Nullable } from "babylonjs/types";
  52444. import { Scene } from "babylonjs/scene";
  52445. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  52446. import { Mesh } from "babylonjs/Meshes/mesh";
  52447. /**
  52448. * Class containing static functions to help procedurally build meshes
  52449. */
  52450. export class ShapeBuilder {
  52451. /**
  52452. * 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.
  52453. * * 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.
  52454. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52455. * * 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.
  52456. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  52457. * * 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
  52458. * * 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
  52459. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  52460. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52461. * * If you create a double-sided mesh, you can choose what parts of 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
  52462. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  52463. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  52464. * @param name defines the name of the mesh
  52465. * @param options defines the options used to create the mesh
  52466. * @param scene defines the hosting scene
  52467. * @returns the extruded shape mesh
  52468. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52469. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52470. */
  52471. static ExtrudeShape(name: string, options: {
  52472. shape: Vector3[];
  52473. path: Vector3[];
  52474. scale?: number;
  52475. rotation?: number;
  52476. cap?: number;
  52477. updatable?: boolean;
  52478. sideOrientation?: number;
  52479. frontUVs?: Vector4;
  52480. backUVs?: Vector4;
  52481. instance?: Mesh;
  52482. invertUV?: boolean;
  52483. }, scene?: Nullable<Scene>): Mesh;
  52484. /**
  52485. * Creates an custom extruded shape mesh.
  52486. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  52487. * * 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.
  52488. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52489. * * 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
  52490. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  52491. * * 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
  52492. * * It must returns a float value that will be the scale value applied to the shape on each path point
  52493. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  52494. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  52495. * * 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
  52496. * * 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
  52497. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  52498. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52499. * * If you create a double-sided mesh, you can choose what parts of 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
  52500. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52501. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52502. * @param name defines the name of the mesh
  52503. * @param options defines the options used to create the mesh
  52504. * @param scene defines the hosting scene
  52505. * @returns the custom extruded shape mesh
  52506. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  52507. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52508. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52509. */
  52510. static ExtrudeShapeCustom(name: string, options: {
  52511. shape: Vector3[];
  52512. path: Vector3[];
  52513. scaleFunction?: any;
  52514. rotationFunction?: any;
  52515. ribbonCloseArray?: boolean;
  52516. ribbonClosePath?: boolean;
  52517. cap?: number;
  52518. updatable?: boolean;
  52519. sideOrientation?: number;
  52520. frontUVs?: Vector4;
  52521. backUVs?: Vector4;
  52522. instance?: Mesh;
  52523. invertUV?: boolean;
  52524. }, scene?: Nullable<Scene>): Mesh;
  52525. private static _ExtrudeShapeGeneric;
  52526. }
  52527. }
  52528. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  52529. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  52530. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52531. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52532. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52533. import { Nullable } from "babylonjs/types";
  52534. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52535. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52536. /**
  52537. * AmmoJS Physics plugin
  52538. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  52539. * @see https://github.com/kripken/ammo.js/
  52540. */
  52541. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  52542. private _useDeltaForWorldStep;
  52543. /**
  52544. * Reference to the Ammo library
  52545. */
  52546. bjsAMMO: any;
  52547. /**
  52548. * Created ammoJS world which physics bodies are added to
  52549. */
  52550. world: any;
  52551. /**
  52552. * Name of the plugin
  52553. */
  52554. name: string;
  52555. private _timeStep;
  52556. private _fixedTimeStep;
  52557. private _maxSteps;
  52558. private _tmpQuaternion;
  52559. private _tmpAmmoTransform;
  52560. private _tmpAmmoQuaternion;
  52561. private _tmpAmmoConcreteContactResultCallback;
  52562. private _collisionConfiguration;
  52563. private _dispatcher;
  52564. private _overlappingPairCache;
  52565. private _solver;
  52566. private _softBodySolver;
  52567. private _tmpAmmoVectorA;
  52568. private _tmpAmmoVectorB;
  52569. private _tmpAmmoVectorC;
  52570. private _tmpAmmoVectorD;
  52571. private _tmpContactCallbackResult;
  52572. private _tmpAmmoVectorRCA;
  52573. private _tmpAmmoVectorRCB;
  52574. private _raycastResult;
  52575. private static readonly DISABLE_COLLISION_FLAG;
  52576. private static readonly KINEMATIC_FLAG;
  52577. private static readonly DISABLE_DEACTIVATION_FLAG;
  52578. /**
  52579. * Initializes the ammoJS plugin
  52580. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  52581. * @param ammoInjection can be used to inject your own ammo reference
  52582. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  52583. */
  52584. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  52585. /**
  52586. * Sets the gravity of the physics world (m/(s^2))
  52587. * @param gravity Gravity to set
  52588. */
  52589. setGravity(gravity: Vector3): void;
  52590. /**
  52591. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  52592. * @param timeStep timestep to use in seconds
  52593. */
  52594. setTimeStep(timeStep: number): void;
  52595. /**
  52596. * 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)
  52597. * @param fixedTimeStep fixedTimeStep to use in seconds
  52598. */
  52599. setFixedTimeStep(fixedTimeStep: number): void;
  52600. /**
  52601. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  52602. * @param maxSteps the maximum number of steps by the physics engine per frame
  52603. */
  52604. setMaxSteps(maxSteps: number): void;
  52605. /**
  52606. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  52607. * @returns the current timestep in seconds
  52608. */
  52609. getTimeStep(): number;
  52610. private _isImpostorInContact;
  52611. private _isImpostorPairInContact;
  52612. private _stepSimulation;
  52613. /**
  52614. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  52615. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  52616. * After the step the babylon meshes are set to the position of the physics imposters
  52617. * @param delta amount of time to step forward
  52618. * @param impostors array of imposters to update before/after the step
  52619. */
  52620. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52621. /**
  52622. * Update babylon mesh to match physics world object
  52623. * @param impostor imposter to match
  52624. */
  52625. private _afterSoftStep;
  52626. /**
  52627. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52628. * @param impostor imposter to match
  52629. */
  52630. private _ropeStep;
  52631. /**
  52632. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52633. * @param impostor imposter to match
  52634. */
  52635. private _softbodyOrClothStep;
  52636. private _tmpVector;
  52637. private _tmpMatrix;
  52638. /**
  52639. * Applies an impulse on the imposter
  52640. * @param impostor imposter to apply impulse to
  52641. * @param force amount of force to be applied to the imposter
  52642. * @param contactPoint the location to apply the impulse on the imposter
  52643. */
  52644. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52645. /**
  52646. * Applies a force on the imposter
  52647. * @param impostor imposter to apply force
  52648. * @param force amount of force to be applied to the imposter
  52649. * @param contactPoint the location to apply the force on the imposter
  52650. */
  52651. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52652. /**
  52653. * Creates a physics body using the plugin
  52654. * @param impostor the imposter to create the physics body on
  52655. */
  52656. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52657. /**
  52658. * Removes the physics body from the imposter and disposes of the body's memory
  52659. * @param impostor imposter to remove the physics body from
  52660. */
  52661. removePhysicsBody(impostor: PhysicsImpostor): void;
  52662. /**
  52663. * Generates a joint
  52664. * @param impostorJoint the imposter joint to create the joint with
  52665. */
  52666. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52667. /**
  52668. * Removes a joint
  52669. * @param impostorJoint the imposter joint to remove the joint from
  52670. */
  52671. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52672. private _addMeshVerts;
  52673. /**
  52674. * Initialise the soft body vertices to match its object's (mesh) vertices
  52675. * Softbody vertices (nodes) are in world space and to match this
  52676. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  52677. * @param impostor to create the softbody for
  52678. */
  52679. private _softVertexData;
  52680. /**
  52681. * Create an impostor's soft body
  52682. * @param impostor to create the softbody for
  52683. */
  52684. private _createSoftbody;
  52685. /**
  52686. * Create cloth for an impostor
  52687. * @param impostor to create the softbody for
  52688. */
  52689. private _createCloth;
  52690. /**
  52691. * Create rope for an impostor
  52692. * @param impostor to create the softbody for
  52693. */
  52694. private _createRope;
  52695. private _addHullVerts;
  52696. private _createShape;
  52697. /**
  52698. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  52699. * @param impostor imposter containing the physics body and babylon object
  52700. */
  52701. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52702. /**
  52703. * Sets the babylon object's position/rotation from the physics body's position/rotation
  52704. * @param impostor imposter containing the physics body and babylon object
  52705. * @param newPosition new position
  52706. * @param newRotation new rotation
  52707. */
  52708. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52709. /**
  52710. * If this plugin is supported
  52711. * @returns true if its supported
  52712. */
  52713. isSupported(): boolean;
  52714. /**
  52715. * Sets the linear velocity of the physics body
  52716. * @param impostor imposter to set the velocity on
  52717. * @param velocity velocity to set
  52718. */
  52719. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52720. /**
  52721. * Sets the angular velocity of the physics body
  52722. * @param impostor imposter to set the velocity on
  52723. * @param velocity velocity to set
  52724. */
  52725. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52726. /**
  52727. * gets the linear velocity
  52728. * @param impostor imposter to get linear velocity from
  52729. * @returns linear velocity
  52730. */
  52731. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52732. /**
  52733. * gets the angular velocity
  52734. * @param impostor imposter to get angular velocity from
  52735. * @returns angular velocity
  52736. */
  52737. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52738. /**
  52739. * Sets the mass of physics body
  52740. * @param impostor imposter to set the mass on
  52741. * @param mass mass to set
  52742. */
  52743. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52744. /**
  52745. * Gets the mass of the physics body
  52746. * @param impostor imposter to get the mass from
  52747. * @returns mass
  52748. */
  52749. getBodyMass(impostor: PhysicsImpostor): number;
  52750. /**
  52751. * Gets friction of the impostor
  52752. * @param impostor impostor to get friction from
  52753. * @returns friction value
  52754. */
  52755. getBodyFriction(impostor: PhysicsImpostor): number;
  52756. /**
  52757. * Sets friction of the impostor
  52758. * @param impostor impostor to set friction on
  52759. * @param friction friction value
  52760. */
  52761. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52762. /**
  52763. * Gets restitution of the impostor
  52764. * @param impostor impostor to get restitution from
  52765. * @returns restitution value
  52766. */
  52767. getBodyRestitution(impostor: PhysicsImpostor): number;
  52768. /**
  52769. * Sets resitution of the impostor
  52770. * @param impostor impostor to set resitution on
  52771. * @param restitution resitution value
  52772. */
  52773. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52774. /**
  52775. * Gets pressure inside the impostor
  52776. * @param impostor impostor to get pressure from
  52777. * @returns pressure value
  52778. */
  52779. getBodyPressure(impostor: PhysicsImpostor): number;
  52780. /**
  52781. * Sets pressure inside a soft body impostor
  52782. * Cloth and rope must remain 0 pressure
  52783. * @param impostor impostor to set pressure on
  52784. * @param pressure pressure value
  52785. */
  52786. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  52787. /**
  52788. * Gets stiffness of the impostor
  52789. * @param impostor impostor to get stiffness from
  52790. * @returns pressure value
  52791. */
  52792. getBodyStiffness(impostor: PhysicsImpostor): number;
  52793. /**
  52794. * Sets stiffness of the impostor
  52795. * @param impostor impostor to set stiffness on
  52796. * @param stiffness stiffness value from 0 to 1
  52797. */
  52798. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  52799. /**
  52800. * Gets velocityIterations of the impostor
  52801. * @param impostor impostor to get velocity iterations from
  52802. * @returns velocityIterations value
  52803. */
  52804. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  52805. /**
  52806. * Sets velocityIterations of the impostor
  52807. * @param impostor impostor to set velocity iterations on
  52808. * @param velocityIterations velocityIterations value
  52809. */
  52810. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  52811. /**
  52812. * Gets positionIterations of the impostor
  52813. * @param impostor impostor to get position iterations from
  52814. * @returns positionIterations value
  52815. */
  52816. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  52817. /**
  52818. * Sets positionIterations of the impostor
  52819. * @param impostor impostor to set position on
  52820. * @param positionIterations positionIterations value
  52821. */
  52822. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  52823. /**
  52824. * Append an anchor to a cloth object
  52825. * @param impostor is the cloth impostor to add anchor to
  52826. * @param otherImpostor is the rigid impostor to anchor to
  52827. * @param width ratio across width from 0 to 1
  52828. * @param height ratio up height from 0 to 1
  52829. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  52830. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52831. */
  52832. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52833. /**
  52834. * Append an hook to a rope object
  52835. * @param impostor is the rope impostor to add hook to
  52836. * @param otherImpostor is the rigid impostor to hook to
  52837. * @param length ratio along the rope from 0 to 1
  52838. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  52839. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52840. */
  52841. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52842. /**
  52843. * Sleeps the physics body and stops it from being active
  52844. * @param impostor impostor to sleep
  52845. */
  52846. sleepBody(impostor: PhysicsImpostor): void;
  52847. /**
  52848. * Activates the physics body
  52849. * @param impostor impostor to activate
  52850. */
  52851. wakeUpBody(impostor: PhysicsImpostor): void;
  52852. /**
  52853. * Updates the distance parameters of the joint
  52854. * @param joint joint to update
  52855. * @param maxDistance maximum distance of the joint
  52856. * @param minDistance minimum distance of the joint
  52857. */
  52858. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52859. /**
  52860. * Sets a motor on the joint
  52861. * @param joint joint to set motor on
  52862. * @param speed speed of the motor
  52863. * @param maxForce maximum force of the motor
  52864. * @param motorIndex index of the motor
  52865. */
  52866. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52867. /**
  52868. * Sets the motors limit
  52869. * @param joint joint to set limit on
  52870. * @param upperLimit upper limit
  52871. * @param lowerLimit lower limit
  52872. */
  52873. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52874. /**
  52875. * Syncs the position and rotation of a mesh with the impostor
  52876. * @param mesh mesh to sync
  52877. * @param impostor impostor to update the mesh with
  52878. */
  52879. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52880. /**
  52881. * Gets the radius of the impostor
  52882. * @param impostor impostor to get radius from
  52883. * @returns the radius
  52884. */
  52885. getRadius(impostor: PhysicsImpostor): number;
  52886. /**
  52887. * Gets the box size of the impostor
  52888. * @param impostor impostor to get box size from
  52889. * @param result the resulting box size
  52890. */
  52891. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52892. /**
  52893. * Disposes of the impostor
  52894. */
  52895. dispose(): void;
  52896. /**
  52897. * Does a raycast in the physics world
  52898. * @param from when should the ray start?
  52899. * @param to when should the ray end?
  52900. * @returns PhysicsRaycastResult
  52901. */
  52902. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52903. }
  52904. }
  52905. declare module "babylonjs/Probes/reflectionProbe" {
  52906. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52907. import { Vector3 } from "babylonjs/Maths/math.vector";
  52908. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52909. import { Nullable } from "babylonjs/types";
  52910. import { Scene } from "babylonjs/scene";
  52911. module "babylonjs/abstractScene" {
  52912. interface AbstractScene {
  52913. /**
  52914. * The list of reflection probes added to the scene
  52915. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52916. */
  52917. reflectionProbes: Array<ReflectionProbe>;
  52918. /**
  52919. * Removes the given reflection probe from this scene.
  52920. * @param toRemove The reflection probe to remove
  52921. * @returns The index of the removed reflection probe
  52922. */
  52923. removeReflectionProbe(toRemove: ReflectionProbe): number;
  52924. /**
  52925. * Adds the given reflection probe to this scene.
  52926. * @param newReflectionProbe The reflection probe to add
  52927. */
  52928. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  52929. }
  52930. }
  52931. /**
  52932. * Class used to generate realtime reflection / refraction cube textures
  52933. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52934. */
  52935. export class ReflectionProbe {
  52936. /** defines the name of the probe */
  52937. name: string;
  52938. private _scene;
  52939. private _renderTargetTexture;
  52940. private _projectionMatrix;
  52941. private _viewMatrix;
  52942. private _target;
  52943. private _add;
  52944. private _attachedMesh;
  52945. private _invertYAxis;
  52946. /** Gets or sets probe position (center of the cube map) */
  52947. position: Vector3;
  52948. /**
  52949. * Creates a new reflection probe
  52950. * @param name defines the name of the probe
  52951. * @param size defines the texture resolution (for each face)
  52952. * @param scene defines the hosting scene
  52953. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  52954. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  52955. */
  52956. constructor(
  52957. /** defines the name of the probe */
  52958. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  52959. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  52960. samples: number;
  52961. /** Gets or sets the refresh rate to use (on every frame by default) */
  52962. refreshRate: number;
  52963. /**
  52964. * Gets the hosting scene
  52965. * @returns a Scene
  52966. */
  52967. getScene(): Scene;
  52968. /** Gets the internal CubeTexture used to render to */
  52969. readonly cubeTexture: RenderTargetTexture;
  52970. /** Gets the list of meshes to render */
  52971. readonly renderList: Nullable<AbstractMesh[]>;
  52972. /**
  52973. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  52974. * @param mesh defines the mesh to attach to
  52975. */
  52976. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  52977. /**
  52978. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  52979. * @param renderingGroupId The rendering group id corresponding to its index
  52980. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  52981. */
  52982. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  52983. /**
  52984. * Clean all associated resources
  52985. */
  52986. dispose(): void;
  52987. /**
  52988. * Converts the reflection probe information to a readable string for debug purpose.
  52989. * @param fullDetails Supports for multiple levels of logging within scene loading
  52990. * @returns the human readable reflection probe info
  52991. */
  52992. toString(fullDetails?: boolean): string;
  52993. /**
  52994. * Get the class name of the relfection probe.
  52995. * @returns "ReflectionProbe"
  52996. */
  52997. getClassName(): string;
  52998. /**
  52999. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  53000. * @returns The JSON representation of the texture
  53001. */
  53002. serialize(): any;
  53003. /**
  53004. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  53005. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  53006. * @param scene Define the scene the parsed reflection probe should be instantiated in
  53007. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  53008. * @returns The parsed reflection probe if successful
  53009. */
  53010. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  53011. }
  53012. }
  53013. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  53014. /** @hidden */
  53015. export var _BabylonLoaderRegistered: boolean;
  53016. }
  53017. declare module "babylonjs/Loading/Plugins/index" {
  53018. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  53019. }
  53020. declare module "babylonjs/Loading/index" {
  53021. export * from "babylonjs/Loading/loadingScreen";
  53022. export * from "babylonjs/Loading/Plugins/index";
  53023. export * from "babylonjs/Loading/sceneLoader";
  53024. export * from "babylonjs/Loading/sceneLoaderFlags";
  53025. }
  53026. declare module "babylonjs/Materials/Background/index" {
  53027. export * from "babylonjs/Materials/Background/backgroundMaterial";
  53028. }
  53029. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  53030. import { Scene } from "babylonjs/scene";
  53031. import { Color3 } from "babylonjs/Maths/math.color";
  53032. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53033. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53034. /**
  53035. * The Physically based simple base material of BJS.
  53036. *
  53037. * This enables better naming and convention enforcements on top of the pbrMaterial.
  53038. * It is used as the base class for both the specGloss and metalRough conventions.
  53039. */
  53040. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  53041. /**
  53042. * Number of Simultaneous lights allowed on the material.
  53043. */
  53044. maxSimultaneousLights: number;
  53045. /**
  53046. * If sets to true, disables all the lights affecting the material.
  53047. */
  53048. disableLighting: boolean;
  53049. /**
  53050. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  53051. */
  53052. environmentTexture: BaseTexture;
  53053. /**
  53054. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  53055. */
  53056. invertNormalMapX: boolean;
  53057. /**
  53058. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  53059. */
  53060. invertNormalMapY: boolean;
  53061. /**
  53062. * Normal map used in the model.
  53063. */
  53064. normalTexture: BaseTexture;
  53065. /**
  53066. * Emissivie color used to self-illuminate the model.
  53067. */
  53068. emissiveColor: Color3;
  53069. /**
  53070. * Emissivie texture used to self-illuminate the model.
  53071. */
  53072. emissiveTexture: BaseTexture;
  53073. /**
  53074. * Occlusion Channel Strenght.
  53075. */
  53076. occlusionStrength: number;
  53077. /**
  53078. * Occlusion Texture of the material (adding extra occlusion effects).
  53079. */
  53080. occlusionTexture: BaseTexture;
  53081. /**
  53082. * Defines the alpha limits in alpha test mode.
  53083. */
  53084. alphaCutOff: number;
  53085. /**
  53086. * Gets the current double sided mode.
  53087. */
  53088. /**
  53089. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  53090. */
  53091. doubleSided: boolean;
  53092. /**
  53093. * Stores the pre-calculated light information of a mesh in a texture.
  53094. */
  53095. lightmapTexture: BaseTexture;
  53096. /**
  53097. * If true, the light map contains occlusion information instead of lighting info.
  53098. */
  53099. useLightmapAsShadowmap: boolean;
  53100. /**
  53101. * Instantiates a new PBRMaterial instance.
  53102. *
  53103. * @param name The material name
  53104. * @param scene The scene the material will be use in.
  53105. */
  53106. constructor(name: string, scene: Scene);
  53107. getClassName(): string;
  53108. }
  53109. }
  53110. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  53111. import { Scene } from "babylonjs/scene";
  53112. import { Color3 } from "babylonjs/Maths/math.color";
  53113. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53114. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53115. /**
  53116. * The PBR material of BJS following the metal roughness convention.
  53117. *
  53118. * This fits to the PBR convention in the GLTF definition:
  53119. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  53120. */
  53121. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  53122. /**
  53123. * The base color has two different interpretations depending on the value of metalness.
  53124. * When the material is a metal, the base color is the specific measured reflectance value
  53125. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  53126. * of the material.
  53127. */
  53128. baseColor: Color3;
  53129. /**
  53130. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  53131. * well as opacity information in the alpha channel.
  53132. */
  53133. baseTexture: BaseTexture;
  53134. /**
  53135. * Specifies the metallic scalar value of the material.
  53136. * Can also be used to scale the metalness values of the metallic texture.
  53137. */
  53138. metallic: number;
  53139. /**
  53140. * Specifies the roughness scalar value of the material.
  53141. * Can also be used to scale the roughness values of the metallic texture.
  53142. */
  53143. roughness: number;
  53144. /**
  53145. * Texture containing both the metallic value in the B channel and the
  53146. * roughness value in the G channel to keep better precision.
  53147. */
  53148. metallicRoughnessTexture: BaseTexture;
  53149. /**
  53150. * Instantiates a new PBRMetalRoughnessMaterial instance.
  53151. *
  53152. * @param name The material name
  53153. * @param scene The scene the material will be use in.
  53154. */
  53155. constructor(name: string, scene: Scene);
  53156. /**
  53157. * Return the currrent class name of the material.
  53158. */
  53159. getClassName(): string;
  53160. /**
  53161. * Makes a duplicate of the current material.
  53162. * @param name - name to use for the new material.
  53163. */
  53164. clone(name: string): PBRMetallicRoughnessMaterial;
  53165. /**
  53166. * Serialize the material to a parsable JSON object.
  53167. */
  53168. serialize(): any;
  53169. /**
  53170. * Parses a JSON object correponding to the serialize function.
  53171. */
  53172. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  53173. }
  53174. }
  53175. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  53176. import { Scene } from "babylonjs/scene";
  53177. import { Color3 } from "babylonjs/Maths/math.color";
  53178. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53179. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53180. /**
  53181. * The PBR material of BJS following the specular glossiness convention.
  53182. *
  53183. * This fits to the PBR convention in the GLTF definition:
  53184. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  53185. */
  53186. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  53187. /**
  53188. * Specifies the diffuse color of the material.
  53189. */
  53190. diffuseColor: Color3;
  53191. /**
  53192. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  53193. * channel.
  53194. */
  53195. diffuseTexture: BaseTexture;
  53196. /**
  53197. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  53198. */
  53199. specularColor: Color3;
  53200. /**
  53201. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  53202. */
  53203. glossiness: number;
  53204. /**
  53205. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  53206. */
  53207. specularGlossinessTexture: BaseTexture;
  53208. /**
  53209. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  53210. *
  53211. * @param name The material name
  53212. * @param scene The scene the material will be use in.
  53213. */
  53214. constructor(name: string, scene: Scene);
  53215. /**
  53216. * Return the currrent class name of the material.
  53217. */
  53218. getClassName(): string;
  53219. /**
  53220. * Makes a duplicate of the current material.
  53221. * @param name - name to use for the new material.
  53222. */
  53223. clone(name: string): PBRSpecularGlossinessMaterial;
  53224. /**
  53225. * Serialize the material to a parsable JSON object.
  53226. */
  53227. serialize(): any;
  53228. /**
  53229. * Parses a JSON object correponding to the serialize function.
  53230. */
  53231. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  53232. }
  53233. }
  53234. declare module "babylonjs/Materials/PBR/index" {
  53235. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53236. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53237. export * from "babylonjs/Materials/PBR/pbrMaterial";
  53238. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  53239. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  53240. }
  53241. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  53242. import { Nullable } from "babylonjs/types";
  53243. import { Scene } from "babylonjs/scene";
  53244. import { Matrix } from "babylonjs/Maths/math.vector";
  53245. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53246. /**
  53247. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  53248. * It can help converting any input color in a desired output one. This can then be used to create effects
  53249. * from sepia, black and white to sixties or futuristic rendering...
  53250. *
  53251. * The only supported format is currently 3dl.
  53252. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  53253. */
  53254. export class ColorGradingTexture extends BaseTexture {
  53255. /**
  53256. * The current texture matrix. (will always be identity in color grading texture)
  53257. */
  53258. private _textureMatrix;
  53259. /**
  53260. * The texture URL.
  53261. */
  53262. url: string;
  53263. /**
  53264. * Empty line regex stored for GC.
  53265. */
  53266. private static _noneEmptyLineRegex;
  53267. private _engine;
  53268. /**
  53269. * Instantiates a ColorGradingTexture from the following parameters.
  53270. *
  53271. * @param url The location of the color gradind data (currently only supporting 3dl)
  53272. * @param scene The scene the texture will be used in
  53273. */
  53274. constructor(url: string, scene: Scene);
  53275. /**
  53276. * Returns the texture matrix used in most of the material.
  53277. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  53278. */
  53279. getTextureMatrix(): Matrix;
  53280. /**
  53281. * Occurs when the file being loaded is a .3dl LUT file.
  53282. */
  53283. private load3dlTexture;
  53284. /**
  53285. * Starts the loading process of the texture.
  53286. */
  53287. private loadTexture;
  53288. /**
  53289. * Clones the color gradind texture.
  53290. */
  53291. clone(): ColorGradingTexture;
  53292. /**
  53293. * Called during delayed load for textures.
  53294. */
  53295. delayLoad(): void;
  53296. /**
  53297. * Parses a color grading texture serialized by Babylon.
  53298. * @param parsedTexture The texture information being parsedTexture
  53299. * @param scene The scene to load the texture in
  53300. * @param rootUrl The root url of the data assets to load
  53301. * @return A color gradind texture
  53302. */
  53303. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  53304. /**
  53305. * Serializes the LUT texture to json format.
  53306. */
  53307. serialize(): any;
  53308. }
  53309. }
  53310. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  53311. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53312. import { Scene } from "babylonjs/scene";
  53313. import { Nullable } from "babylonjs/types";
  53314. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53315. /**
  53316. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  53317. */
  53318. export class EquiRectangularCubeTexture extends BaseTexture {
  53319. /** The six faces of the cube. */
  53320. private static _FacesMapping;
  53321. private _noMipmap;
  53322. private _onLoad;
  53323. private _onError;
  53324. /** The size of the cubemap. */
  53325. private _size;
  53326. /** The buffer of the image. */
  53327. private _buffer;
  53328. /** The width of the input image. */
  53329. private _width;
  53330. /** The height of the input image. */
  53331. private _height;
  53332. /** The URL to the image. */
  53333. url: string;
  53334. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  53335. coordinatesMode: number;
  53336. /**
  53337. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  53338. * @param url The location of the image
  53339. * @param scene The scene the texture will be used in
  53340. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53341. * @param noMipmap Forces to not generate the mipmap if true
  53342. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  53343. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  53344. * @param onLoad — defines a callback called when texture is loaded
  53345. * @param onError — defines a callback called if there is an error
  53346. */
  53347. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  53348. /**
  53349. * Load the image data, by putting the image on a canvas and extracting its buffer.
  53350. */
  53351. private loadImage;
  53352. /**
  53353. * Convert the image buffer into a cubemap and create a CubeTexture.
  53354. */
  53355. private loadTexture;
  53356. /**
  53357. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  53358. * @param buffer The ArrayBuffer that should be converted.
  53359. * @returns The buffer as Float32Array.
  53360. */
  53361. private getFloat32ArrayFromArrayBuffer;
  53362. /**
  53363. * Get the current class name of the texture useful for serialization or dynamic coding.
  53364. * @returns "EquiRectangularCubeTexture"
  53365. */
  53366. getClassName(): string;
  53367. /**
  53368. * Create a clone of the current EquiRectangularCubeTexture and return it.
  53369. * @returns A clone of the current EquiRectangularCubeTexture.
  53370. */
  53371. clone(): EquiRectangularCubeTexture;
  53372. }
  53373. }
  53374. declare module "babylonjs/Misc/tga" {
  53375. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53376. /**
  53377. * Based on jsTGALoader - Javascript loader for TGA file
  53378. * By Vincent Thibault
  53379. * @see http://blog.robrowser.com/javascript-tga-loader.html
  53380. */
  53381. export class TGATools {
  53382. private static _TYPE_INDEXED;
  53383. private static _TYPE_RGB;
  53384. private static _TYPE_GREY;
  53385. private static _TYPE_RLE_INDEXED;
  53386. private static _TYPE_RLE_RGB;
  53387. private static _TYPE_RLE_GREY;
  53388. private static _ORIGIN_MASK;
  53389. private static _ORIGIN_SHIFT;
  53390. private static _ORIGIN_BL;
  53391. private static _ORIGIN_BR;
  53392. private static _ORIGIN_UL;
  53393. private static _ORIGIN_UR;
  53394. /**
  53395. * Gets the header of a TGA file
  53396. * @param data defines the TGA data
  53397. * @returns the header
  53398. */
  53399. static GetTGAHeader(data: Uint8Array): any;
  53400. /**
  53401. * Uploads TGA content to a Babylon Texture
  53402. * @hidden
  53403. */
  53404. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  53405. /** @hidden */
  53406. 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;
  53407. /** @hidden */
  53408. 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;
  53409. /** @hidden */
  53410. 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;
  53411. /** @hidden */
  53412. 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;
  53413. /** @hidden */
  53414. 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;
  53415. /** @hidden */
  53416. 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;
  53417. }
  53418. }
  53419. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  53420. import { Nullable } from "babylonjs/types";
  53421. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53422. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53423. /**
  53424. * Implementation of the TGA Texture Loader.
  53425. * @hidden
  53426. */
  53427. export class _TGATextureLoader implements IInternalTextureLoader {
  53428. /**
  53429. * Defines wether the loader supports cascade loading the different faces.
  53430. */
  53431. readonly supportCascades: boolean;
  53432. /**
  53433. * This returns if the loader support the current file information.
  53434. * @param extension defines the file extension of the file being loaded
  53435. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53436. * @param fallback defines the fallback internal texture if any
  53437. * @param isBase64 defines whether the texture is encoded as a base64
  53438. * @param isBuffer defines whether the texture data are stored as a buffer
  53439. * @returns true if the loader can load the specified file
  53440. */
  53441. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53442. /**
  53443. * Transform the url before loading if required.
  53444. * @param rootUrl the url of the texture
  53445. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53446. * @returns the transformed texture
  53447. */
  53448. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53449. /**
  53450. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53451. * @param rootUrl the url of the texture
  53452. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53453. * @returns the fallback texture
  53454. */
  53455. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53456. /**
  53457. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  53458. * @param data contains the texture data
  53459. * @param texture defines the BabylonJS internal texture
  53460. * @param createPolynomials will be true if polynomials have been requested
  53461. * @param onLoad defines the callback to trigger once the texture is ready
  53462. * @param onError defines the callback to trigger in case of error
  53463. */
  53464. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53465. /**
  53466. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53467. * @param data contains the texture data
  53468. * @param texture defines the BabylonJS internal texture
  53469. * @param callback defines the method to call once ready to upload
  53470. */
  53471. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53472. }
  53473. }
  53474. declare module "babylonjs/Misc/basis" {
  53475. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53476. /**
  53477. * Info about the .basis files
  53478. */
  53479. class BasisFileInfo {
  53480. /**
  53481. * If the file has alpha
  53482. */
  53483. hasAlpha: boolean;
  53484. /**
  53485. * Info about each image of the basis file
  53486. */
  53487. images: Array<{
  53488. levels: Array<{
  53489. width: number;
  53490. height: number;
  53491. transcodedPixels: ArrayBufferView;
  53492. }>;
  53493. }>;
  53494. }
  53495. /**
  53496. * Result of transcoding a basis file
  53497. */
  53498. class TranscodeResult {
  53499. /**
  53500. * Info about the .basis file
  53501. */
  53502. fileInfo: BasisFileInfo;
  53503. /**
  53504. * Format to use when loading the file
  53505. */
  53506. format: number;
  53507. }
  53508. /**
  53509. * Configuration options for the Basis transcoder
  53510. */
  53511. export class BasisTranscodeConfiguration {
  53512. /**
  53513. * Supported compression formats used to determine the supported output format of the transcoder
  53514. */
  53515. supportedCompressionFormats?: {
  53516. /**
  53517. * etc1 compression format
  53518. */
  53519. etc1?: boolean;
  53520. /**
  53521. * s3tc compression format
  53522. */
  53523. s3tc?: boolean;
  53524. /**
  53525. * pvrtc compression format
  53526. */
  53527. pvrtc?: boolean;
  53528. /**
  53529. * etc2 compression format
  53530. */
  53531. etc2?: boolean;
  53532. };
  53533. /**
  53534. * If mipmap levels should be loaded for transcoded images (Default: true)
  53535. */
  53536. loadMipmapLevels?: boolean;
  53537. /**
  53538. * Index of a single image to load (Default: all images)
  53539. */
  53540. loadSingleImage?: number;
  53541. }
  53542. /**
  53543. * Used to load .Basis files
  53544. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  53545. */
  53546. export class BasisTools {
  53547. private static _IgnoreSupportedFormats;
  53548. /**
  53549. * URL to use when loading the basis transcoder
  53550. */
  53551. static JSModuleURL: string;
  53552. /**
  53553. * URL to use when loading the wasm module for the transcoder
  53554. */
  53555. static WasmModuleURL: string;
  53556. /**
  53557. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  53558. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  53559. * @returns internal format corresponding to the Basis format
  53560. */
  53561. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  53562. private static _WorkerPromise;
  53563. private static _Worker;
  53564. private static _actionId;
  53565. private static _CreateWorkerAsync;
  53566. /**
  53567. * Transcodes a loaded image file to compressed pixel data
  53568. * @param imageData image data to transcode
  53569. * @param config configuration options for the transcoding
  53570. * @returns a promise resulting in the transcoded image
  53571. */
  53572. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  53573. /**
  53574. * Loads a texture from the transcode result
  53575. * @param texture texture load to
  53576. * @param transcodeResult the result of transcoding the basis file to load from
  53577. */
  53578. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  53579. }
  53580. }
  53581. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  53582. import { Nullable } from "babylonjs/types";
  53583. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53584. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53585. /**
  53586. * Loader for .basis file format
  53587. */
  53588. export class _BasisTextureLoader implements IInternalTextureLoader {
  53589. /**
  53590. * Defines whether the loader supports cascade loading the different faces.
  53591. */
  53592. readonly supportCascades: boolean;
  53593. /**
  53594. * This returns if the loader support the current file information.
  53595. * @param extension defines the file extension of the file being loaded
  53596. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53597. * @param fallback defines the fallback internal texture if any
  53598. * @param isBase64 defines whether the texture is encoded as a base64
  53599. * @param isBuffer defines whether the texture data are stored as a buffer
  53600. * @returns true if the loader can load the specified file
  53601. */
  53602. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53603. /**
  53604. * Transform the url before loading if required.
  53605. * @param rootUrl the url of the texture
  53606. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53607. * @returns the transformed texture
  53608. */
  53609. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53610. /**
  53611. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53612. * @param rootUrl the url of the texture
  53613. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53614. * @returns the fallback texture
  53615. */
  53616. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53617. /**
  53618. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  53619. * @param data contains the texture data
  53620. * @param texture defines the BabylonJS internal texture
  53621. * @param createPolynomials will be true if polynomials have been requested
  53622. * @param onLoad defines the callback to trigger once the texture is ready
  53623. * @param onError defines the callback to trigger in case of error
  53624. */
  53625. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53626. /**
  53627. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53628. * @param data contains the texture data
  53629. * @param texture defines the BabylonJS internal texture
  53630. * @param callback defines the method to call once ready to upload
  53631. */
  53632. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53633. }
  53634. }
  53635. declare module "babylonjs/Materials/Textures/Loaders/index" {
  53636. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  53637. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  53638. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  53639. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  53640. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  53641. }
  53642. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  53643. import { Scene } from "babylonjs/scene";
  53644. import { Texture } from "babylonjs/Materials/Textures/texture";
  53645. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53646. /**
  53647. * 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.
  53648. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53649. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53650. */
  53651. export class CustomProceduralTexture extends ProceduralTexture {
  53652. private _animate;
  53653. private _time;
  53654. private _config;
  53655. private _texturePath;
  53656. /**
  53657. * Instantiates a new Custom Procedural Texture.
  53658. * 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.
  53659. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53660. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53661. * @param name Define the name of the texture
  53662. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  53663. * @param size Define the size of the texture to create
  53664. * @param scene Define the scene the texture belongs to
  53665. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  53666. * @param generateMipMaps Define if the texture should creates mip maps or not
  53667. */
  53668. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53669. private _loadJson;
  53670. /**
  53671. * Is the texture ready to be used ? (rendered at least once)
  53672. * @returns true if ready, otherwise, false.
  53673. */
  53674. isReady(): boolean;
  53675. /**
  53676. * Render the texture to its associated render target.
  53677. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  53678. */
  53679. render(useCameraPostProcess?: boolean): void;
  53680. /**
  53681. * Update the list of dependant textures samplers in the shader.
  53682. */
  53683. updateTextures(): void;
  53684. /**
  53685. * Update the uniform values of the procedural texture in the shader.
  53686. */
  53687. updateShaderUniforms(): void;
  53688. /**
  53689. * Define if the texture animates or not.
  53690. */
  53691. animate: boolean;
  53692. }
  53693. }
  53694. declare module "babylonjs/Shaders/noise.fragment" {
  53695. /** @hidden */
  53696. export var noisePixelShader: {
  53697. name: string;
  53698. shader: string;
  53699. };
  53700. }
  53701. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  53702. import { Nullable } from "babylonjs/types";
  53703. import { Scene } from "babylonjs/scene";
  53704. import { Texture } from "babylonjs/Materials/Textures/texture";
  53705. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53706. import "babylonjs/Shaders/noise.fragment";
  53707. /**
  53708. * Class used to generate noise procedural textures
  53709. */
  53710. export class NoiseProceduralTexture extends ProceduralTexture {
  53711. private _time;
  53712. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  53713. brightness: number;
  53714. /** Defines the number of octaves to process */
  53715. octaves: number;
  53716. /** Defines the level of persistence (0.8 by default) */
  53717. persistence: number;
  53718. /** Gets or sets animation speed factor (default is 1) */
  53719. animationSpeedFactor: number;
  53720. /**
  53721. * Creates a new NoiseProceduralTexture
  53722. * @param name defines the name fo the texture
  53723. * @param size defines the size of the texture (default is 256)
  53724. * @param scene defines the hosting scene
  53725. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  53726. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  53727. */
  53728. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53729. private _updateShaderUniforms;
  53730. protected _getDefines(): string;
  53731. /** Generate the current state of the procedural texture */
  53732. render(useCameraPostProcess?: boolean): void;
  53733. /**
  53734. * Serializes this noise procedural texture
  53735. * @returns a serialized noise procedural texture object
  53736. */
  53737. serialize(): any;
  53738. /**
  53739. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  53740. * @param parsedTexture defines parsed texture data
  53741. * @param scene defines the current scene
  53742. * @param rootUrl defines the root URL containing noise procedural texture information
  53743. * @returns a parsed NoiseProceduralTexture
  53744. */
  53745. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  53746. }
  53747. }
  53748. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  53749. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  53750. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  53751. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53752. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  53753. }
  53754. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  53755. import { Nullable } from "babylonjs/types";
  53756. import { Scene } from "babylonjs/scene";
  53757. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  53758. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53759. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  53760. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53761. /**
  53762. * Raw cube texture where the raw buffers are passed in
  53763. */
  53764. export class RawCubeTexture extends CubeTexture {
  53765. /**
  53766. * Creates a cube texture where the raw buffers are passed in.
  53767. * @param scene defines the scene the texture is attached to
  53768. * @param data defines the array of data to use to create each face
  53769. * @param size defines the size of the textures
  53770. * @param format defines the format of the data
  53771. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  53772. * @param generateMipMaps defines if the engine should generate the mip levels
  53773. * @param invertY defines if data must be stored with Y axis inverted
  53774. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  53775. * @param compression defines the compression used (null by default)
  53776. */
  53777. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  53778. /**
  53779. * Updates the raw cube texture.
  53780. * @param data defines the data to store
  53781. * @param format defines the data format
  53782. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  53783. * @param invertY defines if data must be stored with Y axis inverted
  53784. * @param compression defines the compression used (null by default)
  53785. * @param level defines which level of the texture to update
  53786. */
  53787. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  53788. /**
  53789. * Updates a raw cube texture with RGBD encoded data.
  53790. * @param data defines the array of data [mipmap][face] to use to create each face
  53791. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  53792. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  53793. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  53794. * @returns a promsie that resolves when the operation is complete
  53795. */
  53796. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  53797. /**
  53798. * Clones the raw cube texture.
  53799. * @return a new cube texture
  53800. */
  53801. clone(): CubeTexture;
  53802. /** @hidden */
  53803. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  53804. }
  53805. }
  53806. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  53807. import { Scene } from "babylonjs/scene";
  53808. import { Texture } from "babylonjs/Materials/Textures/texture";
  53809. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53810. /**
  53811. * Class used to store 3D textures containing user data
  53812. */
  53813. export class RawTexture3D extends Texture {
  53814. /** Gets or sets the texture format to use */
  53815. format: number;
  53816. private _engine;
  53817. /**
  53818. * Create a new RawTexture3D
  53819. * @param data defines the data of the texture
  53820. * @param width defines the width of the texture
  53821. * @param height defines the height of the texture
  53822. * @param depth defines the depth of the texture
  53823. * @param format defines the texture format to use
  53824. * @param scene defines the hosting scene
  53825. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  53826. * @param invertY defines if texture must be stored with Y axis inverted
  53827. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  53828. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  53829. */
  53830. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  53831. /** Gets or sets the texture format to use */
  53832. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  53833. /**
  53834. * Update the texture with new data
  53835. * @param data defines the data to store in the texture
  53836. */
  53837. update(data: ArrayBufferView): void;
  53838. }
  53839. }
  53840. declare module "babylonjs/Materials/Textures/refractionTexture" {
  53841. import { Scene } from "babylonjs/scene";
  53842. import { Plane } from "babylonjs/Maths/math.plane";
  53843. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53844. /**
  53845. * Creates a refraction texture used by refraction channel of the standard material.
  53846. * It is like a mirror but to see through a material.
  53847. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53848. */
  53849. export class RefractionTexture extends RenderTargetTexture {
  53850. /**
  53851. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  53852. * 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.
  53853. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53854. */
  53855. refractionPlane: Plane;
  53856. /**
  53857. * Define how deep under the surface we should see.
  53858. */
  53859. depth: number;
  53860. /**
  53861. * Creates a refraction texture used by refraction channel of the standard material.
  53862. * It is like a mirror but to see through a material.
  53863. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53864. * @param name Define the texture name
  53865. * @param size Define the size of the underlying texture
  53866. * @param scene Define the scene the refraction belongs to
  53867. * @param generateMipMaps Define if we need to generate mips level for the refraction
  53868. */
  53869. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  53870. /**
  53871. * Clone the refraction texture.
  53872. * @returns the cloned texture
  53873. */
  53874. clone(): RefractionTexture;
  53875. /**
  53876. * Serialize the texture to a JSON representation you could use in Parse later on
  53877. * @returns the serialized JSON representation
  53878. */
  53879. serialize(): any;
  53880. }
  53881. }
  53882. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  53883. import { Nullable } from "babylonjs/types";
  53884. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53885. import { Matrix } from "babylonjs/Maths/math.vector";
  53886. import { Engine } from "babylonjs/Engines/engine";
  53887. import { Scene } from "babylonjs/scene";
  53888. /**
  53889. * Defines the options related to the creation of an HtmlElementTexture
  53890. */
  53891. export interface IHtmlElementTextureOptions {
  53892. /**
  53893. * Defines wether mip maps should be created or not.
  53894. */
  53895. generateMipMaps?: boolean;
  53896. /**
  53897. * Defines the sampling mode of the texture.
  53898. */
  53899. samplingMode?: number;
  53900. /**
  53901. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  53902. */
  53903. engine: Nullable<Engine>;
  53904. /**
  53905. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  53906. */
  53907. scene: Nullable<Scene>;
  53908. }
  53909. /**
  53910. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  53911. * To be as efficient as possible depending on your constraints nothing aside the first upload
  53912. * is automatically managed.
  53913. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  53914. * in your application.
  53915. *
  53916. * As the update is not automatic, you need to call them manually.
  53917. */
  53918. export class HtmlElementTexture extends BaseTexture {
  53919. /**
  53920. * The texture URL.
  53921. */
  53922. element: HTMLVideoElement | HTMLCanvasElement;
  53923. private static readonly DefaultOptions;
  53924. private _textureMatrix;
  53925. private _engine;
  53926. private _isVideo;
  53927. private _generateMipMaps;
  53928. private _samplingMode;
  53929. /**
  53930. * Instantiates a HtmlElementTexture from the following parameters.
  53931. *
  53932. * @param name Defines the name of the texture
  53933. * @param element Defines the video or canvas the texture is filled with
  53934. * @param options Defines the other none mandatory texture creation options
  53935. */
  53936. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  53937. private _createInternalTexture;
  53938. /**
  53939. * Returns the texture matrix used in most of the material.
  53940. */
  53941. getTextureMatrix(): Matrix;
  53942. /**
  53943. * Updates the content of the texture.
  53944. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  53945. */
  53946. update(invertY?: Nullable<boolean>): void;
  53947. }
  53948. }
  53949. declare module "babylonjs/Materials/Textures/index" {
  53950. export * from "babylonjs/Materials/Textures/baseTexture";
  53951. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  53952. export * from "babylonjs/Materials/Textures/cubeTexture";
  53953. export * from "babylonjs/Materials/Textures/dynamicTexture";
  53954. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  53955. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  53956. export * from "babylonjs/Materials/Textures/internalTexture";
  53957. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  53958. export * from "babylonjs/Materials/Textures/Loaders/index";
  53959. export * from "babylonjs/Materials/Textures/mirrorTexture";
  53960. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  53961. export * from "babylonjs/Materials/Textures/Procedurals/index";
  53962. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  53963. export * from "babylonjs/Materials/Textures/rawTexture";
  53964. export * from "babylonjs/Materials/Textures/rawTexture3D";
  53965. export * from "babylonjs/Materials/Textures/refractionTexture";
  53966. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  53967. export * from "babylonjs/Materials/Textures/texture";
  53968. export * from "babylonjs/Materials/Textures/videoTexture";
  53969. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  53970. }
  53971. declare module "babylonjs/Materials/Node/nodeMaterialBlockTargets" {
  53972. /**
  53973. * Enum used to define the target of a block
  53974. */
  53975. export enum NodeMaterialBlockTargets {
  53976. /** Vertex shader */
  53977. Vertex = 1,
  53978. /** Fragment shader */
  53979. Fragment = 2,
  53980. /** Neutral */
  53981. Neutral = 4,
  53982. /** Vertex and Fragment */
  53983. VertexAndFragment = 3
  53984. }
  53985. }
  53986. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes" {
  53987. /**
  53988. * Defines the kind of connection point for node based material
  53989. */
  53990. export enum NodeMaterialBlockConnectionPointTypes {
  53991. /** Float */
  53992. Float = 1,
  53993. /** Int */
  53994. Int = 2,
  53995. /** Vector2 */
  53996. Vector2 = 4,
  53997. /** Vector3 */
  53998. Vector3 = 8,
  53999. /** Vector4 */
  54000. Vector4 = 16,
  54001. /** Color3 */
  54002. Color3 = 32,
  54003. /** Color4 */
  54004. Color4 = 64,
  54005. /** Matrix */
  54006. Matrix = 128,
  54007. /** Detect type based on connection */
  54008. AutoDetect = 1024,
  54009. /** Output type that will be defined by input type */
  54010. BasedOnInput = 2048
  54011. }
  54012. }
  54013. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  54014. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54015. /**
  54016. * Root class for all node material optimizers
  54017. */
  54018. export class NodeMaterialOptimizer {
  54019. /**
  54020. * Function used to optimize a NodeMaterial graph
  54021. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  54022. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  54023. */
  54024. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  54025. }
  54026. }
  54027. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  54028. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54029. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54030. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54031. import { Scene } from "babylonjs/scene";
  54032. /**
  54033. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  54034. */
  54035. export class TransformBlock extends NodeMaterialBlock {
  54036. /**
  54037. * Defines the value to use to complement W value to transform it to a Vector4
  54038. */
  54039. complementW: number;
  54040. /**
  54041. * Defines the value to use to complement z value to transform it to a Vector4
  54042. */
  54043. complementZ: number;
  54044. /**
  54045. * Creates a new TransformBlock
  54046. * @param name defines the block name
  54047. */
  54048. constructor(name: string);
  54049. /**
  54050. * Gets the current class name
  54051. * @returns the class name
  54052. */
  54053. getClassName(): string;
  54054. /**
  54055. * Gets the vector input
  54056. */
  54057. readonly vector: NodeMaterialConnectionPoint;
  54058. /**
  54059. * Gets the output component
  54060. */
  54061. readonly output: NodeMaterialConnectionPoint;
  54062. /**
  54063. * Gets the matrix transform input
  54064. */
  54065. readonly transform: NodeMaterialConnectionPoint;
  54066. protected _buildBlock(state: NodeMaterialBuildState): this;
  54067. serialize(): any;
  54068. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54069. }
  54070. }
  54071. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  54072. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54073. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54074. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54075. /**
  54076. * Block used to output the vertex position
  54077. */
  54078. export class VertexOutputBlock extends NodeMaterialBlock {
  54079. /**
  54080. * Creates a new VertexOutputBlock
  54081. * @param name defines the block name
  54082. */
  54083. constructor(name: string);
  54084. /**
  54085. * Gets the current class name
  54086. * @returns the class name
  54087. */
  54088. getClassName(): string;
  54089. /**
  54090. * Gets the vector input component
  54091. */
  54092. readonly vector: NodeMaterialConnectionPoint;
  54093. protected _buildBlock(state: NodeMaterialBuildState): this;
  54094. }
  54095. }
  54096. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  54097. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54098. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54099. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54100. /**
  54101. * Block used to output the final color
  54102. */
  54103. export class FragmentOutputBlock extends NodeMaterialBlock {
  54104. /**
  54105. * Create a new FragmentOutputBlock
  54106. * @param name defines the block name
  54107. */
  54108. constructor(name: string);
  54109. /**
  54110. * Gets the current class name
  54111. * @returns the class name
  54112. */
  54113. getClassName(): string;
  54114. /**
  54115. * Gets the rgba input component
  54116. */
  54117. readonly rgba: NodeMaterialConnectionPoint;
  54118. /**
  54119. * Gets the rgb input component
  54120. */
  54121. readonly rgb: NodeMaterialConnectionPoint;
  54122. /**
  54123. * Gets the a input component
  54124. */
  54125. readonly a: NodeMaterialConnectionPoint;
  54126. protected _buildBlock(state: NodeMaterialBuildState): this;
  54127. }
  54128. }
  54129. declare module "babylonjs/Materials/Node/nodeMaterial" {
  54130. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54131. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  54132. import { Scene } from "babylonjs/scene";
  54133. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54134. import { Matrix } from "babylonjs/Maths/math.vector";
  54135. import { Mesh } from "babylonjs/Meshes/mesh";
  54136. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54137. import { Observable } from "babylonjs/Misc/observable";
  54138. import { SubMesh } from "babylonjs/Meshes/subMesh";
  54139. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  54140. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  54141. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  54142. import { Nullable } from "babylonjs/types";
  54143. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54144. /**
  54145. * Interface used to configure the node material editor
  54146. */
  54147. export interface INodeMaterialEditorOptions {
  54148. /** Define the URl to load node editor script */
  54149. editorURL?: string;
  54150. }
  54151. /** @hidden */
  54152. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  54153. /** BONES */
  54154. NUM_BONE_INFLUENCERS: number;
  54155. BonesPerMesh: number;
  54156. BONETEXTURE: boolean;
  54157. /** MORPH TARGETS */
  54158. MORPHTARGETS: boolean;
  54159. MORPHTARGETS_NORMAL: boolean;
  54160. MORPHTARGETS_TANGENT: boolean;
  54161. MORPHTARGETS_UV: boolean;
  54162. NUM_MORPH_INFLUENCERS: number;
  54163. /** IMAGE PROCESSING */
  54164. IMAGEPROCESSING: boolean;
  54165. VIGNETTE: boolean;
  54166. VIGNETTEBLENDMODEMULTIPLY: boolean;
  54167. VIGNETTEBLENDMODEOPAQUE: boolean;
  54168. TONEMAPPING: boolean;
  54169. TONEMAPPING_ACES: boolean;
  54170. CONTRAST: boolean;
  54171. EXPOSURE: boolean;
  54172. COLORCURVES: boolean;
  54173. COLORGRADING: boolean;
  54174. COLORGRADING3D: boolean;
  54175. SAMPLER3DGREENDEPTH: boolean;
  54176. SAMPLER3DBGRMAP: boolean;
  54177. IMAGEPROCESSINGPOSTPROCESS: boolean;
  54178. constructor();
  54179. setValue(name: string, value: boolean): void;
  54180. }
  54181. /**
  54182. * Class used to configure NodeMaterial
  54183. */
  54184. export interface INodeMaterialOptions {
  54185. /**
  54186. * Defines if blocks should emit comments
  54187. */
  54188. emitComments: boolean;
  54189. }
  54190. /**
  54191. * Class used to create a node based material built by assembling shader blocks
  54192. */
  54193. export class NodeMaterial extends PushMaterial {
  54194. private static _BuildIdGenerator;
  54195. private _options;
  54196. private _vertexCompilationState;
  54197. private _fragmentCompilationState;
  54198. private _sharedData;
  54199. private _buildId;
  54200. private _buildWasSuccessful;
  54201. private _cachedWorldViewMatrix;
  54202. private _cachedWorldViewProjectionMatrix;
  54203. private _optimizers;
  54204. private _animationFrame;
  54205. /** Define the URl to load node editor script */
  54206. static EditorURL: string;
  54207. private BJSNODEMATERIALEDITOR;
  54208. /** Get the inspector from bundle or global */
  54209. private _getGlobalNodeMaterialEditor;
  54210. /**
  54211. * 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)
  54212. */
  54213. ignoreAlpha: boolean;
  54214. /**
  54215. * Defines the maximum number of lights that can be used in the material
  54216. */
  54217. maxSimultaneousLights: number;
  54218. /**
  54219. * Observable raised when the material is built
  54220. */
  54221. onBuildObservable: Observable<NodeMaterial>;
  54222. /**
  54223. * Gets or sets the root nodes of the material vertex shader
  54224. */
  54225. _vertexOutputNodes: NodeMaterialBlock[];
  54226. /**
  54227. * Gets or sets the root nodes of the material fragment (pixel) shader
  54228. */
  54229. _fragmentOutputNodes: NodeMaterialBlock[];
  54230. /** Gets or sets options to control the node material overall behavior */
  54231. options: INodeMaterialOptions;
  54232. /**
  54233. * Default configuration related to image processing available in the standard Material.
  54234. */
  54235. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  54236. /**
  54237. * Gets the image processing configuration used either in this material.
  54238. */
  54239. /**
  54240. * Sets the Default image processing configuration used either in the this material.
  54241. *
  54242. * If sets to null, the scene one is in use.
  54243. */
  54244. imageProcessingConfiguration: ImageProcessingConfiguration;
  54245. /**
  54246. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  54247. */
  54248. attachedBlocks: NodeMaterialBlock[];
  54249. /**
  54250. * Create a new node based material
  54251. * @param name defines the material name
  54252. * @param scene defines the hosting scene
  54253. * @param options defines creation option
  54254. */
  54255. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  54256. /**
  54257. * Gets the current class name of the material e.g. "NodeMaterial"
  54258. * @returns the class name
  54259. */
  54260. getClassName(): string;
  54261. /**
  54262. * Keep track of the image processing observer to allow dispose and replace.
  54263. */
  54264. private _imageProcessingObserver;
  54265. /**
  54266. * Attaches a new image processing configuration to the Standard Material.
  54267. * @param configuration
  54268. */
  54269. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  54270. /**
  54271. * Get a block by its name
  54272. * @param name defines the name of the block to retrieve
  54273. * @returns the required block or null if not found
  54274. */
  54275. getBlockByName(name: string): NodeMaterialBlock | null;
  54276. /**
  54277. * Gets the list of input blocks attached to this material
  54278. * @returns an array of InputBlocks
  54279. */
  54280. getInputBlocks(): InputBlock[];
  54281. /**
  54282. * Adds a new optimizer to the list of optimizers
  54283. * @param optimizer defines the optimizers to add
  54284. * @returns the current material
  54285. */
  54286. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54287. /**
  54288. * Remove an optimizer from the list of optimizers
  54289. * @param optimizer defines the optimizers to remove
  54290. * @returns the current material
  54291. */
  54292. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54293. /**
  54294. * Add a new block to the list of output nodes
  54295. * @param node defines the node to add
  54296. * @returns the current material
  54297. */
  54298. addOutputNode(node: NodeMaterialBlock): this;
  54299. /**
  54300. * Remove a block from the list of root nodes
  54301. * @param node defines the node to remove
  54302. * @returns the current material
  54303. */
  54304. removeOutputNode(node: NodeMaterialBlock): this;
  54305. private _addVertexOutputNode;
  54306. private _removeVertexOutputNode;
  54307. private _addFragmentOutputNode;
  54308. private _removeFragmentOutputNode;
  54309. /**
  54310. * Specifies if the material will require alpha blending
  54311. * @returns a boolean specifying if alpha blending is needed
  54312. */
  54313. needAlphaBlending(): boolean;
  54314. /**
  54315. * Specifies if this material should be rendered in alpha test mode
  54316. * @returns a boolean specifying if an alpha test is needed.
  54317. */
  54318. needAlphaTesting(): boolean;
  54319. private _initializeBlock;
  54320. private _resetDualBlocks;
  54321. /**
  54322. * Build the material and generates the inner effect
  54323. * @param verbose defines if the build should log activity
  54324. */
  54325. build(verbose?: boolean): void;
  54326. /**
  54327. * Runs an otpimization phase to try to improve the shader code
  54328. */
  54329. optimize(): void;
  54330. private _prepareDefinesForAttributes;
  54331. /**
  54332. * Get if the submesh is ready to be used and all its information available.
  54333. * Child classes can use it to update shaders
  54334. * @param mesh defines the mesh to check
  54335. * @param subMesh defines which submesh to check
  54336. * @param useInstances specifies that instances should be used
  54337. * @returns a boolean indicating that the submesh is ready or not
  54338. */
  54339. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  54340. /**
  54341. * Get a string representing the shaders built by the current node graph
  54342. */
  54343. readonly compiledShaders: string;
  54344. /**
  54345. * Binds the world matrix to the material
  54346. * @param world defines the world transformation matrix
  54347. */
  54348. bindOnlyWorldMatrix(world: Matrix): void;
  54349. /**
  54350. * Binds the submesh to this material by preparing the effect and shader to draw
  54351. * @param world defines the world transformation matrix
  54352. * @param mesh defines the mesh containing the submesh
  54353. * @param subMesh defines the submesh to bind the material to
  54354. */
  54355. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  54356. /**
  54357. * Gets the active textures from the material
  54358. * @returns an array of textures
  54359. */
  54360. getActiveTextures(): BaseTexture[];
  54361. /**
  54362. * Specifies if the material uses a texture
  54363. * @param texture defines the texture to check against the material
  54364. * @returns a boolean specifying if the material uses the texture
  54365. */
  54366. hasTexture(texture: BaseTexture): boolean;
  54367. /**
  54368. * Disposes the material
  54369. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  54370. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  54371. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  54372. */
  54373. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  54374. /** Creates the node editor window. */
  54375. private _createNodeEditor;
  54376. /**
  54377. * Launch the node material editor
  54378. * @param config Define the configuration of the editor
  54379. * @return a promise fulfilled when the node editor is visible
  54380. */
  54381. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  54382. /**
  54383. * Clear the current material
  54384. */
  54385. clear(): void;
  54386. /**
  54387. * Clear the current material and set it to a default state
  54388. */
  54389. setToDefault(): void;
  54390. private _gatherBlocks;
  54391. /**
  54392. * Serializes this material in a JSON representation
  54393. * @returns the serialized material object
  54394. */
  54395. serialize(): any;
  54396. /**
  54397. * Clear the current graph and load a new one from a serialization object
  54398. * @param source defines the JSON representation of the material
  54399. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54400. */
  54401. loadFromSerialization(source: any, rootUrl?: string): void;
  54402. /**
  54403. * Creates a node material from parsed material data
  54404. * @param source defines the JSON representation of the material
  54405. * @param scene defines the hosting scene
  54406. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54407. * @returns a new node material
  54408. */
  54409. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  54410. /**
  54411. * Creates a new node material set to default basic configuration
  54412. * @param name defines the name of the material
  54413. * @param scene defines the hosting scene
  54414. * @returns a new NodeMaterial
  54415. */
  54416. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  54417. }
  54418. }
  54419. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  54420. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54421. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54422. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54423. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54424. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54425. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54426. import { Effect } from "babylonjs/Materials/effect";
  54427. import { Mesh } from "babylonjs/Meshes/mesh";
  54428. import { Nullable } from "babylonjs/types";
  54429. import { Scene } from "babylonjs/scene";
  54430. /**
  54431. * Block used to read a texture from a sampler
  54432. */
  54433. export class TextureBlock extends NodeMaterialBlock {
  54434. private _defineName;
  54435. private _samplerName;
  54436. private _transformedUVName;
  54437. private _textureTransformName;
  54438. private _textureInfoName;
  54439. private _mainUVName;
  54440. private _mainUVDefineName;
  54441. /**
  54442. * Gets or sets the texture associated with the node
  54443. */
  54444. texture: Nullable<BaseTexture>;
  54445. /**
  54446. * Create a new TextureBlock
  54447. * @param name defines the block name
  54448. */
  54449. constructor(name: string);
  54450. /**
  54451. * Gets the current class name
  54452. * @returns the class name
  54453. */
  54454. getClassName(): string;
  54455. /**
  54456. * Gets the uv input component
  54457. */
  54458. readonly uv: NodeMaterialConnectionPoint;
  54459. /**
  54460. * Gets the rgba output component
  54461. */
  54462. readonly rgba: NodeMaterialConnectionPoint;
  54463. /**
  54464. * Gets the rgb output component
  54465. */
  54466. readonly rgb: NodeMaterialConnectionPoint;
  54467. /**
  54468. * Gets the r output component
  54469. */
  54470. readonly r: NodeMaterialConnectionPoint;
  54471. /**
  54472. * Gets the g output component
  54473. */
  54474. readonly g: NodeMaterialConnectionPoint;
  54475. /**
  54476. * Gets the b output component
  54477. */
  54478. readonly b: NodeMaterialConnectionPoint;
  54479. /**
  54480. * Gets the a output component
  54481. */
  54482. readonly a: NodeMaterialConnectionPoint;
  54483. autoConfigure(): void;
  54484. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54485. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54486. isReady(): boolean;
  54487. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54488. private _injectVertexCode;
  54489. private _writeOutput;
  54490. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  54491. serialize(): any;
  54492. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54493. }
  54494. }
  54495. declare module "babylonjs/Materials/Node/nodeMaterialWellKnownValues" {
  54496. /**
  54497. * Enum used to define well known values e.g. values automatically provided by the system
  54498. */
  54499. export enum NodeMaterialWellKnownValues {
  54500. /** World */
  54501. World = 1,
  54502. /** View */
  54503. View = 2,
  54504. /** Projection */
  54505. Projection = 3,
  54506. /** ViewProjection */
  54507. ViewProjection = 4,
  54508. /** WorldView */
  54509. WorldView = 5,
  54510. /** WorldViewProjection */
  54511. WorldViewProjection = 6,
  54512. /** CameraPosition */
  54513. CameraPosition = 7,
  54514. /** Fog Color */
  54515. FogColor = 8
  54516. }
  54517. }
  54518. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  54519. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54520. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54521. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54522. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54523. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54524. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54525. import { Effect } from "babylonjs/Materials/effect";
  54526. import { Mesh } from "babylonjs/Meshes/mesh";
  54527. import { Nullable } from "babylonjs/types";
  54528. import { Scene } from "babylonjs/scene";
  54529. /**
  54530. * Block used to read a reflection texture from a sampler
  54531. */
  54532. export class ReflectionTextureBlock extends NodeMaterialBlock {
  54533. private _define3DName;
  54534. private _defineCubicName;
  54535. private _defineExplicitName;
  54536. private _defineProjectionName;
  54537. private _defineLocalCubicName;
  54538. private _defineSphericalName;
  54539. private _definePlanarName;
  54540. private _defineEquirectangularName;
  54541. private _defineMirroredEquirectangularFixedName;
  54542. private _defineEquirectangularFixedName;
  54543. private _defineSkyboxName;
  54544. private _cubeSamplerName;
  54545. private _2DSamplerName;
  54546. private _positionUVWName;
  54547. private _directionWName;
  54548. private _reflectionCoordsName;
  54549. private _reflection2DCoordsName;
  54550. private _reflectionColorName;
  54551. private _reflectionMatrixName;
  54552. /**
  54553. * Gets or sets the texture associated with the node
  54554. */
  54555. texture: Nullable<BaseTexture>;
  54556. /**
  54557. * Create a new TextureBlock
  54558. * @param name defines the block name
  54559. */
  54560. constructor(name: string);
  54561. /**
  54562. * Gets the current class name
  54563. * @returns the class name
  54564. */
  54565. getClassName(): string;
  54566. /**
  54567. * Gets the world position input component
  54568. */
  54569. readonly position: NodeMaterialConnectionPoint;
  54570. /**
  54571. * Gets the world position input component
  54572. */
  54573. readonly worldPosition: NodeMaterialConnectionPoint;
  54574. /**
  54575. * Gets the world normal input component
  54576. */
  54577. readonly worldNormal: NodeMaterialConnectionPoint;
  54578. /**
  54579. * Gets the world input component
  54580. */
  54581. readonly world: NodeMaterialConnectionPoint;
  54582. /**
  54583. * Gets the camera (or eye) position component
  54584. */
  54585. readonly cameraPosition: NodeMaterialConnectionPoint;
  54586. /**
  54587. * Gets the view input component
  54588. */
  54589. readonly view: NodeMaterialConnectionPoint;
  54590. /**
  54591. * Gets the rgb output component
  54592. */
  54593. readonly rgb: NodeMaterialConnectionPoint;
  54594. /**
  54595. * Gets the r output component
  54596. */
  54597. readonly r: NodeMaterialConnectionPoint;
  54598. /**
  54599. * Gets the g output component
  54600. */
  54601. readonly g: NodeMaterialConnectionPoint;
  54602. /**
  54603. * Gets the b output component
  54604. */
  54605. readonly b: NodeMaterialConnectionPoint;
  54606. autoConfigure(): void;
  54607. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54608. isReady(): boolean;
  54609. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54610. private _injectVertexCode;
  54611. private _writeOutput;
  54612. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  54613. serialize(): any;
  54614. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54615. }
  54616. }
  54617. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  54618. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54619. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54620. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54621. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  54622. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  54623. /**
  54624. * Class used to store shared data between 2 NodeMaterialBuildState
  54625. */
  54626. export class NodeMaterialBuildStateSharedData {
  54627. /**
  54628. * Gets the list of emitted varyings
  54629. */
  54630. varyings: string[];
  54631. /**
  54632. * Gets the varying declaration string
  54633. */
  54634. varyingDeclaration: string;
  54635. /**
  54636. * Input blocks
  54637. */
  54638. inputBlocks: InputBlock[];
  54639. /**
  54640. * Input blocks
  54641. */
  54642. textureBlocks: (TextureBlock | ReflectionTextureBlock)[];
  54643. /**
  54644. * Bindable blocks (Blocks that need to set data to the effect)
  54645. */
  54646. bindableBlocks: NodeMaterialBlock[];
  54647. /**
  54648. * List of blocks that can provide a compilation fallback
  54649. */
  54650. blocksWithFallbacks: NodeMaterialBlock[];
  54651. /**
  54652. * List of blocks that can provide a define update
  54653. */
  54654. blocksWithDefines: NodeMaterialBlock[];
  54655. /**
  54656. * List of blocks that can provide a repeatable content
  54657. */
  54658. repeatableContentBlocks: NodeMaterialBlock[];
  54659. /**
  54660. * List of blocks that can provide a dynamic list of uniforms
  54661. */
  54662. dynamicUniformBlocks: NodeMaterialBlock[];
  54663. /**
  54664. * List of blocks that can block the isReady function for the material
  54665. */
  54666. blockingBlocks: NodeMaterialBlock[];
  54667. /**
  54668. * Gets the list of animated inputs
  54669. */
  54670. animatedInputs: InputBlock[];
  54671. /**
  54672. * Build Id used to avoid multiple recompilations
  54673. */
  54674. buildId: number;
  54675. /** List of emitted variables */
  54676. variableNames: {
  54677. [key: string]: number;
  54678. };
  54679. /** List of emitted defines */
  54680. defineNames: {
  54681. [key: string]: number;
  54682. };
  54683. /** Should emit comments? */
  54684. emitComments: boolean;
  54685. /** Emit build activity */
  54686. verbose: boolean;
  54687. /**
  54688. * Gets the compilation hints emitted at compilation time
  54689. */
  54690. hints: {
  54691. needWorldViewMatrix: boolean;
  54692. needWorldViewProjectionMatrix: boolean;
  54693. needAlphaBlending: boolean;
  54694. needAlphaTesting: boolean;
  54695. };
  54696. /**
  54697. * List of compilation checks
  54698. */
  54699. checks: {
  54700. emitVertex: boolean;
  54701. emitFragment: boolean;
  54702. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  54703. };
  54704. /** Creates a new shared data */
  54705. constructor();
  54706. /**
  54707. * Emits console errors and exceptions if there is a failing check
  54708. */
  54709. emitErrors(): void;
  54710. }
  54711. }
  54712. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  54713. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54714. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54715. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  54716. /**
  54717. * Class used to store node based material build state
  54718. */
  54719. export class NodeMaterialBuildState {
  54720. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  54721. supportUniformBuffers: boolean;
  54722. /**
  54723. * Gets the list of emitted attributes
  54724. */
  54725. attributes: string[];
  54726. /**
  54727. * Gets the list of emitted uniforms
  54728. */
  54729. uniforms: string[];
  54730. /**
  54731. * Gets the list of emitted uniform buffers
  54732. */
  54733. uniformBuffers: string[];
  54734. /**
  54735. * Gets the list of emitted samplers
  54736. */
  54737. samplers: string[];
  54738. /**
  54739. * Gets the list of emitted functions
  54740. */
  54741. functions: {
  54742. [key: string]: string;
  54743. };
  54744. /**
  54745. * Gets the target of the compilation state
  54746. */
  54747. target: NodeMaterialBlockTargets;
  54748. /**
  54749. * Gets the list of emitted counters
  54750. */
  54751. counters: {
  54752. [key: string]: number;
  54753. };
  54754. /**
  54755. * Shared data between multiple NodeMaterialBuildState instances
  54756. */
  54757. sharedData: NodeMaterialBuildStateSharedData;
  54758. /** @hidden */
  54759. _vertexState: NodeMaterialBuildState;
  54760. /** @hidden */
  54761. _attributeDeclaration: string;
  54762. /** @hidden */
  54763. _uniformDeclaration: string;
  54764. /** @hidden */
  54765. _samplerDeclaration: string;
  54766. /** @hidden */
  54767. _varyingTransfer: string;
  54768. private _repeatableContentAnchorIndex;
  54769. /** @hidden */
  54770. _builtCompilationString: string;
  54771. /**
  54772. * Gets the emitted compilation strings
  54773. */
  54774. compilationString: string;
  54775. /**
  54776. * Finalize the compilation strings
  54777. * @param state defines the current compilation state
  54778. */
  54779. finalize(state: NodeMaterialBuildState): void;
  54780. /** @hidden */
  54781. readonly _repeatableContentAnchor: string;
  54782. /** @hidden */
  54783. _getFreeVariableName(prefix: string): string;
  54784. /** @hidden */
  54785. _getFreeDefineName(prefix: string): string;
  54786. /** @hidden */
  54787. _excludeVariableName(name: string): void;
  54788. /** @hidden */
  54789. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  54790. /** @hidden */
  54791. _emitFunction(name: string, code: string, comments: string): void;
  54792. /** @hidden */
  54793. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  54794. replaceStrings?: {
  54795. search: RegExp;
  54796. replace: string;
  54797. }[];
  54798. repeatKey?: string;
  54799. }): string;
  54800. /** @hidden */
  54801. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  54802. repeatKey?: string;
  54803. removeAttributes?: boolean;
  54804. removeUniforms?: boolean;
  54805. removeVaryings?: boolean;
  54806. removeIfDef?: boolean;
  54807. replaceStrings?: {
  54808. search: RegExp;
  54809. replace: string;
  54810. }[];
  54811. }, storeKey?: string): void;
  54812. /** @hidden */
  54813. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  54814. /** @hidden */
  54815. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  54816. }
  54817. }
  54818. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  54819. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54820. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54821. import { Nullable } from "babylonjs/types";
  54822. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54823. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54824. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  54825. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54826. import { Mesh } from "babylonjs/Meshes/mesh";
  54827. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54828. import { Scene } from "babylonjs/scene";
  54829. /**
  54830. * Defines a block that can be used inside a node based material
  54831. */
  54832. export class NodeMaterialBlock {
  54833. private _buildId;
  54834. private _buildTarget;
  54835. private _target;
  54836. private _isFinalMerger;
  54837. private _isInput;
  54838. /** @hidden */
  54839. _inputs: NodeMaterialConnectionPoint[];
  54840. /** @hidden */
  54841. _outputs: NodeMaterialConnectionPoint[];
  54842. /**
  54843. * Gets or sets the name of the block
  54844. */
  54845. name: string;
  54846. /**
  54847. * Gets or sets the unique id of the node
  54848. */
  54849. uniqueId: number;
  54850. /**
  54851. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  54852. */
  54853. readonly isFinalMerger: boolean;
  54854. /**
  54855. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  54856. */
  54857. readonly isInput: boolean;
  54858. /**
  54859. * Gets or sets the build Id
  54860. */
  54861. buildId: number;
  54862. /**
  54863. * Gets or sets the target of the block
  54864. */
  54865. target: NodeMaterialBlockTargets;
  54866. /**
  54867. * Gets the list of input points
  54868. */
  54869. readonly inputs: NodeMaterialConnectionPoint[];
  54870. /** Gets the list of output points */
  54871. readonly outputs: NodeMaterialConnectionPoint[];
  54872. /**
  54873. * Find an input by its name
  54874. * @param name defines the name of the input to look for
  54875. * @returns the input or null if not found
  54876. */
  54877. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54878. /**
  54879. * Find an output by its name
  54880. * @param name defines the name of the outputto look for
  54881. * @returns the output or null if not found
  54882. */
  54883. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54884. /**
  54885. * Creates a new NodeMaterialBlock
  54886. * @param name defines the block name
  54887. * @param target defines the target of that block (Vertex by default)
  54888. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  54889. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  54890. */
  54891. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  54892. /**
  54893. * Initialize the block and prepare the context for build
  54894. * @param state defines the state that will be used for the build
  54895. */
  54896. initialize(state: NodeMaterialBuildState): void;
  54897. /**
  54898. * Bind data to effect. Will only be called for blocks with isBindable === true
  54899. * @param effect defines the effect to bind data to
  54900. * @param nodeMaterial defines the hosting NodeMaterial
  54901. * @param mesh defines the mesh that will be rendered
  54902. */
  54903. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54904. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  54905. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  54906. protected _writeFloat(value: number): string;
  54907. /**
  54908. * Gets the current class name e.g. "NodeMaterialBlock"
  54909. * @returns the class name
  54910. */
  54911. getClassName(): string;
  54912. /**
  54913. * Register a new input. Must be called inside a block constructor
  54914. * @param name defines the connection point name
  54915. * @param type defines the connection point type
  54916. * @param isOptional defines a boolean indicating that this input can be omitted
  54917. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54918. * @returns the current block
  54919. */
  54920. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  54921. /**
  54922. * Register a new output. Must be called inside a block constructor
  54923. * @param name defines the connection point name
  54924. * @param type defines the connection point type
  54925. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54926. * @returns the current block
  54927. */
  54928. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  54929. /**
  54930. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  54931. * @param forOutput defines an optional connection point to check compatibility with
  54932. * @returns the first available input or null
  54933. */
  54934. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  54935. /**
  54936. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  54937. * @param forBlock defines an optional block to check compatibility with
  54938. * @returns the first available input or null
  54939. */
  54940. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  54941. /**
  54942. * Gets the sibling of the given output
  54943. * @param current defines the current output
  54944. * @returns the next output in the list or null
  54945. */
  54946. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  54947. /**
  54948. * Connect current block with another block
  54949. * @param other defines the block to connect with
  54950. * @param options define the various options to help pick the right connections
  54951. * @returns the current block
  54952. */
  54953. connectTo(other: NodeMaterialBlock, options?: {
  54954. input?: string;
  54955. output?: string;
  54956. outputSwizzle?: string;
  54957. }): this | undefined;
  54958. protected _buildBlock(state: NodeMaterialBuildState): void;
  54959. /**
  54960. * Add uniforms, samplers and uniform buffers at compilation time
  54961. * @param state defines the state to update
  54962. * @param nodeMaterial defines the node material requesting the update
  54963. * @param defines defines the material defines to update
  54964. */
  54965. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54966. /**
  54967. * Add potential fallbacks if shader compilation fails
  54968. * @param mesh defines the mesh to be rendered
  54969. * @param fallbacks defines the current prioritized list of fallbacks
  54970. */
  54971. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  54972. /**
  54973. * Update defines for shader compilation
  54974. * @param mesh defines the mesh to be rendered
  54975. * @param nodeMaterial defines the node material requesting the update
  54976. * @param defines defines the material defines to update
  54977. * @param useInstances specifies that instances should be used
  54978. */
  54979. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54980. /**
  54981. * Initialize defines for shader compilation
  54982. * @param mesh defines the mesh to be rendered
  54983. * @param nodeMaterial defines the node material requesting the update
  54984. * @param defines defines the material defines to be prepared
  54985. * @param useInstances specifies that instances should be used
  54986. */
  54987. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54988. /**
  54989. * Lets the block try to connect some inputs automatically
  54990. */
  54991. autoConfigure(): void;
  54992. /**
  54993. * Function called when a block is declared as repeatable content generator
  54994. * @param vertexShaderState defines the current compilation state for the vertex shader
  54995. * @param fragmentShaderState defines the current compilation state for the fragment shader
  54996. * @param mesh defines the mesh to be rendered
  54997. * @param defines defines the material defines to update
  54998. */
  54999. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  55000. /**
  55001. * Checks if the block is ready
  55002. * @param mesh defines the mesh to be rendered
  55003. * @param nodeMaterial defines the node material requesting the update
  55004. * @param defines defines the material defines to update
  55005. * @param useInstances specifies that instances should be used
  55006. * @returns true if the block is ready
  55007. */
  55008. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  55009. private _processBuild;
  55010. /**
  55011. * Compile the current node and generate the shader code
  55012. * @param state defines the current compilation state (uniforms, samplers, current string)
  55013. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  55014. * @returns true if already built
  55015. */
  55016. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  55017. /**
  55018. * Clone the current block to a new identical block
  55019. * @param scene defines the hosting scene
  55020. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  55021. * @returns a copy of the current block
  55022. */
  55023. clone(scene: Scene, rootUrl?: string): NodeMaterialBlock | null;
  55024. /**
  55025. * Serializes this block in a JSON representation
  55026. * @returns the serialized block object
  55027. */
  55028. serialize(): any;
  55029. /** @hidden */
  55030. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55031. }
  55032. }
  55033. declare module "babylonjs/Materials/Node/NodeMaterialBlockConnectionPointMode" {
  55034. /**
  55035. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  55036. */
  55037. export enum NodeMaterialBlockConnectionPointMode {
  55038. /** Value is an uniform */
  55039. Uniform = 0,
  55040. /** Value is a mesh attribute */
  55041. Attribute = 1,
  55042. /** Value is a varying between vertex and fragment shaders */
  55043. Varying = 2,
  55044. /** Mode is undefined */
  55045. Undefined = 3
  55046. }
  55047. }
  55048. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  55049. /**
  55050. * Enum defining the type of animations supported by InputBlock
  55051. */
  55052. export enum AnimatedInputBlockTypes {
  55053. /** No animation */
  55054. None = 0,
  55055. /** Time based animation. Will only work for floats */
  55056. Time = 1
  55057. }
  55058. }
  55059. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  55060. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55061. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55062. import { NodeMaterialWellKnownValues } from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  55063. import { Nullable } from "babylonjs/types";
  55064. import { Effect } from "babylonjs/Materials/effect";
  55065. import { Matrix } from "babylonjs/Maths/math.vector";
  55066. import { Scene } from "babylonjs/scene";
  55067. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55068. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55069. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55070. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  55071. /**
  55072. * Block used to expose an input value
  55073. */
  55074. export class InputBlock extends NodeMaterialBlock {
  55075. private _mode;
  55076. private _associatedVariableName;
  55077. private _storedValue;
  55078. private _valueCallback;
  55079. private _type;
  55080. private _animationType;
  55081. /** @hidden */
  55082. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  55083. /** Gets or sets a boolean indicating that this input can be edited in the Inspector */
  55084. visibleInInspector: boolean;
  55085. /**
  55086. * Gets or sets the connection point type (default is float)
  55087. */
  55088. readonly type: NodeMaterialBlockConnectionPointTypes;
  55089. /**
  55090. * Creates a new InputBlock
  55091. * @param name defines the block name
  55092. * @param target defines the target of that block (Vertex by default)
  55093. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  55094. */
  55095. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  55096. /**
  55097. * Gets the output component
  55098. */
  55099. readonly output: NodeMaterialConnectionPoint;
  55100. /**
  55101. * Set the source of this connection point to a vertex attribute
  55102. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  55103. * @returns the current connection point
  55104. */
  55105. setAsAttribute(attributeName?: string): InputBlock;
  55106. /**
  55107. * Set the source of this connection point to a well known value
  55108. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  55109. * @returns the current connection point
  55110. */
  55111. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  55112. /**
  55113. * Gets or sets the value of that point.
  55114. * Please note that this value will be ignored if valueCallback is defined
  55115. */
  55116. value: any;
  55117. /**
  55118. * Gets or sets a callback used to get the value of that point.
  55119. * Please note that setting this value will force the connection point to ignore the value property
  55120. */
  55121. valueCallback: () => any;
  55122. /**
  55123. * Gets or sets the associated variable name in the shader
  55124. */
  55125. associatedVariableName: string;
  55126. /** Gets or sets the type of animation applied to the input */
  55127. animationType: AnimatedInputBlockTypes;
  55128. /**
  55129. * Gets a boolean indicating that this connection point not defined yet
  55130. */
  55131. readonly isUndefined: boolean;
  55132. /**
  55133. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  55134. * In this case the connection point name must be the name of the uniform to use.
  55135. * Can only be set on inputs
  55136. */
  55137. isUniform: boolean;
  55138. /**
  55139. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  55140. * In this case the connection point name must be the name of the attribute to use
  55141. * Can only be set on inputs
  55142. */
  55143. isAttribute: boolean;
  55144. /**
  55145. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  55146. * Can only be set on exit points
  55147. */
  55148. isVarying: boolean;
  55149. /**
  55150. * Gets a boolean indicating that the current connection point is a well known value
  55151. */
  55152. readonly isWellKnownValue: boolean;
  55153. /**
  55154. * Gets or sets the current well known value or null if not defined as well know value
  55155. */
  55156. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  55157. /**
  55158. * Gets the current class name
  55159. * @returns the class name
  55160. */
  55161. getClassName(): string;
  55162. /**
  55163. * Animate the input if animationType !== None
  55164. * @param scene defines the rendering scene
  55165. */
  55166. animate(scene: Scene): void;
  55167. private _emitDefine;
  55168. /**
  55169. * Set the input block to its default value (based on its type)
  55170. */
  55171. setDefaultValue(): void;
  55172. private _emit;
  55173. /** @hidden */
  55174. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  55175. /** @hidden */
  55176. _transmit(effect: Effect, scene: Scene): void;
  55177. protected _buildBlock(state: NodeMaterialBuildState): void;
  55178. serialize(): any;
  55179. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55180. }
  55181. }
  55182. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  55183. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55184. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55185. import { Nullable } from "babylonjs/types";
  55186. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55187. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55188. /**
  55189. * Defines a connection point for a block
  55190. */
  55191. export class NodeMaterialConnectionPoint {
  55192. /** @hidden */
  55193. _ownerBlock: NodeMaterialBlock;
  55194. /** @hidden */
  55195. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55196. private _endpoints;
  55197. private _associatedVariableName;
  55198. /** @hidden */
  55199. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  55200. private _type;
  55201. /** @hidden */
  55202. _enforceAssociatedVariableName: boolean;
  55203. /**
  55204. * Gets or sets the additional types supported byt this connection point
  55205. */
  55206. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  55207. /**
  55208. * Gets or sets the associated variable name in the shader
  55209. */
  55210. associatedVariableName: string;
  55211. /**
  55212. * Gets or sets the connection point type (default is float)
  55213. */
  55214. type: NodeMaterialBlockConnectionPointTypes;
  55215. /**
  55216. * Gets or sets the connection point name
  55217. */
  55218. name: string;
  55219. /**
  55220. * Gets or sets a boolean indicating that this connection point can be omitted
  55221. */
  55222. isOptional: boolean;
  55223. /**
  55224. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  55225. */
  55226. define: string;
  55227. /** Gets or sets the target of that connection point */
  55228. target: NodeMaterialBlockTargets;
  55229. /**
  55230. * Gets a boolean indicating that the current point is connected
  55231. */
  55232. readonly isConnected: boolean;
  55233. /**
  55234. * Gets a boolean indicating that the current point is connected to an input block
  55235. */
  55236. readonly isConnectedToInputBlock: boolean;
  55237. /**
  55238. * Gets a the connected input block (if any)
  55239. */
  55240. readonly connectInputBlock: Nullable<InputBlock>;
  55241. /** Get the other side of the connection (if any) */
  55242. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55243. /** Get the block that owns this connection point */
  55244. readonly ownerBlock: NodeMaterialBlock;
  55245. /** Get the block connected on the other side of this connection (if any) */
  55246. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  55247. /** Get the block connected on the endpoints of this connection (if any) */
  55248. readonly connectedBlocks: Array<NodeMaterialBlock>;
  55249. /** Gets the list of connected endpoints */
  55250. readonly endpoints: NodeMaterialConnectionPoint[];
  55251. /** Gets a boolean indicating if that output point is connected to at least one input */
  55252. readonly hasEndpoints: boolean;
  55253. /**
  55254. * Creates a new connection point
  55255. * @param name defines the connection point name
  55256. * @param ownerBlock defines the block hosting this connection point
  55257. */
  55258. constructor(name: string, ownerBlock: NodeMaterialBlock);
  55259. /**
  55260. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  55261. * @returns the class name
  55262. */
  55263. getClassName(): string;
  55264. /**
  55265. * Gets an boolean indicating if the current point can be connected to another point
  55266. * @param connectionPoint defines the other connection point
  55267. * @returns true if the connection is possible
  55268. */
  55269. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  55270. /**
  55271. * Connect this point to another connection point
  55272. * @param connectionPoint defines the other connection point
  55273. * @returns the current connection point
  55274. */
  55275. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  55276. /**
  55277. * Disconnect this point from one of his endpoint
  55278. * @param endpoint defines the other connection point
  55279. * @returns the current connection point
  55280. */
  55281. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  55282. /**
  55283. * Serializes this point in a JSON representation
  55284. * @returns the serialized point object
  55285. */
  55286. serialize(): any;
  55287. }
  55288. }
  55289. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  55290. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55291. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55292. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55293. import { Mesh } from "babylonjs/Meshes/mesh";
  55294. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  55295. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55296. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55297. /**
  55298. * Block used to add support for vertex skinning (bones)
  55299. */
  55300. export class BonesBlock extends NodeMaterialBlock {
  55301. /**
  55302. * Creates a new BonesBlock
  55303. * @param name defines the block name
  55304. */
  55305. constructor(name: string);
  55306. /**
  55307. * Initialize the block and prepare the context for build
  55308. * @param state defines the state that will be used for the build
  55309. */
  55310. initialize(state: NodeMaterialBuildState): void;
  55311. /**
  55312. * Gets the current class name
  55313. * @returns the class name
  55314. */
  55315. getClassName(): string;
  55316. /**
  55317. * Gets the matrix indices input component
  55318. */
  55319. readonly matricesIndices: NodeMaterialConnectionPoint;
  55320. /**
  55321. * Gets the matrix weights input component
  55322. */
  55323. readonly matricesWeights: NodeMaterialConnectionPoint;
  55324. /**
  55325. * Gets the extra matrix indices input component
  55326. */
  55327. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  55328. /**
  55329. * Gets the extra matrix weights input component
  55330. */
  55331. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  55332. /**
  55333. * Gets the world input component
  55334. */
  55335. readonly world: NodeMaterialConnectionPoint;
  55336. /**
  55337. * Gets the output component
  55338. */
  55339. readonly output: NodeMaterialConnectionPoint;
  55340. autoConfigure(): void;
  55341. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  55342. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55343. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55344. protected _buildBlock(state: NodeMaterialBuildState): this;
  55345. }
  55346. }
  55347. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  55348. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55349. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55350. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55351. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55352. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55353. /**
  55354. * Block used to add support for instances
  55355. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  55356. */
  55357. export class InstancesBlock extends NodeMaterialBlock {
  55358. /**
  55359. * Creates a new InstancesBlock
  55360. * @param name defines the block name
  55361. */
  55362. constructor(name: string);
  55363. /**
  55364. * Gets the current class name
  55365. * @returns the class name
  55366. */
  55367. getClassName(): string;
  55368. /**
  55369. * Gets the first world row input component
  55370. */
  55371. readonly world0: NodeMaterialConnectionPoint;
  55372. /**
  55373. * Gets the second world row input component
  55374. */
  55375. readonly world1: NodeMaterialConnectionPoint;
  55376. /**
  55377. * Gets the third world row input component
  55378. */
  55379. readonly world2: NodeMaterialConnectionPoint;
  55380. /**
  55381. * Gets the forth world row input component
  55382. */
  55383. readonly world3: NodeMaterialConnectionPoint;
  55384. /**
  55385. * Gets the world input component
  55386. */
  55387. readonly world: NodeMaterialConnectionPoint;
  55388. /**
  55389. * Gets the output component
  55390. */
  55391. readonly output: NodeMaterialConnectionPoint;
  55392. autoConfigure(): void;
  55393. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55394. protected _buildBlock(state: NodeMaterialBuildState): this;
  55395. }
  55396. }
  55397. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  55398. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55399. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55400. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55401. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55402. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55403. import { Effect } from "babylonjs/Materials/effect";
  55404. import { Mesh } from "babylonjs/Meshes/mesh";
  55405. /**
  55406. * Block used to add morph targets support to vertex shader
  55407. */
  55408. export class MorphTargetsBlock extends NodeMaterialBlock {
  55409. private _repeatableContentAnchor;
  55410. private _repeatebleContentGenerated;
  55411. /**
  55412. * Create a new MorphTargetsBlock
  55413. * @param name defines the block name
  55414. */
  55415. constructor(name: string);
  55416. /**
  55417. * Gets the current class name
  55418. * @returns the class name
  55419. */
  55420. getClassName(): string;
  55421. /**
  55422. * Gets the position input component
  55423. */
  55424. readonly position: NodeMaterialConnectionPoint;
  55425. /**
  55426. * Gets the normal input component
  55427. */
  55428. readonly normal: NodeMaterialConnectionPoint;
  55429. /**
  55430. * Gets the tangent input component
  55431. */
  55432. readonly tangent: NodeMaterialConnectionPoint;
  55433. /**
  55434. * Gets the tangent input component
  55435. */
  55436. readonly uv: NodeMaterialConnectionPoint;
  55437. /**
  55438. * Gets the position output component
  55439. */
  55440. readonly positionOutput: NodeMaterialConnectionPoint;
  55441. /**
  55442. * Gets the normal output component
  55443. */
  55444. readonly normalOutput: NodeMaterialConnectionPoint;
  55445. /**
  55446. * Gets the tangent output component
  55447. */
  55448. readonly tangentOutput: NodeMaterialConnectionPoint;
  55449. /**
  55450. * Gets the tangent output component
  55451. */
  55452. readonly uvOutput: NodeMaterialConnectionPoint;
  55453. initialize(state: NodeMaterialBuildState): void;
  55454. autoConfigure(): void;
  55455. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55456. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55457. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  55458. protected _buildBlock(state: NodeMaterialBuildState): this;
  55459. }
  55460. }
  55461. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  55462. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  55463. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  55464. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  55465. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  55466. }
  55467. declare module "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock" {
  55468. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55469. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55470. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55471. /**
  55472. * Block used to add an alpha test in the fragment shader
  55473. */
  55474. export class AlphaTestBlock extends NodeMaterialBlock {
  55475. /**
  55476. * Gets or sets the alpha value where alpha testing happens
  55477. */
  55478. alphaCutOff: number;
  55479. /**
  55480. * Create a new AlphaTestBlock
  55481. * @param name defines the block name
  55482. */
  55483. constructor(name: string);
  55484. /**
  55485. * Gets the current class name
  55486. * @returns the class name
  55487. */
  55488. getClassName(): string;
  55489. /**
  55490. * Gets the color input component
  55491. */
  55492. readonly color: NodeMaterialConnectionPoint;
  55493. /**
  55494. * Gets the alpha input component
  55495. */
  55496. readonly alpha: NodeMaterialConnectionPoint;
  55497. protected _buildBlock(state: NodeMaterialBuildState): this;
  55498. }
  55499. }
  55500. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  55501. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55502. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55503. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55504. /**
  55505. * Block used to create a Color3/4 out of individual inputs (one for each component)
  55506. */
  55507. export class ColorMergerBlock extends NodeMaterialBlock {
  55508. /**
  55509. * Create a new ColorMergerBlock
  55510. * @param name defines the block name
  55511. */
  55512. constructor(name: string);
  55513. /**
  55514. * Gets the current class name
  55515. * @returns the class name
  55516. */
  55517. getClassName(): string;
  55518. /**
  55519. * Gets the r component (input)
  55520. */
  55521. readonly r: NodeMaterialConnectionPoint;
  55522. /**
  55523. * Gets the g component (input)
  55524. */
  55525. readonly g: NodeMaterialConnectionPoint;
  55526. /**
  55527. * Gets the b component (input)
  55528. */
  55529. readonly b: NodeMaterialConnectionPoint;
  55530. /**
  55531. * Gets the a component (input)
  55532. */
  55533. readonly a: NodeMaterialConnectionPoint;
  55534. /**
  55535. * Gets the rgba component (output)
  55536. */
  55537. readonly rgba: NodeMaterialConnectionPoint;
  55538. /**
  55539. * Gets the rgb component (output)
  55540. */
  55541. readonly rgb: NodeMaterialConnectionPoint;
  55542. protected _buildBlock(state: NodeMaterialBuildState): this;
  55543. }
  55544. }
  55545. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  55546. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55547. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55548. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55549. /**
  55550. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  55551. */
  55552. export class VectorMergerBlock extends NodeMaterialBlock {
  55553. /**
  55554. * Create a new VectorMergerBlock
  55555. * @param name defines the block name
  55556. */
  55557. constructor(name: string);
  55558. /**
  55559. * Gets the current class name
  55560. * @returns the class name
  55561. */
  55562. getClassName(): string;
  55563. /**
  55564. * Gets the x component (input)
  55565. */
  55566. readonly x: NodeMaterialConnectionPoint;
  55567. /**
  55568. * Gets the y component (input)
  55569. */
  55570. readonly y: NodeMaterialConnectionPoint;
  55571. /**
  55572. * Gets the z component (input)
  55573. */
  55574. readonly z: NodeMaterialConnectionPoint;
  55575. /**
  55576. * Gets the w component (input)
  55577. */
  55578. readonly w: NodeMaterialConnectionPoint;
  55579. /**
  55580. * Gets the xyzw component (output)
  55581. */
  55582. readonly xyzw: NodeMaterialConnectionPoint;
  55583. /**
  55584. * Gets the xyz component (output)
  55585. */
  55586. readonly xyz: NodeMaterialConnectionPoint;
  55587. /**
  55588. * Gets the xy component (output)
  55589. */
  55590. readonly xy: NodeMaterialConnectionPoint;
  55591. protected _buildBlock(state: NodeMaterialBuildState): this;
  55592. }
  55593. }
  55594. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  55595. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55596. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55597. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55598. /**
  55599. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  55600. */
  55601. export class ColorSplitterBlock extends NodeMaterialBlock {
  55602. /**
  55603. * Create a new ColorSplitterBlock
  55604. * @param name defines the block name
  55605. */
  55606. constructor(name: string);
  55607. /**
  55608. * Gets the current class name
  55609. * @returns the class name
  55610. */
  55611. getClassName(): string;
  55612. /**
  55613. * Gets the rgba component (input)
  55614. */
  55615. readonly rgba: NodeMaterialConnectionPoint;
  55616. /**
  55617. * Gets the rgb component (input)
  55618. */
  55619. readonly rgbIn: NodeMaterialConnectionPoint;
  55620. /**
  55621. * Gets the rgb component (output)
  55622. */
  55623. readonly rgbOut: NodeMaterialConnectionPoint;
  55624. /**
  55625. * Gets the r component (output)
  55626. */
  55627. readonly r: NodeMaterialConnectionPoint;
  55628. /**
  55629. * Gets the g component (output)
  55630. */
  55631. readonly g: NodeMaterialConnectionPoint;
  55632. /**
  55633. * Gets the b component (output)
  55634. */
  55635. readonly b: NodeMaterialConnectionPoint;
  55636. /**
  55637. * Gets the a component (output)
  55638. */
  55639. readonly a: NodeMaterialConnectionPoint;
  55640. protected _buildBlock(state: NodeMaterialBuildState): this;
  55641. }
  55642. }
  55643. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  55644. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55645. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55646. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55647. /**
  55648. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  55649. */
  55650. export class VectorSplitterBlock extends NodeMaterialBlock {
  55651. /**
  55652. * Create a new VectorSplitterBlock
  55653. * @param name defines the block name
  55654. */
  55655. constructor(name: string);
  55656. /**
  55657. * Gets the current class name
  55658. * @returns the class name
  55659. */
  55660. getClassName(): string;
  55661. /**
  55662. * Gets the xyzw component (input)
  55663. */
  55664. readonly xyzw: NodeMaterialConnectionPoint;
  55665. /**
  55666. * Gets the xyz component (input)
  55667. */
  55668. readonly xyzIn: NodeMaterialConnectionPoint;
  55669. /**
  55670. * Gets the xy component (input)
  55671. */
  55672. readonly xyIn: NodeMaterialConnectionPoint;
  55673. /**
  55674. * Gets the xyz component (output)
  55675. */
  55676. readonly xyzOut: NodeMaterialConnectionPoint;
  55677. /**
  55678. * Gets the xy component (output)
  55679. */
  55680. readonly xyOut: NodeMaterialConnectionPoint;
  55681. /**
  55682. * Gets the x component (output)
  55683. */
  55684. readonly x: NodeMaterialConnectionPoint;
  55685. /**
  55686. * Gets the y component (output)
  55687. */
  55688. readonly y: NodeMaterialConnectionPoint;
  55689. /**
  55690. * Gets the z component (output)
  55691. */
  55692. readonly z: NodeMaterialConnectionPoint;
  55693. /**
  55694. * Gets the w component (output)
  55695. */
  55696. readonly w: NodeMaterialConnectionPoint;
  55697. protected _buildBlock(state: NodeMaterialBuildState): this;
  55698. }
  55699. }
  55700. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  55701. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55702. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55703. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55704. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55705. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55706. import { Effect } from "babylonjs/Materials/effect";
  55707. import { Mesh } from "babylonjs/Meshes/mesh";
  55708. /**
  55709. * Block used to add image processing support to fragment shader
  55710. */
  55711. export class ImageProcessingBlock extends NodeMaterialBlock {
  55712. /**
  55713. * Create a new ImageProcessingBlock
  55714. * @param name defines the block name
  55715. */
  55716. constructor(name: string);
  55717. /**
  55718. * Gets the current class name
  55719. * @returns the class name
  55720. */
  55721. getClassName(): string;
  55722. /**
  55723. * Gets the color input component
  55724. */
  55725. readonly color: NodeMaterialConnectionPoint;
  55726. /**
  55727. * Gets the output component
  55728. */
  55729. readonly output: NodeMaterialConnectionPoint;
  55730. /**
  55731. * Initialize the block and prepare the context for build
  55732. * @param state defines the state that will be used for the build
  55733. */
  55734. initialize(state: NodeMaterialBuildState): void;
  55735. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  55736. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55737. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55738. protected _buildBlock(state: NodeMaterialBuildState): this;
  55739. }
  55740. }
  55741. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  55742. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  55743. export * from "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock";
  55744. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  55745. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  55746. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  55747. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  55748. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  55749. }
  55750. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  55751. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55752. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55753. import { Mesh } from "babylonjs/Meshes/mesh";
  55754. import { Effect } from "babylonjs/Materials/effect";
  55755. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55756. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55757. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55758. /**
  55759. * Block used to add support for scene fog
  55760. */
  55761. export class FogBlock extends NodeMaterialBlock {
  55762. private _fogDistanceName;
  55763. private _fogParameters;
  55764. /**
  55765. * Create a new FogBlock
  55766. * @param name defines the block name
  55767. */
  55768. constructor(name: string);
  55769. /**
  55770. * Gets the current class name
  55771. * @returns the class name
  55772. */
  55773. getClassName(): string;
  55774. /**
  55775. * Gets the world position input component
  55776. */
  55777. readonly worldPosition: NodeMaterialConnectionPoint;
  55778. /**
  55779. * Gets the view input component
  55780. */
  55781. readonly view: NodeMaterialConnectionPoint;
  55782. /**
  55783. * Gets the color input component
  55784. */
  55785. readonly color: NodeMaterialConnectionPoint;
  55786. /**
  55787. * Gets the fog color input component
  55788. */
  55789. readonly fogColor: NodeMaterialConnectionPoint;
  55790. /**
  55791. * Gets the output component
  55792. */
  55793. readonly output: NodeMaterialConnectionPoint;
  55794. autoConfigure(): void;
  55795. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55796. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55797. protected _buildBlock(state: NodeMaterialBuildState): this;
  55798. }
  55799. }
  55800. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  55801. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55802. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55803. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55804. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55805. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55806. import { Effect } from "babylonjs/Materials/effect";
  55807. import { Mesh } from "babylonjs/Meshes/mesh";
  55808. import { Light } from "babylonjs/Lights/light";
  55809. import { Nullable } from "babylonjs/types";
  55810. import { Scene } from "babylonjs/scene";
  55811. /**
  55812. * Block used to add light in the fragment shader
  55813. */
  55814. export class LightBlock extends NodeMaterialBlock {
  55815. private _lightId;
  55816. /**
  55817. * Gets or sets the light associated with this block
  55818. */
  55819. light: Nullable<Light>;
  55820. /**
  55821. * Create a new LightBlock
  55822. * @param name defines the block name
  55823. */
  55824. constructor(name: string);
  55825. /**
  55826. * Gets the current class name
  55827. * @returns the class name
  55828. */
  55829. getClassName(): string;
  55830. /**
  55831. * Gets the world position input component
  55832. */
  55833. readonly worldPosition: NodeMaterialConnectionPoint;
  55834. /**
  55835. * Gets the world normal input component
  55836. */
  55837. readonly worldNormal: NodeMaterialConnectionPoint;
  55838. /**
  55839. * Gets the camera (or eye) position component
  55840. */
  55841. readonly cameraPosition: NodeMaterialConnectionPoint;
  55842. /**
  55843. * Gets the diffuse output component
  55844. */
  55845. readonly diffuseOutput: NodeMaterialConnectionPoint;
  55846. /**
  55847. * Gets the specular output component
  55848. */
  55849. readonly specularOutput: NodeMaterialConnectionPoint;
  55850. autoConfigure(): void;
  55851. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55852. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55853. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55854. private _injectVertexCode;
  55855. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55856. serialize(): any;
  55857. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55858. }
  55859. }
  55860. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  55861. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  55862. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  55863. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55864. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  55865. }
  55866. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  55867. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55868. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  55869. }
  55870. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  55871. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55872. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55873. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55874. /**
  55875. * Block used to multiply 2 values
  55876. */
  55877. export class MultiplyBlock extends NodeMaterialBlock {
  55878. /**
  55879. * Creates a new MultiplyBlock
  55880. * @param name defines the block name
  55881. */
  55882. constructor(name: string);
  55883. /**
  55884. * Gets the current class name
  55885. * @returns the class name
  55886. */
  55887. getClassName(): string;
  55888. /**
  55889. * Gets the left operand input component
  55890. */
  55891. readonly left: NodeMaterialConnectionPoint;
  55892. /**
  55893. * Gets the right operand input component
  55894. */
  55895. readonly right: NodeMaterialConnectionPoint;
  55896. /**
  55897. * Gets the output component
  55898. */
  55899. readonly output: NodeMaterialConnectionPoint;
  55900. protected _buildBlock(state: NodeMaterialBuildState): this;
  55901. }
  55902. }
  55903. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  55904. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55905. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55906. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55907. /**
  55908. * Block used to add 2 vectors
  55909. */
  55910. export class AddBlock extends NodeMaterialBlock {
  55911. /**
  55912. * Creates a new AddBlock
  55913. * @param name defines the block name
  55914. */
  55915. constructor(name: string);
  55916. /**
  55917. * Gets the current class name
  55918. * @returns the class name
  55919. */
  55920. getClassName(): string;
  55921. /**
  55922. * Gets the left operand input component
  55923. */
  55924. readonly left: NodeMaterialConnectionPoint;
  55925. /**
  55926. * Gets the right operand input component
  55927. */
  55928. readonly right: NodeMaterialConnectionPoint;
  55929. /**
  55930. * Gets the output component
  55931. */
  55932. readonly output: NodeMaterialConnectionPoint;
  55933. protected _buildBlock(state: NodeMaterialBuildState): this;
  55934. }
  55935. }
  55936. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  55937. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55938. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55939. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55940. /**
  55941. * Block used to scale a vector by a float
  55942. */
  55943. export class ScaleBlock extends NodeMaterialBlock {
  55944. /**
  55945. * Creates a new ScaleBlock
  55946. * @param name defines the block name
  55947. */
  55948. constructor(name: string);
  55949. /**
  55950. * Gets the current class name
  55951. * @returns the class name
  55952. */
  55953. getClassName(): string;
  55954. /**
  55955. * Gets the input component
  55956. */
  55957. readonly input: NodeMaterialConnectionPoint;
  55958. /**
  55959. * Gets the factor input component
  55960. */
  55961. readonly factor: NodeMaterialConnectionPoint;
  55962. /**
  55963. * Gets the output component
  55964. */
  55965. readonly output: NodeMaterialConnectionPoint;
  55966. protected _buildBlock(state: NodeMaterialBuildState): this;
  55967. }
  55968. }
  55969. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  55970. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55971. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55972. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55973. /**
  55974. * Block used to clamp a float
  55975. */
  55976. export class ClampBlock extends NodeMaterialBlock {
  55977. /** Gets or sets the minimum range */
  55978. minimum: number;
  55979. /** Gets or sets the maximum range */
  55980. maximum: number;
  55981. /**
  55982. * Creates a new ClampBlock
  55983. * @param name defines the block name
  55984. */
  55985. constructor(name: string);
  55986. /**
  55987. * Gets the current class name
  55988. * @returns the class name
  55989. */
  55990. getClassName(): string;
  55991. /**
  55992. * Gets the value input component
  55993. */
  55994. readonly value: NodeMaterialConnectionPoint;
  55995. /**
  55996. * Gets the output component
  55997. */
  55998. readonly output: NodeMaterialConnectionPoint;
  55999. protected _buildBlock(state: NodeMaterialBuildState): this;
  56000. }
  56001. }
  56002. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  56003. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56004. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56005. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56006. /**
  56007. * Block used to apply a cross product between 2 vectors
  56008. */
  56009. export class CrossBlock extends NodeMaterialBlock {
  56010. /**
  56011. * Creates a new CrossBlock
  56012. * @param name defines the block name
  56013. */
  56014. constructor(name: string);
  56015. /**
  56016. * Gets the current class name
  56017. * @returns the class name
  56018. */
  56019. getClassName(): string;
  56020. /**
  56021. * Gets the left operand input component
  56022. */
  56023. readonly left: NodeMaterialConnectionPoint;
  56024. /**
  56025. * Gets the right operand input component
  56026. */
  56027. readonly right: NodeMaterialConnectionPoint;
  56028. /**
  56029. * Gets the output component
  56030. */
  56031. readonly output: NodeMaterialConnectionPoint;
  56032. protected _buildBlock(state: NodeMaterialBuildState): this;
  56033. }
  56034. }
  56035. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  56036. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56037. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56038. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56039. /**
  56040. * Block used to apply a dot product between 2 vectors
  56041. */
  56042. export class DotBlock extends NodeMaterialBlock {
  56043. /**
  56044. * Creates a new DotBlock
  56045. * @param name defines the block name
  56046. */
  56047. constructor(name: string);
  56048. /**
  56049. * Gets the current class name
  56050. * @returns the class name
  56051. */
  56052. getClassName(): string;
  56053. /**
  56054. * Gets the left operand input component
  56055. */
  56056. readonly left: NodeMaterialConnectionPoint;
  56057. /**
  56058. * Gets the right operand input component
  56059. */
  56060. readonly right: NodeMaterialConnectionPoint;
  56061. /**
  56062. * Gets the output component
  56063. */
  56064. readonly output: NodeMaterialConnectionPoint;
  56065. protected _buildBlock(state: NodeMaterialBuildState): this;
  56066. }
  56067. }
  56068. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  56069. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56070. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56071. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56072. import { Vector2 } from "babylonjs/Maths/math.vector";
  56073. /**
  56074. * Block used to remap a float from a range to a new one
  56075. */
  56076. export class RemapBlock extends NodeMaterialBlock {
  56077. /**
  56078. * Gets or sets the source range
  56079. */
  56080. sourceRange: Vector2;
  56081. /**
  56082. * Gets or sets the target range
  56083. */
  56084. targetRange: Vector2;
  56085. /**
  56086. * Creates a new RemapBlock
  56087. * @param name defines the block name
  56088. */
  56089. constructor(name: string);
  56090. /**
  56091. * Gets the current class name
  56092. * @returns the class name
  56093. */
  56094. getClassName(): string;
  56095. /**
  56096. * Gets the input component
  56097. */
  56098. readonly input: NodeMaterialConnectionPoint;
  56099. /**
  56100. * Gets the output component
  56101. */
  56102. readonly output: NodeMaterialConnectionPoint;
  56103. protected _buildBlock(state: NodeMaterialBuildState): this;
  56104. }
  56105. }
  56106. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  56107. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56108. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56109. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56110. /**
  56111. * Block used to normalize a vector
  56112. */
  56113. export class NormalizeBlock extends NodeMaterialBlock {
  56114. /**
  56115. * Creates a new NormalizeBlock
  56116. * @param name defines the block name
  56117. */
  56118. constructor(name: string);
  56119. /**
  56120. * Gets the current class name
  56121. * @returns the class name
  56122. */
  56123. getClassName(): string;
  56124. /**
  56125. * Gets the input component
  56126. */
  56127. readonly input: NodeMaterialConnectionPoint;
  56128. /**
  56129. * Gets the output component
  56130. */
  56131. readonly output: NodeMaterialConnectionPoint;
  56132. protected _buildBlock(state: NodeMaterialBuildState): this;
  56133. }
  56134. }
  56135. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  56136. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56137. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56138. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56139. /**
  56140. * Operations supported by the Trigonometry block
  56141. */
  56142. export enum TrigonometryBlockOperations {
  56143. /** Cos */
  56144. Cos = 0,
  56145. /** Sin */
  56146. Sin = 1,
  56147. /** Abs */
  56148. Abs = 2
  56149. }
  56150. /**
  56151. * Block used to apply trigonometry operation to floats
  56152. */
  56153. export class TrigonometryBlock extends NodeMaterialBlock {
  56154. /**
  56155. * Gets or sets the operation applied by the block
  56156. */
  56157. operation: TrigonometryBlockOperations;
  56158. /**
  56159. * Creates a new TrigonometryBlock
  56160. * @param name defines the block name
  56161. */
  56162. constructor(name: string);
  56163. /**
  56164. * Gets the current class name
  56165. * @returns the class name
  56166. */
  56167. getClassName(): string;
  56168. /**
  56169. * Gets the input component
  56170. */
  56171. readonly input: NodeMaterialConnectionPoint;
  56172. /**
  56173. * Gets the output component
  56174. */
  56175. readonly output: NodeMaterialConnectionPoint;
  56176. protected _buildBlock(state: NodeMaterialBuildState): this;
  56177. }
  56178. }
  56179. declare module "babylonjs/Materials/Node/Blocks/index" {
  56180. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  56181. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  56182. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  56183. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  56184. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  56185. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  56186. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  56187. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  56188. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  56189. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  56190. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  56191. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  56192. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  56193. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  56194. }
  56195. declare module "babylonjs/Materials/Node/Optimizers/index" {
  56196. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  56197. }
  56198. declare module "babylonjs/Materials/Node/index" {
  56199. export * from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  56200. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  56201. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56202. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  56203. export * from "babylonjs/Materials/Node/nodeMaterial";
  56204. export * from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  56205. export * from "babylonjs/Materials/Node/Blocks/index";
  56206. export * from "babylonjs/Materials/Node/Optimizers/index";
  56207. }
  56208. declare module "babylonjs/Materials/effectRenderer" {
  56209. import { Nullable } from "babylonjs/types";
  56210. import { Texture } from "babylonjs/Materials/Textures/texture";
  56211. import { Engine } from "babylonjs/Engines/engine";
  56212. import { Viewport } from "babylonjs/Maths/math.viewport";
  56213. import { Observable } from "babylonjs/Misc/observable";
  56214. import { Effect } from "babylonjs/Materials/effect";
  56215. import "babylonjs/Shaders/postprocess.vertex";
  56216. /**
  56217. * Effect Render Options
  56218. */
  56219. export interface IEffectRendererOptions {
  56220. /**
  56221. * Defines the vertices positions.
  56222. */
  56223. positions?: number[];
  56224. /**
  56225. * Defines the indices.
  56226. */
  56227. indices?: number[];
  56228. }
  56229. /**
  56230. * Helper class to render one or more effects
  56231. */
  56232. export class EffectRenderer {
  56233. private engine;
  56234. private static _DefaultOptions;
  56235. private _vertexBuffers;
  56236. private _indexBuffer;
  56237. private _ringBufferIndex;
  56238. private _ringScreenBuffer;
  56239. private _fullscreenViewport;
  56240. private _getNextFrameBuffer;
  56241. /**
  56242. * Creates an effect renderer
  56243. * @param engine the engine to use for rendering
  56244. * @param options defines the options of the effect renderer
  56245. */
  56246. constructor(engine: Engine, options?: IEffectRendererOptions);
  56247. /**
  56248. * Sets the current viewport in normalized coordinates 0-1
  56249. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  56250. */
  56251. setViewport(viewport?: Viewport): void;
  56252. /**
  56253. * Sets the current effect wrapper to use during draw.
  56254. * The effect needs to be ready before calling this api.
  56255. * This also sets the default full screen position attribute.
  56256. * @param effectWrapper Defines the effect to draw with
  56257. */
  56258. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  56259. /**
  56260. * Draws a full screen quad.
  56261. */
  56262. draw(): void;
  56263. /**
  56264. * renders one or more effects to a specified texture
  56265. * @param effectWrappers list of effects to renderer
  56266. * @param outputTexture texture to draw to, if null it will render to the screen
  56267. */
  56268. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  56269. /**
  56270. * Disposes of the effect renderer
  56271. */
  56272. dispose(): void;
  56273. }
  56274. /**
  56275. * Options to create an EffectWrapper
  56276. */
  56277. interface EffectWrapperCreationOptions {
  56278. /**
  56279. * Engine to use to create the effect
  56280. */
  56281. engine: Engine;
  56282. /**
  56283. * Fragment shader for the effect
  56284. */
  56285. fragmentShader: string;
  56286. /**
  56287. * Vertex shader for the effect
  56288. */
  56289. vertexShader?: string;
  56290. /**
  56291. * Attributes to use in the shader
  56292. */
  56293. attributeNames?: Array<string>;
  56294. /**
  56295. * Uniforms to use in the shader
  56296. */
  56297. uniformNames?: Array<string>;
  56298. /**
  56299. * Texture sampler names to use in the shader
  56300. */
  56301. samplerNames?: Array<string>;
  56302. /**
  56303. * The friendly name of the effect displayed in Spector.
  56304. */
  56305. name?: string;
  56306. }
  56307. /**
  56308. * Wraps an effect to be used for rendering
  56309. */
  56310. export class EffectWrapper {
  56311. /**
  56312. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  56313. */
  56314. onApplyObservable: Observable<{}>;
  56315. /**
  56316. * The underlying effect
  56317. */
  56318. effect: Effect;
  56319. /**
  56320. * Creates an effect to be renderer
  56321. * @param creationOptions options to create the effect
  56322. */
  56323. constructor(creationOptions: EffectWrapperCreationOptions);
  56324. /**
  56325. * Disposes of the effect wrapper
  56326. */
  56327. dispose(): void;
  56328. }
  56329. }
  56330. declare module "babylonjs/Materials/index" {
  56331. export * from "babylonjs/Materials/Background/index";
  56332. export * from "babylonjs/Materials/colorCurves";
  56333. export * from "babylonjs/Materials/effect";
  56334. export * from "babylonjs/Materials/fresnelParameters";
  56335. export * from "babylonjs/Materials/imageProcessingConfiguration";
  56336. export * from "babylonjs/Materials/material";
  56337. export * from "babylonjs/Materials/materialDefines";
  56338. export * from "babylonjs/Materials/materialHelper";
  56339. export * from "babylonjs/Materials/multiMaterial";
  56340. export * from "babylonjs/Materials/PBR/index";
  56341. export * from "babylonjs/Materials/pushMaterial";
  56342. export * from "babylonjs/Materials/shaderMaterial";
  56343. export * from "babylonjs/Materials/standardMaterial";
  56344. export * from "babylonjs/Materials/Textures/index";
  56345. export * from "babylonjs/Materials/uniformBuffer";
  56346. export * from "babylonjs/Materials/materialFlags";
  56347. export * from "babylonjs/Materials/Node/index";
  56348. export * from "babylonjs/Materials/effectRenderer";
  56349. }
  56350. declare module "babylonjs/Maths/index" {
  56351. export * from "babylonjs/Maths/math.scalar";
  56352. export * from "babylonjs/Maths/math";
  56353. export * from "babylonjs/Maths/sphericalPolynomial";
  56354. }
  56355. declare module "babylonjs/Misc/workerPool" {
  56356. import { IDisposable } from "babylonjs/scene";
  56357. /**
  56358. * Helper class to push actions to a pool of workers.
  56359. */
  56360. export class WorkerPool implements IDisposable {
  56361. private _workerInfos;
  56362. private _pendingActions;
  56363. /**
  56364. * Constructor
  56365. * @param workers Array of workers to use for actions
  56366. */
  56367. constructor(workers: Array<Worker>);
  56368. /**
  56369. * Terminates all workers and clears any pending actions.
  56370. */
  56371. dispose(): void;
  56372. /**
  56373. * Pushes an action to the worker pool. If all the workers are active, the action will be
  56374. * pended until a worker has completed its action.
  56375. * @param action The action to perform. Call onComplete when the action is complete.
  56376. */
  56377. push(action: (worker: Worker, onComplete: () => void) => void): void;
  56378. private _execute;
  56379. }
  56380. }
  56381. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  56382. import { IDisposable } from "babylonjs/scene";
  56383. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  56384. /**
  56385. * Configuration for Draco compression
  56386. */
  56387. export interface IDracoCompressionConfiguration {
  56388. /**
  56389. * Configuration for the decoder.
  56390. */
  56391. decoder: {
  56392. /**
  56393. * The url to the WebAssembly module.
  56394. */
  56395. wasmUrl?: string;
  56396. /**
  56397. * The url to the WebAssembly binary.
  56398. */
  56399. wasmBinaryUrl?: string;
  56400. /**
  56401. * The url to the fallback JavaScript module.
  56402. */
  56403. fallbackUrl?: string;
  56404. };
  56405. }
  56406. /**
  56407. * Draco compression (https://google.github.io/draco/)
  56408. *
  56409. * This class wraps the Draco module.
  56410. *
  56411. * **Encoder**
  56412. *
  56413. * The encoder is not currently implemented.
  56414. *
  56415. * **Decoder**
  56416. *
  56417. * 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.
  56418. *
  56419. * To update the configuration, use the following code:
  56420. * ```javascript
  56421. * DracoCompression.Configuration = {
  56422. * decoder: {
  56423. * wasmUrl: "<url to the WebAssembly library>",
  56424. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  56425. * fallbackUrl: "<url to the fallback JavaScript library>",
  56426. * }
  56427. * };
  56428. * ```
  56429. *
  56430. * 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.
  56431. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  56432. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  56433. *
  56434. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  56435. * ```javascript
  56436. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  56437. * ```
  56438. *
  56439. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  56440. */
  56441. export class DracoCompression implements IDisposable {
  56442. private _workerPoolPromise?;
  56443. private _decoderModulePromise?;
  56444. /**
  56445. * The configuration. Defaults to the following urls:
  56446. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  56447. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  56448. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  56449. */
  56450. static Configuration: IDracoCompressionConfiguration;
  56451. /**
  56452. * Returns true if the decoder configuration is available.
  56453. */
  56454. static readonly DecoderAvailable: boolean;
  56455. /**
  56456. * Default number of workers to create when creating the draco compression object.
  56457. */
  56458. static DefaultNumWorkers: number;
  56459. private static GetDefaultNumWorkers;
  56460. private static _Default;
  56461. /**
  56462. * Default instance for the draco compression object.
  56463. */
  56464. static readonly Default: DracoCompression;
  56465. /**
  56466. * Constructor
  56467. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  56468. */
  56469. constructor(numWorkers?: number);
  56470. /**
  56471. * Stop all async operations and release resources.
  56472. */
  56473. dispose(): void;
  56474. /**
  56475. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  56476. * @returns a promise that resolves when ready
  56477. */
  56478. whenReadyAsync(): Promise<void>;
  56479. /**
  56480. * Decode Draco compressed mesh data to vertex data.
  56481. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  56482. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  56483. * @returns A promise that resolves with the decoded vertex data
  56484. */
  56485. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  56486. [kind: string]: number;
  56487. }): Promise<VertexData>;
  56488. }
  56489. }
  56490. declare module "babylonjs/Meshes/Compression/index" {
  56491. export * from "babylonjs/Meshes/Compression/dracoCompression";
  56492. }
  56493. declare module "babylonjs/Meshes/csg" {
  56494. import { Nullable } from "babylonjs/types";
  56495. import { Scene } from "babylonjs/scene";
  56496. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  56497. import { Mesh } from "babylonjs/Meshes/mesh";
  56498. import { Material } from "babylonjs/Materials/material";
  56499. /**
  56500. * Class for building Constructive Solid Geometry
  56501. */
  56502. export class CSG {
  56503. private polygons;
  56504. /**
  56505. * The world matrix
  56506. */
  56507. matrix: Matrix;
  56508. /**
  56509. * Stores the position
  56510. */
  56511. position: Vector3;
  56512. /**
  56513. * Stores the rotation
  56514. */
  56515. rotation: Vector3;
  56516. /**
  56517. * Stores the rotation quaternion
  56518. */
  56519. rotationQuaternion: Nullable<Quaternion>;
  56520. /**
  56521. * Stores the scaling vector
  56522. */
  56523. scaling: Vector3;
  56524. /**
  56525. * Convert the Mesh to CSG
  56526. * @param mesh The Mesh to convert to CSG
  56527. * @returns A new CSG from the Mesh
  56528. */
  56529. static FromMesh(mesh: Mesh): CSG;
  56530. /**
  56531. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  56532. * @param polygons Polygons used to construct a CSG solid
  56533. */
  56534. private static FromPolygons;
  56535. /**
  56536. * Clones, or makes a deep copy, of the CSG
  56537. * @returns A new CSG
  56538. */
  56539. clone(): CSG;
  56540. /**
  56541. * Unions this CSG with another CSG
  56542. * @param csg The CSG to union against this CSG
  56543. * @returns The unioned CSG
  56544. */
  56545. union(csg: CSG): CSG;
  56546. /**
  56547. * Unions this CSG with another CSG in place
  56548. * @param csg The CSG to union against this CSG
  56549. */
  56550. unionInPlace(csg: CSG): void;
  56551. /**
  56552. * Subtracts this CSG with another CSG
  56553. * @param csg The CSG to subtract against this CSG
  56554. * @returns A new CSG
  56555. */
  56556. subtract(csg: CSG): CSG;
  56557. /**
  56558. * Subtracts this CSG with another CSG in place
  56559. * @param csg The CSG to subtact against this CSG
  56560. */
  56561. subtractInPlace(csg: CSG): void;
  56562. /**
  56563. * Intersect this CSG with another CSG
  56564. * @param csg The CSG to intersect against this CSG
  56565. * @returns A new CSG
  56566. */
  56567. intersect(csg: CSG): CSG;
  56568. /**
  56569. * Intersects this CSG with another CSG in place
  56570. * @param csg The CSG to intersect against this CSG
  56571. */
  56572. intersectInPlace(csg: CSG): void;
  56573. /**
  56574. * Return a new CSG solid with solid and empty space switched. This solid is
  56575. * not modified.
  56576. * @returns A new CSG solid with solid and empty space switched
  56577. */
  56578. inverse(): CSG;
  56579. /**
  56580. * Inverses the CSG in place
  56581. */
  56582. inverseInPlace(): void;
  56583. /**
  56584. * This is used to keep meshes transformations so they can be restored
  56585. * when we build back a Babylon Mesh
  56586. * NB : All CSG operations are performed in world coordinates
  56587. * @param csg The CSG to copy the transform attributes from
  56588. * @returns This CSG
  56589. */
  56590. copyTransformAttributes(csg: CSG): CSG;
  56591. /**
  56592. * Build Raw mesh from CSG
  56593. * Coordinates here are in world space
  56594. * @param name The name of the mesh geometry
  56595. * @param scene The Scene
  56596. * @param keepSubMeshes Specifies if the submeshes should be kept
  56597. * @returns A new Mesh
  56598. */
  56599. buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  56600. /**
  56601. * Build Mesh from CSG taking material and transforms into account
  56602. * @param name The name of the Mesh
  56603. * @param material The material of the Mesh
  56604. * @param scene The Scene
  56605. * @param keepSubMeshes Specifies if submeshes should be kept
  56606. * @returns The new Mesh
  56607. */
  56608. toMesh(name: string, material: Nullable<Material>, scene: Scene, keepSubMeshes: boolean): Mesh;
  56609. }
  56610. }
  56611. declare module "babylonjs/Meshes/trailMesh" {
  56612. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56613. import { Mesh } from "babylonjs/Meshes/mesh";
  56614. import { Scene } from "babylonjs/scene";
  56615. /**
  56616. * Class used to create a trail following a mesh
  56617. */
  56618. export class TrailMesh extends Mesh {
  56619. private _generator;
  56620. private _autoStart;
  56621. private _running;
  56622. private _diameter;
  56623. private _length;
  56624. private _sectionPolygonPointsCount;
  56625. private _sectionVectors;
  56626. private _sectionNormalVectors;
  56627. private _beforeRenderObserver;
  56628. /**
  56629. * @constructor
  56630. * @param name The value used by scene.getMeshByName() to do a lookup.
  56631. * @param generator The mesh to generate a trail.
  56632. * @param scene The scene to add this mesh to.
  56633. * @param diameter Diameter of trailing mesh. Default is 1.
  56634. * @param length Length of trailing mesh. Default is 60.
  56635. * @param autoStart Automatically start trailing mesh. Default true.
  56636. */
  56637. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  56638. /**
  56639. * "TrailMesh"
  56640. * @returns "TrailMesh"
  56641. */
  56642. getClassName(): string;
  56643. private _createMesh;
  56644. /**
  56645. * Start trailing mesh.
  56646. */
  56647. start(): void;
  56648. /**
  56649. * Stop trailing mesh.
  56650. */
  56651. stop(): void;
  56652. /**
  56653. * Update trailing mesh geometry.
  56654. */
  56655. update(): void;
  56656. /**
  56657. * Returns a new TrailMesh object.
  56658. * @param name is a string, the name given to the new mesh
  56659. * @param newGenerator use new generator object for cloned trail mesh
  56660. * @returns a new mesh
  56661. */
  56662. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  56663. /**
  56664. * Serializes this trail mesh
  56665. * @param serializationObject object to write serialization to
  56666. */
  56667. serialize(serializationObject: any): void;
  56668. /**
  56669. * Parses a serialized trail mesh
  56670. * @param parsedMesh the serialized mesh
  56671. * @param scene the scene to create the trail mesh in
  56672. * @returns the created trail mesh
  56673. */
  56674. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  56675. }
  56676. }
  56677. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  56678. import { Nullable } from "babylonjs/types";
  56679. import { Scene } from "babylonjs/scene";
  56680. import { Vector4 } from "babylonjs/Maths/math.vector";
  56681. import { Color4 } from "babylonjs/Maths/math.color";
  56682. import { Mesh } from "babylonjs/Meshes/mesh";
  56683. /**
  56684. * Class containing static functions to help procedurally build meshes
  56685. */
  56686. export class TiledBoxBuilder {
  56687. /**
  56688. * Creates a box mesh
  56689. * 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)
  56690. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56691. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56692. * * If you create a double-sided mesh, you can choose what parts of 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
  56693. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56694. * @param name defines the name of the mesh
  56695. * @param options defines the options used to create the mesh
  56696. * @param scene defines the hosting scene
  56697. * @returns the box mesh
  56698. */
  56699. static CreateTiledBox(name: string, options: {
  56700. pattern?: number;
  56701. width?: number;
  56702. height?: number;
  56703. depth?: number;
  56704. tileSize?: number;
  56705. tileWidth?: number;
  56706. tileHeight?: number;
  56707. alignHorizontal?: number;
  56708. alignVertical?: number;
  56709. faceUV?: Vector4[];
  56710. faceColors?: Color4[];
  56711. sideOrientation?: number;
  56712. updatable?: boolean;
  56713. }, scene?: Nullable<Scene>): Mesh;
  56714. }
  56715. }
  56716. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  56717. import { Vector4 } from "babylonjs/Maths/math.vector";
  56718. import { Mesh } from "babylonjs/Meshes/mesh";
  56719. /**
  56720. * Class containing static functions to help procedurally build meshes
  56721. */
  56722. export class TorusKnotBuilder {
  56723. /**
  56724. * Creates a torus knot mesh
  56725. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  56726. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  56727. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  56728. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  56729. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56730. * * If you create a double-sided mesh, you can choose what parts of 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
  56731. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56732. * @param name defines the name of the mesh
  56733. * @param options defines the options used to create the mesh
  56734. * @param scene defines the hosting scene
  56735. * @returns the torus knot mesh
  56736. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  56737. */
  56738. static CreateTorusKnot(name: string, options: {
  56739. radius?: number;
  56740. tube?: number;
  56741. radialSegments?: number;
  56742. tubularSegments?: number;
  56743. p?: number;
  56744. q?: number;
  56745. updatable?: boolean;
  56746. sideOrientation?: number;
  56747. frontUVs?: Vector4;
  56748. backUVs?: Vector4;
  56749. }, scene: any): Mesh;
  56750. }
  56751. }
  56752. declare module "babylonjs/Meshes/polygonMesh" {
  56753. import { Scene } from "babylonjs/scene";
  56754. import { Vector2 } from "babylonjs/Maths/math.vector";
  56755. import { Mesh } from "babylonjs/Meshes/mesh";
  56756. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  56757. import { Path2 } from "babylonjs/Maths/math.path";
  56758. /**
  56759. * Polygon
  56760. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  56761. */
  56762. export class Polygon {
  56763. /**
  56764. * Creates a rectangle
  56765. * @param xmin bottom X coord
  56766. * @param ymin bottom Y coord
  56767. * @param xmax top X coord
  56768. * @param ymax top Y coord
  56769. * @returns points that make the resulting rectation
  56770. */
  56771. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  56772. /**
  56773. * Creates a circle
  56774. * @param radius radius of circle
  56775. * @param cx scale in x
  56776. * @param cy scale in y
  56777. * @param numberOfSides number of sides that make up the circle
  56778. * @returns points that make the resulting circle
  56779. */
  56780. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  56781. /**
  56782. * Creates a polygon from input string
  56783. * @param input Input polygon data
  56784. * @returns the parsed points
  56785. */
  56786. static Parse(input: string): Vector2[];
  56787. /**
  56788. * Starts building a polygon from x and y coordinates
  56789. * @param x x coordinate
  56790. * @param y y coordinate
  56791. * @returns the started path2
  56792. */
  56793. static StartingAt(x: number, y: number): Path2;
  56794. }
  56795. /**
  56796. * Builds a polygon
  56797. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  56798. */
  56799. export class PolygonMeshBuilder {
  56800. private _points;
  56801. private _outlinepoints;
  56802. private _holes;
  56803. private _name;
  56804. private _scene;
  56805. private _epoints;
  56806. private _eholes;
  56807. private _addToepoint;
  56808. /**
  56809. * Babylon reference to the earcut plugin.
  56810. */
  56811. bjsEarcut: any;
  56812. /**
  56813. * Creates a PolygonMeshBuilder
  56814. * @param name name of the builder
  56815. * @param contours Path of the polygon
  56816. * @param scene scene to add to when creating the mesh
  56817. * @param earcutInjection can be used to inject your own earcut reference
  56818. */
  56819. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  56820. /**
  56821. * Adds a whole within the polygon
  56822. * @param hole Array of points defining the hole
  56823. * @returns this
  56824. */
  56825. addHole(hole: Vector2[]): PolygonMeshBuilder;
  56826. /**
  56827. * Creates the polygon
  56828. * @param updatable If the mesh should be updatable
  56829. * @param depth The depth of the mesh created
  56830. * @returns the created mesh
  56831. */
  56832. build(updatable?: boolean, depth?: number): Mesh;
  56833. /**
  56834. * Creates the polygon
  56835. * @param depth The depth of the mesh created
  56836. * @returns the created VertexData
  56837. */
  56838. buildVertexData(depth?: number): VertexData;
  56839. /**
  56840. * Adds a side to the polygon
  56841. * @param positions points that make the polygon
  56842. * @param normals normals of the polygon
  56843. * @param uvs uvs of the polygon
  56844. * @param indices indices of the polygon
  56845. * @param bounds bounds of the polygon
  56846. * @param points points of the polygon
  56847. * @param depth depth of the polygon
  56848. * @param flip flip of the polygon
  56849. */
  56850. private addSide;
  56851. }
  56852. }
  56853. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  56854. import { Scene } from "babylonjs/scene";
  56855. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56856. import { Color4 } from "babylonjs/Maths/math.color";
  56857. import { Mesh } from "babylonjs/Meshes/mesh";
  56858. import { Nullable } from "babylonjs/types";
  56859. /**
  56860. * Class containing static functions to help procedurally build meshes
  56861. */
  56862. export class PolygonBuilder {
  56863. /**
  56864. * Creates a polygon mesh
  56865. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  56866. * * 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
  56867. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56868. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56869. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  56870. * * Remember you can only change the shape positions, not their number when updating a polygon
  56871. * @param name defines the name of the mesh
  56872. * @param options defines the options used to create the mesh
  56873. * @param scene defines the hosting scene
  56874. * @param earcutInjection can be used to inject your own earcut reference
  56875. * @returns the polygon mesh
  56876. */
  56877. static CreatePolygon(name: string, options: {
  56878. shape: Vector3[];
  56879. holes?: Vector3[][];
  56880. depth?: number;
  56881. faceUV?: Vector4[];
  56882. faceColors?: Color4[];
  56883. updatable?: boolean;
  56884. sideOrientation?: number;
  56885. frontUVs?: Vector4;
  56886. backUVs?: Vector4;
  56887. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56888. /**
  56889. * Creates an extruded polygon mesh, with depth in the Y direction.
  56890. * * 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)
  56891. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56892. * @param name defines the name of the mesh
  56893. * @param options defines the options used to create the mesh
  56894. * @param scene defines the hosting scene
  56895. * @param earcutInjection can be used to inject your own earcut reference
  56896. * @returns the polygon mesh
  56897. */
  56898. static ExtrudePolygon(name: string, options: {
  56899. shape: Vector3[];
  56900. holes?: Vector3[][];
  56901. depth?: number;
  56902. faceUV?: Vector4[];
  56903. faceColors?: Color4[];
  56904. updatable?: boolean;
  56905. sideOrientation?: number;
  56906. frontUVs?: Vector4;
  56907. backUVs?: Vector4;
  56908. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56909. }
  56910. }
  56911. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  56912. import { Scene } from "babylonjs/scene";
  56913. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56914. import { Mesh } from "babylonjs/Meshes/mesh";
  56915. import { Nullable } from "babylonjs/types";
  56916. /**
  56917. * Class containing static functions to help procedurally build meshes
  56918. */
  56919. export class LatheBuilder {
  56920. /**
  56921. * Creates lathe mesh.
  56922. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  56923. * * 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
  56924. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  56925. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  56926. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  56927. * * 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
  56928. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  56929. * * 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
  56930. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56931. * * If you create a double-sided mesh, you can choose what parts of 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
  56932. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56933. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56934. * @param name defines the name of the mesh
  56935. * @param options defines the options used to create the mesh
  56936. * @param scene defines the hosting scene
  56937. * @returns the lathe mesh
  56938. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  56939. */
  56940. static CreateLathe(name: string, options: {
  56941. shape: Vector3[];
  56942. radius?: number;
  56943. tessellation?: number;
  56944. clip?: number;
  56945. arc?: number;
  56946. closed?: boolean;
  56947. updatable?: boolean;
  56948. sideOrientation?: number;
  56949. frontUVs?: Vector4;
  56950. backUVs?: Vector4;
  56951. cap?: number;
  56952. invertUV?: boolean;
  56953. }, scene?: Nullable<Scene>): Mesh;
  56954. }
  56955. }
  56956. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  56957. import { Nullable } from "babylonjs/types";
  56958. import { Scene } from "babylonjs/scene";
  56959. import { Vector4 } from "babylonjs/Maths/math.vector";
  56960. import { Mesh } from "babylonjs/Meshes/mesh";
  56961. /**
  56962. * Class containing static functions to help procedurally build meshes
  56963. */
  56964. export class TiledPlaneBuilder {
  56965. /**
  56966. * Creates a tiled plane mesh
  56967. * * The parameter `pattern` will, depending on value, do nothing or
  56968. * * * flip (reflect about central vertical) alternate tiles across and up
  56969. * * * flip every tile on alternate rows
  56970. * * * rotate (180 degs) alternate tiles across and up
  56971. * * * rotate every tile on alternate rows
  56972. * * * flip and rotate alternate tiles across and up
  56973. * * * flip and rotate every tile on alternate rows
  56974. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  56975. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  56976. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56977. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56978. * * 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)
  56979. * * 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)
  56980. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  56981. * @param name defines the name of the mesh
  56982. * @param options defines the options used to create the mesh
  56983. * @param scene defines the hosting scene
  56984. * @returns the box mesh
  56985. */
  56986. static CreateTiledPlane(name: string, options: {
  56987. pattern?: number;
  56988. tileSize?: number;
  56989. tileWidth?: number;
  56990. tileHeight?: number;
  56991. size?: number;
  56992. width?: number;
  56993. height?: number;
  56994. alignHorizontal?: number;
  56995. alignVertical?: number;
  56996. sideOrientation?: number;
  56997. frontUVs?: Vector4;
  56998. backUVs?: Vector4;
  56999. updatable?: boolean;
  57000. }, scene?: Nullable<Scene>): Mesh;
  57001. }
  57002. }
  57003. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  57004. import { Nullable } from "babylonjs/types";
  57005. import { Scene } from "babylonjs/scene";
  57006. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57007. import { Mesh } from "babylonjs/Meshes/mesh";
  57008. /**
  57009. * Class containing static functions to help procedurally build meshes
  57010. */
  57011. export class TubeBuilder {
  57012. /**
  57013. * Creates a tube mesh.
  57014. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  57015. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  57016. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  57017. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  57018. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  57019. * * 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)
  57020. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  57021. * * 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
  57022. * * 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
  57023. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57024. * * If you create a double-sided mesh, you can choose what parts of 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
  57025. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57026. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57027. * @param name defines the name of the mesh
  57028. * @param options defines the options used to create the mesh
  57029. * @param scene defines the hosting scene
  57030. * @returns the tube mesh
  57031. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57032. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  57033. */
  57034. static CreateTube(name: string, options: {
  57035. path: Vector3[];
  57036. radius?: number;
  57037. tessellation?: number;
  57038. radiusFunction?: {
  57039. (i: number, distance: number): number;
  57040. };
  57041. cap?: number;
  57042. arc?: number;
  57043. updatable?: boolean;
  57044. sideOrientation?: number;
  57045. frontUVs?: Vector4;
  57046. backUVs?: Vector4;
  57047. instance?: Mesh;
  57048. invertUV?: boolean;
  57049. }, scene?: Nullable<Scene>): Mesh;
  57050. }
  57051. }
  57052. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  57053. import { Scene } from "babylonjs/scene";
  57054. import { Vector4 } from "babylonjs/Maths/math.vector";
  57055. import { Mesh } from "babylonjs/Meshes/mesh";
  57056. import { Nullable } from "babylonjs/types";
  57057. /**
  57058. * Class containing static functions to help procedurally build meshes
  57059. */
  57060. export class IcoSphereBuilder {
  57061. /**
  57062. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  57063. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  57064. * * 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`)
  57065. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  57066. * * 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
  57067. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57068. * * If you create a double-sided mesh, you can choose what parts of 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
  57069. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57070. * @param name defines the name of the mesh
  57071. * @param options defines the options used to create the mesh
  57072. * @param scene defines the hosting scene
  57073. * @returns the icosahedron mesh
  57074. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  57075. */
  57076. static CreateIcoSphere(name: string, options: {
  57077. radius?: number;
  57078. radiusX?: number;
  57079. radiusY?: number;
  57080. radiusZ?: number;
  57081. flat?: boolean;
  57082. subdivisions?: number;
  57083. sideOrientation?: number;
  57084. frontUVs?: Vector4;
  57085. backUVs?: Vector4;
  57086. updatable?: boolean;
  57087. }, scene?: Nullable<Scene>): Mesh;
  57088. }
  57089. }
  57090. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  57091. import { Vector3 } from "babylonjs/Maths/math.vector";
  57092. import { Mesh } from "babylonjs/Meshes/mesh";
  57093. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57094. /**
  57095. * Class containing static functions to help procedurally build meshes
  57096. */
  57097. export class DecalBuilder {
  57098. /**
  57099. * Creates a decal mesh.
  57100. * 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
  57101. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  57102. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  57103. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  57104. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  57105. * @param name defines the name of the mesh
  57106. * @param sourceMesh defines the mesh where the decal must be applied
  57107. * @param options defines the options used to create the mesh
  57108. * @param scene defines the hosting scene
  57109. * @returns the decal mesh
  57110. * @see https://doc.babylonjs.com/how_to/decals
  57111. */
  57112. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  57113. position?: Vector3;
  57114. normal?: Vector3;
  57115. size?: Vector3;
  57116. angle?: number;
  57117. }): Mesh;
  57118. }
  57119. }
  57120. declare module "babylonjs/Meshes/meshBuilder" {
  57121. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  57122. import { Nullable } from "babylonjs/types";
  57123. import { Scene } from "babylonjs/scene";
  57124. import { Mesh } from "babylonjs/Meshes/mesh";
  57125. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  57126. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  57127. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57128. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  57129. import { Plane } from "babylonjs/Maths/math.plane";
  57130. /**
  57131. * Class containing static functions to help procedurally build meshes
  57132. */
  57133. export class MeshBuilder {
  57134. /**
  57135. * Creates a box mesh
  57136. * * The parameter `size` sets the size (float) of each box side (default 1)
  57137. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  57138. * * 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)
  57139. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57140. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57141. * * If you create a double-sided mesh, you can choose what parts of 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
  57142. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57143. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  57144. * @param name defines the name of the mesh
  57145. * @param options defines the options used to create the mesh
  57146. * @param scene defines the hosting scene
  57147. * @returns the box mesh
  57148. */
  57149. static CreateBox(name: string, options: {
  57150. size?: number;
  57151. width?: number;
  57152. height?: number;
  57153. depth?: number;
  57154. faceUV?: Vector4[];
  57155. faceColors?: Color4[];
  57156. sideOrientation?: number;
  57157. frontUVs?: Vector4;
  57158. backUVs?: Vector4;
  57159. updatable?: boolean;
  57160. }, scene?: Nullable<Scene>): Mesh;
  57161. /**
  57162. * Creates a tiled box mesh
  57163. * * faceTiles sets the pattern, tile size and number of tiles for a face
  57164. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57165. * @param name defines the name of the mesh
  57166. * @param options defines the options used to create the mesh
  57167. * @param scene defines the hosting scene
  57168. * @returns the tiled box mesh
  57169. */
  57170. static CreateTiledBox(name: string, options: {
  57171. pattern?: number;
  57172. size?: number;
  57173. width?: number;
  57174. height?: number;
  57175. depth: number;
  57176. tileSize?: number;
  57177. tileWidth?: number;
  57178. tileHeight?: number;
  57179. faceUV?: Vector4[];
  57180. faceColors?: Color4[];
  57181. alignHorizontal?: number;
  57182. alignVertical?: number;
  57183. sideOrientation?: number;
  57184. updatable?: boolean;
  57185. }, scene?: Nullable<Scene>): Mesh;
  57186. /**
  57187. * Creates a sphere mesh
  57188. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  57189. * * 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`)
  57190. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  57191. * * 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
  57192. * * 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)
  57193. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57194. * * If you create a double-sided mesh, you can choose what parts of 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
  57195. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57196. * @param name defines the name of the mesh
  57197. * @param options defines the options used to create the mesh
  57198. * @param scene defines the hosting scene
  57199. * @returns the sphere mesh
  57200. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  57201. */
  57202. static CreateSphere(name: string, options: {
  57203. segments?: number;
  57204. diameter?: number;
  57205. diameterX?: number;
  57206. diameterY?: number;
  57207. diameterZ?: number;
  57208. arc?: number;
  57209. slice?: number;
  57210. sideOrientation?: number;
  57211. frontUVs?: Vector4;
  57212. backUVs?: Vector4;
  57213. updatable?: boolean;
  57214. }, scene?: Nullable<Scene>): Mesh;
  57215. /**
  57216. * Creates a plane polygonal mesh. By default, this is a disc
  57217. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  57218. * * 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
  57219. * * 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
  57220. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57221. * * If you create a double-sided mesh, you can choose what parts of 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
  57222. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57223. * @param name defines the name of the mesh
  57224. * @param options defines the options used to create the mesh
  57225. * @param scene defines the hosting scene
  57226. * @returns the plane polygonal mesh
  57227. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  57228. */
  57229. static CreateDisc(name: string, options: {
  57230. radius?: number;
  57231. tessellation?: number;
  57232. arc?: number;
  57233. updatable?: boolean;
  57234. sideOrientation?: number;
  57235. frontUVs?: Vector4;
  57236. backUVs?: Vector4;
  57237. }, scene?: Nullable<Scene>): Mesh;
  57238. /**
  57239. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  57240. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  57241. * * 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`)
  57242. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  57243. * * 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
  57244. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57245. * * If you create a double-sided mesh, you can choose what parts of 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
  57246. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57247. * @param name defines the name of the mesh
  57248. * @param options defines the options used to create the mesh
  57249. * @param scene defines the hosting scene
  57250. * @returns the icosahedron mesh
  57251. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  57252. */
  57253. static CreateIcoSphere(name: string, options: {
  57254. radius?: number;
  57255. radiusX?: number;
  57256. radiusY?: number;
  57257. radiusZ?: number;
  57258. flat?: boolean;
  57259. subdivisions?: number;
  57260. sideOrientation?: number;
  57261. frontUVs?: Vector4;
  57262. backUVs?: Vector4;
  57263. updatable?: boolean;
  57264. }, scene?: Nullable<Scene>): Mesh;
  57265. /**
  57266. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  57267. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  57268. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  57269. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  57270. * * 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
  57271. * * 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
  57272. * * 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
  57273. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57274. * * If you create a double-sided mesh, you can choose what parts of 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
  57275. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57276. * * 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
  57277. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  57278. * * 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
  57279. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  57280. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57281. * @param name defines the name of the mesh
  57282. * @param options defines the options used to create the mesh
  57283. * @param scene defines the hosting scene
  57284. * @returns the ribbon mesh
  57285. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  57286. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57287. */
  57288. static CreateRibbon(name: string, options: {
  57289. pathArray: Vector3[][];
  57290. closeArray?: boolean;
  57291. closePath?: boolean;
  57292. offset?: number;
  57293. updatable?: boolean;
  57294. sideOrientation?: number;
  57295. frontUVs?: Vector4;
  57296. backUVs?: Vector4;
  57297. instance?: Mesh;
  57298. invertUV?: boolean;
  57299. uvs?: Vector2[];
  57300. colors?: Color4[];
  57301. }, scene?: Nullable<Scene>): Mesh;
  57302. /**
  57303. * Creates a cylinder or a cone mesh
  57304. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  57305. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  57306. * * 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.
  57307. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  57308. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  57309. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  57310. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  57311. * * 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).
  57312. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  57313. * * 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).
  57314. * * 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
  57315. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  57316. * * 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
  57317. * * 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.
  57318. * * If `enclose` is false, a ring surface is one element.
  57319. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  57320. * * 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
  57321. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57322. * * If you create a double-sided mesh, you can choose what parts of 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
  57323. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57324. * @param name defines the name of the mesh
  57325. * @param options defines the options used to create the mesh
  57326. * @param scene defines the hosting scene
  57327. * @returns the cylinder mesh
  57328. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  57329. */
  57330. static CreateCylinder(name: string, options: {
  57331. height?: number;
  57332. diameterTop?: number;
  57333. diameterBottom?: number;
  57334. diameter?: number;
  57335. tessellation?: number;
  57336. subdivisions?: number;
  57337. arc?: number;
  57338. faceColors?: Color4[];
  57339. faceUV?: Vector4[];
  57340. updatable?: boolean;
  57341. hasRings?: boolean;
  57342. enclose?: boolean;
  57343. cap?: number;
  57344. sideOrientation?: number;
  57345. frontUVs?: Vector4;
  57346. backUVs?: Vector4;
  57347. }, scene?: Nullable<Scene>): Mesh;
  57348. /**
  57349. * Creates a torus mesh
  57350. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  57351. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  57352. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  57353. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57354. * * If you create a double-sided mesh, you can choose what parts of 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
  57355. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57356. * @param name defines the name of the mesh
  57357. * @param options defines the options used to create the mesh
  57358. * @param scene defines the hosting scene
  57359. * @returns the torus mesh
  57360. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  57361. */
  57362. static CreateTorus(name: string, options: {
  57363. diameter?: number;
  57364. thickness?: number;
  57365. tessellation?: number;
  57366. updatable?: boolean;
  57367. sideOrientation?: number;
  57368. frontUVs?: Vector4;
  57369. backUVs?: Vector4;
  57370. }, scene?: Nullable<Scene>): Mesh;
  57371. /**
  57372. * Creates a torus knot mesh
  57373. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  57374. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  57375. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  57376. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  57377. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57378. * * If you create a double-sided mesh, you can choose what parts of 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
  57379. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57380. * @param name defines the name of the mesh
  57381. * @param options defines the options used to create the mesh
  57382. * @param scene defines the hosting scene
  57383. * @returns the torus knot mesh
  57384. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  57385. */
  57386. static CreateTorusKnot(name: string, options: {
  57387. radius?: number;
  57388. tube?: number;
  57389. radialSegments?: number;
  57390. tubularSegments?: number;
  57391. p?: number;
  57392. q?: number;
  57393. updatable?: boolean;
  57394. sideOrientation?: number;
  57395. frontUVs?: Vector4;
  57396. backUVs?: Vector4;
  57397. }, scene?: Nullable<Scene>): Mesh;
  57398. /**
  57399. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  57400. * * 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
  57401. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  57402. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  57403. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  57404. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  57405. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  57406. * * 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
  57407. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  57408. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57409. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  57410. * @param name defines the name of the new line system
  57411. * @param options defines the options used to create the line system
  57412. * @param scene defines the hosting scene
  57413. * @returns a new line system mesh
  57414. */
  57415. static CreateLineSystem(name: string, options: {
  57416. lines: Vector3[][];
  57417. updatable?: boolean;
  57418. instance?: Nullable<LinesMesh>;
  57419. colors?: Nullable<Color4[][]>;
  57420. useVertexAlpha?: boolean;
  57421. }, scene: Nullable<Scene>): LinesMesh;
  57422. /**
  57423. * Creates a line mesh
  57424. * 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
  57425. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  57426. * * The parameter `points` is an array successive Vector3
  57427. * * 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
  57428. * * The optional parameter `colors` is an array of successive Color4, one per line point
  57429. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  57430. * * When updating an instance, remember that only point positions can change, not the number of points
  57431. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57432. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  57433. * @param name defines the name of the new line system
  57434. * @param options defines the options used to create the line system
  57435. * @param scene defines the hosting scene
  57436. * @returns a new line mesh
  57437. */
  57438. static CreateLines(name: string, options: {
  57439. points: Vector3[];
  57440. updatable?: boolean;
  57441. instance?: Nullable<LinesMesh>;
  57442. colors?: Color4[];
  57443. useVertexAlpha?: boolean;
  57444. }, scene?: Nullable<Scene>): LinesMesh;
  57445. /**
  57446. * Creates a dashed line mesh
  57447. * * 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
  57448. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  57449. * * The parameter `points` is an array successive Vector3
  57450. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  57451. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  57452. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  57453. * * 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
  57454. * * When updating an instance, remember that only point positions can change, not the number of points
  57455. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57456. * @param name defines the name of the mesh
  57457. * @param options defines the options used to create the mesh
  57458. * @param scene defines the hosting scene
  57459. * @returns the dashed line mesh
  57460. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  57461. */
  57462. static CreateDashedLines(name: string, options: {
  57463. points: Vector3[];
  57464. dashSize?: number;
  57465. gapSize?: number;
  57466. dashNb?: number;
  57467. updatable?: boolean;
  57468. instance?: LinesMesh;
  57469. }, scene?: Nullable<Scene>): LinesMesh;
  57470. /**
  57471. * 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.
  57472. * * 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.
  57473. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  57474. * * 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.
  57475. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  57476. * * 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
  57477. * * 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
  57478. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  57479. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57480. * * If you create a double-sided mesh, you can choose what parts of 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
  57481. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  57482. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57483. * @param name defines the name of the mesh
  57484. * @param options defines the options used to create the mesh
  57485. * @param scene defines the hosting scene
  57486. * @returns the extruded shape mesh
  57487. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57488. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  57489. */
  57490. static ExtrudeShape(name: string, options: {
  57491. shape: Vector3[];
  57492. path: Vector3[];
  57493. scale?: number;
  57494. rotation?: number;
  57495. cap?: number;
  57496. updatable?: boolean;
  57497. sideOrientation?: number;
  57498. frontUVs?: Vector4;
  57499. backUVs?: Vector4;
  57500. instance?: Mesh;
  57501. invertUV?: boolean;
  57502. }, scene?: Nullable<Scene>): Mesh;
  57503. /**
  57504. * Creates an custom extruded shape mesh.
  57505. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  57506. * * 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.
  57507. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  57508. * * 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
  57509. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  57510. * * 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
  57511. * * It must returns a float value that will be the scale value applied to the shape on each path point
  57512. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  57513. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  57514. * * 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
  57515. * * 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
  57516. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  57517. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57518. * * If you create a double-sided mesh, you can choose what parts of 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
  57519. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57520. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57521. * @param name defines the name of the mesh
  57522. * @param options defines the options used to create the mesh
  57523. * @param scene defines the hosting scene
  57524. * @returns the custom extruded shape mesh
  57525. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  57526. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57527. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  57528. */
  57529. static ExtrudeShapeCustom(name: string, options: {
  57530. shape: Vector3[];
  57531. path: Vector3[];
  57532. scaleFunction?: any;
  57533. rotationFunction?: any;
  57534. ribbonCloseArray?: boolean;
  57535. ribbonClosePath?: boolean;
  57536. cap?: number;
  57537. updatable?: boolean;
  57538. sideOrientation?: number;
  57539. frontUVs?: Vector4;
  57540. backUVs?: Vector4;
  57541. instance?: Mesh;
  57542. invertUV?: boolean;
  57543. }, scene?: Nullable<Scene>): Mesh;
  57544. /**
  57545. * Creates lathe mesh.
  57546. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  57547. * * 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
  57548. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  57549. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  57550. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  57551. * * 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
  57552. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  57553. * * 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
  57554. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57555. * * If you create a double-sided mesh, you can choose what parts of 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
  57556. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57557. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57558. * @param name defines the name of the mesh
  57559. * @param options defines the options used to create the mesh
  57560. * @param scene defines the hosting scene
  57561. * @returns the lathe mesh
  57562. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  57563. */
  57564. static CreateLathe(name: string, options: {
  57565. shape: Vector3[];
  57566. radius?: number;
  57567. tessellation?: number;
  57568. clip?: number;
  57569. arc?: number;
  57570. closed?: boolean;
  57571. updatable?: boolean;
  57572. sideOrientation?: number;
  57573. frontUVs?: Vector4;
  57574. backUVs?: Vector4;
  57575. cap?: number;
  57576. invertUV?: boolean;
  57577. }, scene?: Nullable<Scene>): Mesh;
  57578. /**
  57579. * Creates a tiled plane mesh
  57580. * * You can set a limited pattern arrangement with the tiles
  57581. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57582. * * If you create a double-sided mesh, you can choose what parts of 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
  57583. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57584. * @param name defines the name of the mesh
  57585. * @param options defines the options used to create the mesh
  57586. * @param scene defines the hosting scene
  57587. * @returns the plane mesh
  57588. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  57589. */
  57590. static CreateTiledPlane(name: string, options: {
  57591. pattern?: number;
  57592. tileSize?: number;
  57593. tileWidth?: number;
  57594. tileHeight?: number;
  57595. size?: number;
  57596. width?: number;
  57597. height?: number;
  57598. alignHorizontal?: number;
  57599. alignVertical?: number;
  57600. sideOrientation?: number;
  57601. frontUVs?: Vector4;
  57602. backUVs?: Vector4;
  57603. updatable?: boolean;
  57604. }, scene?: Nullable<Scene>): Mesh;
  57605. /**
  57606. * Creates a plane mesh
  57607. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  57608. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  57609. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  57610. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57611. * * If you create a double-sided mesh, you can choose what parts of 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
  57612. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57613. * @param name defines the name of the mesh
  57614. * @param options defines the options used to create the mesh
  57615. * @param scene defines the hosting scene
  57616. * @returns the plane mesh
  57617. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  57618. */
  57619. static CreatePlane(name: string, options: {
  57620. size?: number;
  57621. width?: number;
  57622. height?: number;
  57623. sideOrientation?: number;
  57624. frontUVs?: Vector4;
  57625. backUVs?: Vector4;
  57626. updatable?: boolean;
  57627. sourcePlane?: Plane;
  57628. }, scene?: Nullable<Scene>): Mesh;
  57629. /**
  57630. * Creates a ground mesh
  57631. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  57632. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  57633. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57634. * @param name defines the name of the mesh
  57635. * @param options defines the options used to create the mesh
  57636. * @param scene defines the hosting scene
  57637. * @returns the ground mesh
  57638. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  57639. */
  57640. static CreateGround(name: string, options: {
  57641. width?: number;
  57642. height?: number;
  57643. subdivisions?: number;
  57644. subdivisionsX?: number;
  57645. subdivisionsY?: number;
  57646. updatable?: boolean;
  57647. }, scene?: Nullable<Scene>): Mesh;
  57648. /**
  57649. * Creates a tiled ground mesh
  57650. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  57651. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  57652. * * 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
  57653. * * 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
  57654. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57655. * @param name defines the name of the mesh
  57656. * @param options defines the options used to create the mesh
  57657. * @param scene defines the hosting scene
  57658. * @returns the tiled ground mesh
  57659. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  57660. */
  57661. static CreateTiledGround(name: string, options: {
  57662. xmin: number;
  57663. zmin: number;
  57664. xmax: number;
  57665. zmax: number;
  57666. subdivisions?: {
  57667. w: number;
  57668. h: number;
  57669. };
  57670. precision?: {
  57671. w: number;
  57672. h: number;
  57673. };
  57674. updatable?: boolean;
  57675. }, scene?: Nullable<Scene>): Mesh;
  57676. /**
  57677. * Creates a ground mesh from a height map
  57678. * * The parameter `url` sets the URL of the height map image resource.
  57679. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  57680. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  57681. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  57682. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  57683. * * 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.
  57684. * * 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).
  57685. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  57686. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57687. * @param name defines the name of the mesh
  57688. * @param url defines the url to the height map
  57689. * @param options defines the options used to create the mesh
  57690. * @param scene defines the hosting scene
  57691. * @returns the ground mesh
  57692. * @see https://doc.babylonjs.com/babylon101/height_map
  57693. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  57694. */
  57695. static CreateGroundFromHeightMap(name: string, url: string, options: {
  57696. width?: number;
  57697. height?: number;
  57698. subdivisions?: number;
  57699. minHeight?: number;
  57700. maxHeight?: number;
  57701. colorFilter?: Color3;
  57702. alphaFilter?: number;
  57703. updatable?: boolean;
  57704. onReady?: (mesh: GroundMesh) => void;
  57705. }, scene?: Nullable<Scene>): GroundMesh;
  57706. /**
  57707. * Creates a polygon mesh
  57708. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  57709. * * 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
  57710. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  57711. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57712. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  57713. * * Remember you can only change the shape positions, not their number when updating a polygon
  57714. * @param name defines the name of the mesh
  57715. * @param options defines the options used to create the mesh
  57716. * @param scene defines the hosting scene
  57717. * @param earcutInjection can be used to inject your own earcut reference
  57718. * @returns the polygon mesh
  57719. */
  57720. static CreatePolygon(name: string, options: {
  57721. shape: Vector3[];
  57722. holes?: Vector3[][];
  57723. depth?: number;
  57724. faceUV?: Vector4[];
  57725. faceColors?: Color4[];
  57726. updatable?: boolean;
  57727. sideOrientation?: number;
  57728. frontUVs?: Vector4;
  57729. backUVs?: Vector4;
  57730. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57731. /**
  57732. * Creates an extruded polygon mesh, with depth in the Y direction.
  57733. * * 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)
  57734. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57735. * @param name defines the name of the mesh
  57736. * @param options defines the options used to create the mesh
  57737. * @param scene defines the hosting scene
  57738. * @param earcutInjection can be used to inject your own earcut reference
  57739. * @returns the polygon mesh
  57740. */
  57741. static ExtrudePolygon(name: string, options: {
  57742. shape: Vector3[];
  57743. holes?: Vector3[][];
  57744. depth?: number;
  57745. faceUV?: Vector4[];
  57746. faceColors?: Color4[];
  57747. updatable?: boolean;
  57748. sideOrientation?: number;
  57749. frontUVs?: Vector4;
  57750. backUVs?: Vector4;
  57751. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57752. /**
  57753. * Creates a tube mesh.
  57754. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  57755. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  57756. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  57757. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  57758. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  57759. * * 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)
  57760. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  57761. * * 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
  57762. * * 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
  57763. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57764. * * If you create a double-sided mesh, you can choose what parts of 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
  57765. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57766. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57767. * @param name defines the name of the mesh
  57768. * @param options defines the options used to create the mesh
  57769. * @param scene defines the hosting scene
  57770. * @returns the tube mesh
  57771. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57772. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  57773. */
  57774. static CreateTube(name: string, options: {
  57775. path: Vector3[];
  57776. radius?: number;
  57777. tessellation?: number;
  57778. radiusFunction?: {
  57779. (i: number, distance: number): number;
  57780. };
  57781. cap?: number;
  57782. arc?: number;
  57783. updatable?: boolean;
  57784. sideOrientation?: number;
  57785. frontUVs?: Vector4;
  57786. backUVs?: Vector4;
  57787. instance?: Mesh;
  57788. invertUV?: boolean;
  57789. }, scene?: Nullable<Scene>): Mesh;
  57790. /**
  57791. * Creates a polyhedron mesh
  57792. * * 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
  57793. * * The parameter `size` (positive float, default 1) sets the polygon size
  57794. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  57795. * * 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`
  57796. * * 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
  57797. * * 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)`)
  57798. * * 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
  57799. * * 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
  57800. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57801. * * If you create a double-sided mesh, you can choose what parts of 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
  57802. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57803. * @param name defines the name of the mesh
  57804. * @param options defines the options used to create the mesh
  57805. * @param scene defines the hosting scene
  57806. * @returns the polyhedron mesh
  57807. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  57808. */
  57809. static CreatePolyhedron(name: string, options: {
  57810. type?: number;
  57811. size?: number;
  57812. sizeX?: number;
  57813. sizeY?: number;
  57814. sizeZ?: number;
  57815. custom?: any;
  57816. faceUV?: Vector4[];
  57817. faceColors?: Color4[];
  57818. flat?: boolean;
  57819. updatable?: boolean;
  57820. sideOrientation?: number;
  57821. frontUVs?: Vector4;
  57822. backUVs?: Vector4;
  57823. }, scene?: Nullable<Scene>): Mesh;
  57824. /**
  57825. * Creates a decal mesh.
  57826. * 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
  57827. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  57828. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  57829. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  57830. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  57831. * @param name defines the name of the mesh
  57832. * @param sourceMesh defines the mesh where the decal must be applied
  57833. * @param options defines the options used to create the mesh
  57834. * @param scene defines the hosting scene
  57835. * @returns the decal mesh
  57836. * @see https://doc.babylonjs.com/how_to/decals
  57837. */
  57838. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  57839. position?: Vector3;
  57840. normal?: Vector3;
  57841. size?: Vector3;
  57842. angle?: number;
  57843. }): Mesh;
  57844. }
  57845. }
  57846. declare module "babylonjs/Meshes/meshSimplification" {
  57847. import { Mesh } from "babylonjs/Meshes/mesh";
  57848. /**
  57849. * A simplifier interface for future simplification implementations
  57850. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57851. */
  57852. export interface ISimplifier {
  57853. /**
  57854. * Simplification of a given mesh according to the given settings.
  57855. * Since this requires computation, it is assumed that the function runs async.
  57856. * @param settings The settings of the simplification, including quality and distance
  57857. * @param successCallback A callback that will be called after the mesh was simplified.
  57858. * @param errorCallback in case of an error, this callback will be called. optional.
  57859. */
  57860. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  57861. }
  57862. /**
  57863. * Expected simplification settings.
  57864. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  57865. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57866. */
  57867. export interface ISimplificationSettings {
  57868. /**
  57869. * Gets or sets the expected quality
  57870. */
  57871. quality: number;
  57872. /**
  57873. * Gets or sets the distance when this optimized version should be used
  57874. */
  57875. distance: number;
  57876. /**
  57877. * Gets an already optimized mesh
  57878. */
  57879. optimizeMesh?: boolean;
  57880. }
  57881. /**
  57882. * Class used to specify simplification options
  57883. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57884. */
  57885. export class SimplificationSettings implements ISimplificationSettings {
  57886. /** expected quality */
  57887. quality: number;
  57888. /** distance when this optimized version should be used */
  57889. distance: number;
  57890. /** already optimized mesh */
  57891. optimizeMesh?: boolean | undefined;
  57892. /**
  57893. * Creates a SimplificationSettings
  57894. * @param quality expected quality
  57895. * @param distance distance when this optimized version should be used
  57896. * @param optimizeMesh already optimized mesh
  57897. */
  57898. constructor(
  57899. /** expected quality */
  57900. quality: number,
  57901. /** distance when this optimized version should be used */
  57902. distance: number,
  57903. /** already optimized mesh */
  57904. optimizeMesh?: boolean | undefined);
  57905. }
  57906. /**
  57907. * Interface used to define a simplification task
  57908. */
  57909. export interface ISimplificationTask {
  57910. /**
  57911. * Array of settings
  57912. */
  57913. settings: Array<ISimplificationSettings>;
  57914. /**
  57915. * Simplification type
  57916. */
  57917. simplificationType: SimplificationType;
  57918. /**
  57919. * Mesh to simplify
  57920. */
  57921. mesh: Mesh;
  57922. /**
  57923. * Callback called on success
  57924. */
  57925. successCallback?: () => void;
  57926. /**
  57927. * Defines if parallel processing can be used
  57928. */
  57929. parallelProcessing: boolean;
  57930. }
  57931. /**
  57932. * Queue used to order the simplification tasks
  57933. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57934. */
  57935. export class SimplificationQueue {
  57936. private _simplificationArray;
  57937. /**
  57938. * Gets a boolean indicating that the process is still running
  57939. */
  57940. running: boolean;
  57941. /**
  57942. * Creates a new queue
  57943. */
  57944. constructor();
  57945. /**
  57946. * Adds a new simplification task
  57947. * @param task defines a task to add
  57948. */
  57949. addTask(task: ISimplificationTask): void;
  57950. /**
  57951. * Execute next task
  57952. */
  57953. executeNext(): void;
  57954. /**
  57955. * Execute a simplification task
  57956. * @param task defines the task to run
  57957. */
  57958. runSimplification(task: ISimplificationTask): void;
  57959. private getSimplifier;
  57960. }
  57961. /**
  57962. * The implemented types of simplification
  57963. * At the moment only Quadratic Error Decimation is implemented
  57964. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57965. */
  57966. export enum SimplificationType {
  57967. /** Quadratic error decimation */
  57968. QUADRATIC = 0
  57969. }
  57970. }
  57971. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  57972. import { Scene } from "babylonjs/scene";
  57973. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  57974. import { ISceneComponent } from "babylonjs/sceneComponent";
  57975. module "babylonjs/scene" {
  57976. interface Scene {
  57977. /** @hidden (Backing field) */
  57978. _simplificationQueue: SimplificationQueue;
  57979. /**
  57980. * Gets or sets the simplification queue attached to the scene
  57981. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57982. */
  57983. simplificationQueue: SimplificationQueue;
  57984. }
  57985. }
  57986. module "babylonjs/Meshes/mesh" {
  57987. interface Mesh {
  57988. /**
  57989. * Simplify the mesh according to the given array of settings.
  57990. * Function will return immediately and will simplify async
  57991. * @param settings a collection of simplification settings
  57992. * @param parallelProcessing should all levels calculate parallel or one after the other
  57993. * @param simplificationType the type of simplification to run
  57994. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  57995. * @returns the current mesh
  57996. */
  57997. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  57998. }
  57999. }
  58000. /**
  58001. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  58002. * created in a scene
  58003. */
  58004. export class SimplicationQueueSceneComponent implements ISceneComponent {
  58005. /**
  58006. * The component name helpfull to identify the component in the list of scene components.
  58007. */
  58008. readonly name: string;
  58009. /**
  58010. * The scene the component belongs to.
  58011. */
  58012. scene: Scene;
  58013. /**
  58014. * Creates a new instance of the component for the given scene
  58015. * @param scene Defines the scene to register the component in
  58016. */
  58017. constructor(scene: Scene);
  58018. /**
  58019. * Registers the component in a given scene
  58020. */
  58021. register(): void;
  58022. /**
  58023. * Rebuilds the elements related to this component in case of
  58024. * context lost for instance.
  58025. */
  58026. rebuild(): void;
  58027. /**
  58028. * Disposes the component and the associated ressources
  58029. */
  58030. dispose(): void;
  58031. private _beforeCameraUpdate;
  58032. }
  58033. }
  58034. declare module "babylonjs/Meshes/Builders/index" {
  58035. export * from "babylonjs/Meshes/Builders/boxBuilder";
  58036. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  58037. export * from "babylonjs/Meshes/Builders/discBuilder";
  58038. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  58039. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  58040. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  58041. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  58042. export * from "babylonjs/Meshes/Builders/torusBuilder";
  58043. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  58044. export * from "babylonjs/Meshes/Builders/linesBuilder";
  58045. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  58046. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  58047. export * from "babylonjs/Meshes/Builders/latheBuilder";
  58048. export * from "babylonjs/Meshes/Builders/planeBuilder";
  58049. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  58050. export * from "babylonjs/Meshes/Builders/groundBuilder";
  58051. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  58052. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  58053. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  58054. export * from "babylonjs/Meshes/Builders/decalBuilder";
  58055. }
  58056. declare module "babylonjs/Meshes/index" {
  58057. export * from "babylonjs/Meshes/abstractMesh";
  58058. export * from "babylonjs/Meshes/buffer";
  58059. export * from "babylonjs/Meshes/Compression/index";
  58060. export * from "babylonjs/Meshes/csg";
  58061. export * from "babylonjs/Meshes/geometry";
  58062. export * from "babylonjs/Meshes/groundMesh";
  58063. export * from "babylonjs/Meshes/trailMesh";
  58064. export * from "babylonjs/Meshes/instancedMesh";
  58065. export * from "babylonjs/Meshes/linesMesh";
  58066. export * from "babylonjs/Meshes/mesh";
  58067. export * from "babylonjs/Meshes/mesh.vertexData";
  58068. export * from "babylonjs/Meshes/meshBuilder";
  58069. export * from "babylonjs/Meshes/meshSimplification";
  58070. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  58071. export * from "babylonjs/Meshes/polygonMesh";
  58072. export * from "babylonjs/Meshes/subMesh";
  58073. export * from "babylonjs/Meshes/meshLODLevel";
  58074. export * from "babylonjs/Meshes/transformNode";
  58075. export * from "babylonjs/Meshes/Builders/index";
  58076. export * from "babylonjs/Meshes/dataBuffer";
  58077. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  58078. }
  58079. declare module "babylonjs/Morph/index" {
  58080. export * from "babylonjs/Morph/morphTarget";
  58081. export * from "babylonjs/Morph/morphTargetManager";
  58082. }
  58083. declare module "babylonjs/Navigation/INavigationEngine" {
  58084. import { TransformNode } from "babylonjs/Meshes/transformNode";
  58085. import { Vector3 } from "babylonjs/Maths/math";
  58086. import { Mesh } from "babylonjs/Meshes/mesh";
  58087. import { Scene } from "babylonjs/scene";
  58088. /**
  58089. * Navigation plugin interface to add navigation constrained by a navigation mesh
  58090. */
  58091. export interface INavigationEnginePlugin {
  58092. /**
  58093. * plugin name
  58094. */
  58095. name: string;
  58096. /**
  58097. * Creates a navigation mesh
  58098. * @param meshes array of all the geometry used to compute the navigatio mesh
  58099. * @param parameters bunch of parameters used to filter geometry
  58100. */
  58101. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  58102. /**
  58103. * Create a navigation mesh debug mesh
  58104. * @param scene is where the mesh will be added
  58105. * @returns debug display mesh
  58106. */
  58107. createDebugNavMesh(scene: Scene): Mesh;
  58108. /**
  58109. * Get a navigation mesh constrained position, closest to the parameter position
  58110. * @param position world position
  58111. * @returns the closest point to position constrained by the navigation mesh
  58112. */
  58113. getClosestPoint(position: Vector3): Vector3;
  58114. /**
  58115. * Get a navigation mesh constrained position, within a particular radius
  58116. * @param position world position
  58117. * @param maxRadius the maximum distance to the constrained world position
  58118. * @returns the closest point to position constrained by the navigation mesh
  58119. */
  58120. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  58121. /**
  58122. * Compute the final position from a segment made of destination-position
  58123. * @param position world position
  58124. * @param destination world position
  58125. * @returns the resulting point along the navmesh
  58126. */
  58127. moveAlong(position: Vector3, destination: Vector3): Vector3;
  58128. /**
  58129. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  58130. * @param start world position
  58131. * @param end world position
  58132. * @returns array containing world position composing the path
  58133. */
  58134. computePath(start: Vector3, end: Vector3): Vector3[];
  58135. /**
  58136. * If this plugin is supported
  58137. * @returns true if plugin is supported
  58138. */
  58139. isSupported(): boolean;
  58140. /**
  58141. * Create a new Crowd so you can add agents
  58142. * @param maxAgents the maximum agent count in the crowd
  58143. * @param maxAgentRadius the maximum radius an agent can have
  58144. * @param scene to attach the crowd to
  58145. * @returns the crowd you can add agents to
  58146. */
  58147. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  58148. /**
  58149. * Release all resources
  58150. */
  58151. dispose(): void;
  58152. }
  58153. /**
  58154. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  58155. */
  58156. export interface ICrowd {
  58157. /**
  58158. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  58159. * You can attach anything to that node. The node position is updated in the scene update tick.
  58160. * @param pos world position that will be constrained by the navigation mesh
  58161. * @param parameters agent parameters
  58162. * @param transform hooked to the agent that will be update by the scene
  58163. * @returns agent index
  58164. */
  58165. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  58166. /**
  58167. * Returns the agent position in world space
  58168. * @param index agent index returned by addAgent
  58169. * @returns world space position
  58170. */
  58171. getAgentPosition(index: number): Vector3;
  58172. /**
  58173. * Gets the agent velocity in world space
  58174. * @param index agent index returned by addAgent
  58175. * @returns world space velocity
  58176. */
  58177. getAgentVelocity(index: number): Vector3;
  58178. /**
  58179. * remove a particular agent previously created
  58180. * @param index agent index returned by addAgent
  58181. */
  58182. removeAgent(index: number): void;
  58183. /**
  58184. * get the list of all agents attached to this crowd
  58185. * @returns list of agent indices
  58186. */
  58187. getAgents(): number[];
  58188. /**
  58189. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  58190. * @param deltaTime in seconds
  58191. */
  58192. update(deltaTime: number): void;
  58193. /**
  58194. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  58195. * @param index agent index returned by addAgent
  58196. * @param destination targeted world position
  58197. */
  58198. agentGoto(index: number, destination: Vector3): void;
  58199. /**
  58200. * Release all resources
  58201. */
  58202. dispose(): void;
  58203. }
  58204. /**
  58205. * Configures an agent
  58206. */
  58207. export interface IAgentParameters {
  58208. /**
  58209. * Agent radius. [Limit: >= 0]
  58210. */
  58211. radius: number;
  58212. /**
  58213. * Agent height. [Limit: > 0]
  58214. */
  58215. height: number;
  58216. /**
  58217. * Maximum allowed acceleration. [Limit: >= 0]
  58218. */
  58219. maxAcceleration: number;
  58220. /**
  58221. * Maximum allowed speed. [Limit: >= 0]
  58222. */
  58223. maxSpeed: number;
  58224. /**
  58225. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  58226. */
  58227. collisionQueryRange: number;
  58228. /**
  58229. * The path visibility optimization range. [Limit: > 0]
  58230. */
  58231. pathOptimizationRange: number;
  58232. /**
  58233. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  58234. */
  58235. separationWeight: number;
  58236. }
  58237. /**
  58238. * Configures the navigation mesh creation
  58239. */
  58240. export interface INavMeshParameters {
  58241. /**
  58242. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  58243. */
  58244. cs: number;
  58245. /**
  58246. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  58247. */
  58248. ch: number;
  58249. /**
  58250. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  58251. */
  58252. walkableSlopeAngle: number;
  58253. /**
  58254. * Minimum floor to 'ceiling' height that will still allow the floor area to
  58255. * be considered walkable. [Limit: >= 3] [Units: vx]
  58256. */
  58257. walkableHeight: number;
  58258. /**
  58259. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  58260. */
  58261. walkableClimb: number;
  58262. /**
  58263. * The distance to erode/shrink the walkable area of the heightfield away from
  58264. * obstructions. [Limit: >=0] [Units: vx]
  58265. */
  58266. walkableRadius: number;
  58267. /**
  58268. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  58269. */
  58270. maxEdgeLen: number;
  58271. /**
  58272. * The maximum distance a simplfied contour's border edges should deviate
  58273. * the original raw contour. [Limit: >=0] [Units: vx]
  58274. */
  58275. maxSimplificationError: number;
  58276. /**
  58277. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  58278. */
  58279. minRegionArea: number;
  58280. /**
  58281. * Any regions with a span count smaller than this value will, if possible,
  58282. * be merged with larger regions. [Limit: >=0] [Units: vx]
  58283. */
  58284. mergeRegionArea: number;
  58285. /**
  58286. * The maximum number of vertices allowed for polygons generated during the
  58287. * contour to polygon conversion process. [Limit: >= 3]
  58288. */
  58289. maxVertsPerPoly: number;
  58290. /**
  58291. * Sets the sampling distance to use when generating the detail mesh.
  58292. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  58293. */
  58294. detailSampleDist: number;
  58295. /**
  58296. * The maximum distance the detail mesh surface should deviate from heightfield
  58297. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  58298. */
  58299. detailSampleMaxError: number;
  58300. }
  58301. }
  58302. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  58303. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  58304. import { Mesh } from "babylonjs/Meshes/mesh";
  58305. import { Scene } from "babylonjs/scene";
  58306. import { Vector3 } from "babylonjs/Maths/math";
  58307. import { TransformNode } from "babylonjs/Meshes/transformNode";
  58308. /**
  58309. * RecastJS navigation plugin
  58310. */
  58311. export class RecastJSPlugin implements INavigationEnginePlugin {
  58312. /**
  58313. * Reference to the Recast library
  58314. */
  58315. bjsRECAST: any;
  58316. /**
  58317. * plugin name
  58318. */
  58319. name: string;
  58320. /**
  58321. * the first navmesh created. We might extend this to support multiple navmeshes
  58322. */
  58323. navMesh: any;
  58324. /**
  58325. * Initializes the recastJS plugin
  58326. * @param recastInjection can be used to inject your own recast reference
  58327. */
  58328. constructor(recastInjection?: any);
  58329. /**
  58330. * Creates a navigation mesh
  58331. * @param meshes array of all the geometry used to compute the navigatio mesh
  58332. * @param parameters bunch of parameters used to filter geometry
  58333. */
  58334. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  58335. /**
  58336. * Create a navigation mesh debug mesh
  58337. * @param scene is where the mesh will be added
  58338. * @returns debug display mesh
  58339. */
  58340. createDebugNavMesh(scene: Scene): Mesh;
  58341. /**
  58342. * Get a navigation mesh constrained position, closest to the parameter position
  58343. * @param position world position
  58344. * @returns the closest point to position constrained by the navigation mesh
  58345. */
  58346. getClosestPoint(position: Vector3): Vector3;
  58347. /**
  58348. * Get a navigation mesh constrained position, within a particular radius
  58349. * @param position world position
  58350. * @param maxRadius the maximum distance to the constrained world position
  58351. * @returns the closest point to position constrained by the navigation mesh
  58352. */
  58353. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  58354. /**
  58355. * Compute the final position from a segment made of destination-position
  58356. * @param position world position
  58357. * @param destination world position
  58358. * @returns the resulting point along the navmesh
  58359. */
  58360. moveAlong(position: Vector3, destination: Vector3): Vector3;
  58361. /**
  58362. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  58363. * @param start world position
  58364. * @param end world position
  58365. * @returns array containing world position composing the path
  58366. */
  58367. computePath(start: Vector3, end: Vector3): Vector3[];
  58368. /**
  58369. * Create a new Crowd so you can add agents
  58370. * @param maxAgents the maximum agent count in the crowd
  58371. * @param maxAgentRadius the maximum radius an agent can have
  58372. * @param scene to attach the crowd to
  58373. * @returns the crowd you can add agents to
  58374. */
  58375. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  58376. /**
  58377. * Disposes
  58378. */
  58379. dispose(): void;
  58380. /**
  58381. * If this plugin is supported
  58382. * @returns true if plugin is supported
  58383. */
  58384. isSupported(): boolean;
  58385. }
  58386. /**
  58387. * Recast detour crowd implementation
  58388. */
  58389. export class RecastJSCrowd implements ICrowd {
  58390. /**
  58391. * Recast/detour plugin
  58392. */
  58393. bjsRECASTPlugin: RecastJSPlugin;
  58394. /**
  58395. * Link to the detour crowd
  58396. */
  58397. recastCrowd: any;
  58398. /**
  58399. * One transform per agent
  58400. */
  58401. transforms: TransformNode[];
  58402. /**
  58403. * All agents created
  58404. */
  58405. agents: number[];
  58406. /**
  58407. * Link to the scene is kept to unregister the crowd from the scene
  58408. */
  58409. private _scene;
  58410. /**
  58411. * Observer for crowd updates
  58412. */
  58413. private _onBeforeAnimationsObserver;
  58414. /**
  58415. * Constructor
  58416. * @param plugin recastJS plugin
  58417. * @param maxAgents the maximum agent count in the crowd
  58418. * @param maxAgentRadius the maximum radius an agent can have
  58419. * @param scene to attach the crowd to
  58420. * @returns the crowd you can add agents to
  58421. */
  58422. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  58423. /**
  58424. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  58425. * You can attach anything to that node. The node position is updated in the scene update tick.
  58426. * @param pos world position that will be constrained by the navigation mesh
  58427. * @param parameters agent parameters
  58428. * @param transform hooked to the agent that will be update by the scene
  58429. * @returns agent index
  58430. */
  58431. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  58432. /**
  58433. * Returns the agent position in world space
  58434. * @param index agent index returned by addAgent
  58435. * @returns world space position
  58436. */
  58437. getAgentPosition(index: number): Vector3;
  58438. /**
  58439. * Returns the agent velocity in world space
  58440. * @param index agent index returned by addAgent
  58441. * @returns world space velocity
  58442. */
  58443. getAgentVelocity(index: number): Vector3;
  58444. /**
  58445. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  58446. * @param index agent index returned by addAgent
  58447. * @param destination targeted world position
  58448. */
  58449. agentGoto(index: number, destination: Vector3): void;
  58450. /**
  58451. * remove a particular agent previously created
  58452. * @param index agent index returned by addAgent
  58453. */
  58454. removeAgent(index: number): void;
  58455. /**
  58456. * get the list of all agents attached to this crowd
  58457. * @returns list of agent indices
  58458. */
  58459. getAgents(): number[];
  58460. /**
  58461. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  58462. * @param deltaTime in seconds
  58463. */
  58464. update(deltaTime: number): void;
  58465. /**
  58466. * Release all resources
  58467. */
  58468. dispose(): void;
  58469. }
  58470. }
  58471. declare module "babylonjs/Navigation/Plugins/index" {
  58472. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  58473. }
  58474. declare module "babylonjs/Navigation/index" {
  58475. export * from "babylonjs/Navigation/INavigationEngine";
  58476. export * from "babylonjs/Navigation/Plugins/index";
  58477. }
  58478. declare module "babylonjs/Offline/database" {
  58479. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  58480. /**
  58481. * Class used to enable access to IndexedDB
  58482. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  58483. */
  58484. export class Database implements IOfflineProvider {
  58485. private _callbackManifestChecked;
  58486. private _currentSceneUrl;
  58487. private _db;
  58488. private _enableSceneOffline;
  58489. private _enableTexturesOffline;
  58490. private _manifestVersionFound;
  58491. private _mustUpdateRessources;
  58492. private _hasReachedQuota;
  58493. private _isSupported;
  58494. private _idbFactory;
  58495. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  58496. private static IsUASupportingBlobStorage;
  58497. /**
  58498. * Gets a boolean indicating if Database storate is enabled (off by default)
  58499. */
  58500. static IDBStorageEnabled: boolean;
  58501. /**
  58502. * Gets a boolean indicating if scene must be saved in the database
  58503. */
  58504. readonly enableSceneOffline: boolean;
  58505. /**
  58506. * Gets a boolean indicating if textures must be saved in the database
  58507. */
  58508. readonly enableTexturesOffline: boolean;
  58509. /**
  58510. * Creates a new Database
  58511. * @param urlToScene defines the url to load the scene
  58512. * @param callbackManifestChecked defines the callback to use when manifest is checked
  58513. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  58514. */
  58515. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  58516. private static _ParseURL;
  58517. private static _ReturnFullUrlLocation;
  58518. private _checkManifestFile;
  58519. /**
  58520. * Open the database and make it available
  58521. * @param successCallback defines the callback to call on success
  58522. * @param errorCallback defines the callback to call on error
  58523. */
  58524. open(successCallback: () => void, errorCallback: () => void): void;
  58525. /**
  58526. * Loads an image from the database
  58527. * @param url defines the url to load from
  58528. * @param image defines the target DOM image
  58529. */
  58530. loadImage(url: string, image: HTMLImageElement): void;
  58531. private _loadImageFromDBAsync;
  58532. private _saveImageIntoDBAsync;
  58533. private _checkVersionFromDB;
  58534. private _loadVersionFromDBAsync;
  58535. private _saveVersionIntoDBAsync;
  58536. /**
  58537. * Loads a file from database
  58538. * @param url defines the URL to load from
  58539. * @param sceneLoaded defines a callback to call on success
  58540. * @param progressCallBack defines a callback to call when progress changed
  58541. * @param errorCallback defines a callback to call on error
  58542. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  58543. */
  58544. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  58545. private _loadFileAsync;
  58546. private _saveFileAsync;
  58547. /**
  58548. * Validates if xhr data is correct
  58549. * @param xhr defines the request to validate
  58550. * @param dataType defines the expected data type
  58551. * @returns true if data is correct
  58552. */
  58553. private static _ValidateXHRData;
  58554. }
  58555. }
  58556. declare module "babylonjs/Offline/index" {
  58557. export * from "babylonjs/Offline/database";
  58558. export * from "babylonjs/Offline/IOfflineProvider";
  58559. }
  58560. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  58561. /** @hidden */
  58562. export var gpuUpdateParticlesPixelShader: {
  58563. name: string;
  58564. shader: string;
  58565. };
  58566. }
  58567. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  58568. /** @hidden */
  58569. export var gpuUpdateParticlesVertexShader: {
  58570. name: string;
  58571. shader: string;
  58572. };
  58573. }
  58574. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  58575. /** @hidden */
  58576. export var clipPlaneFragmentDeclaration2: {
  58577. name: string;
  58578. shader: string;
  58579. };
  58580. }
  58581. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  58582. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  58583. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  58584. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  58585. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  58586. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  58587. /** @hidden */
  58588. export var gpuRenderParticlesPixelShader: {
  58589. name: string;
  58590. shader: string;
  58591. };
  58592. }
  58593. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  58594. /** @hidden */
  58595. export var clipPlaneVertexDeclaration2: {
  58596. name: string;
  58597. shader: string;
  58598. };
  58599. }
  58600. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  58601. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  58602. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  58603. /** @hidden */
  58604. export var gpuRenderParticlesVertexShader: {
  58605. name: string;
  58606. shader: string;
  58607. };
  58608. }
  58609. declare module "babylonjs/Particles/gpuParticleSystem" {
  58610. import { Nullable } from "babylonjs/types";
  58611. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  58612. import { Observable } from "babylonjs/Misc/observable";
  58613. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  58614. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58615. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  58616. import { Scene, IDisposable } from "babylonjs/scene";
  58617. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  58618. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  58619. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  58620. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  58621. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  58622. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  58623. /**
  58624. * This represents a GPU particle system in Babylon
  58625. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  58626. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  58627. */
  58628. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  58629. /**
  58630. * The layer mask we are rendering the particles through.
  58631. */
  58632. layerMask: number;
  58633. private _capacity;
  58634. private _activeCount;
  58635. private _currentActiveCount;
  58636. private _accumulatedCount;
  58637. private _renderEffect;
  58638. private _updateEffect;
  58639. private _buffer0;
  58640. private _buffer1;
  58641. private _spriteBuffer;
  58642. private _updateVAO;
  58643. private _renderVAO;
  58644. private _targetIndex;
  58645. private _sourceBuffer;
  58646. private _targetBuffer;
  58647. private _engine;
  58648. private _currentRenderId;
  58649. private _started;
  58650. private _stopped;
  58651. private _timeDelta;
  58652. private _randomTexture;
  58653. private _randomTexture2;
  58654. private _attributesStrideSize;
  58655. private _updateEffectOptions;
  58656. private _randomTextureSize;
  58657. private _actualFrame;
  58658. private readonly _rawTextureWidth;
  58659. /**
  58660. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  58661. */
  58662. static readonly IsSupported: boolean;
  58663. /**
  58664. * An event triggered when the system is disposed.
  58665. */
  58666. onDisposeObservable: Observable<GPUParticleSystem>;
  58667. /**
  58668. * Gets the maximum number of particles active at the same time.
  58669. * @returns The max number of active particles.
  58670. */
  58671. getCapacity(): number;
  58672. /**
  58673. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  58674. * to override the particles.
  58675. */
  58676. forceDepthWrite: boolean;
  58677. /**
  58678. * Gets or set the number of active particles
  58679. */
  58680. activeParticleCount: number;
  58681. private _preWarmDone;
  58682. /**
  58683. * Is this system ready to be used/rendered
  58684. * @return true if the system is ready
  58685. */
  58686. isReady(): boolean;
  58687. /**
  58688. * Gets if the system has been started. (Note: this will still be true after stop is called)
  58689. * @returns True if it has been started, otherwise false.
  58690. */
  58691. isStarted(): boolean;
  58692. /**
  58693. * Starts the particle system and begins to emit
  58694. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  58695. */
  58696. start(delay?: number): void;
  58697. /**
  58698. * Stops the particle system.
  58699. */
  58700. stop(): void;
  58701. /**
  58702. * Remove all active particles
  58703. */
  58704. reset(): void;
  58705. /**
  58706. * Returns the string "GPUParticleSystem"
  58707. * @returns a string containing the class name
  58708. */
  58709. getClassName(): string;
  58710. private _colorGradientsTexture;
  58711. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  58712. /**
  58713. * Adds a new color gradient
  58714. * @param gradient defines the gradient to use (between 0 and 1)
  58715. * @param color1 defines the color to affect to the specified gradient
  58716. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  58717. * @returns the current particle system
  58718. */
  58719. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  58720. /**
  58721. * Remove a specific color gradient
  58722. * @param gradient defines the gradient to remove
  58723. * @returns the current particle system
  58724. */
  58725. removeColorGradient(gradient: number): GPUParticleSystem;
  58726. private _angularSpeedGradientsTexture;
  58727. private _sizeGradientsTexture;
  58728. private _velocityGradientsTexture;
  58729. private _limitVelocityGradientsTexture;
  58730. private _dragGradientsTexture;
  58731. private _addFactorGradient;
  58732. /**
  58733. * Adds a new size gradient
  58734. * @param gradient defines the gradient to use (between 0 and 1)
  58735. * @param factor defines the size factor to affect to the specified gradient
  58736. * @returns the current particle system
  58737. */
  58738. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  58739. /**
  58740. * Remove a specific size gradient
  58741. * @param gradient defines the gradient to remove
  58742. * @returns the current particle system
  58743. */
  58744. removeSizeGradient(gradient: number): GPUParticleSystem;
  58745. /**
  58746. * Adds a new angular speed gradient
  58747. * @param gradient defines the gradient to use (between 0 and 1)
  58748. * @param factor defines the angular speed to affect to the specified gradient
  58749. * @returns the current particle system
  58750. */
  58751. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  58752. /**
  58753. * Remove a specific angular speed gradient
  58754. * @param gradient defines the gradient to remove
  58755. * @returns the current particle system
  58756. */
  58757. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  58758. /**
  58759. * Adds a new velocity gradient
  58760. * @param gradient defines the gradient to use (between 0 and 1)
  58761. * @param factor defines the velocity to affect to the specified gradient
  58762. * @returns the current particle system
  58763. */
  58764. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  58765. /**
  58766. * Remove a specific velocity gradient
  58767. * @param gradient defines the gradient to remove
  58768. * @returns the current particle system
  58769. */
  58770. removeVelocityGradient(gradient: number): GPUParticleSystem;
  58771. /**
  58772. * Adds a new limit velocity gradient
  58773. * @param gradient defines the gradient to use (between 0 and 1)
  58774. * @param factor defines the limit velocity value to affect to the specified gradient
  58775. * @returns the current particle system
  58776. */
  58777. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  58778. /**
  58779. * Remove a specific limit velocity gradient
  58780. * @param gradient defines the gradient to remove
  58781. * @returns the current particle system
  58782. */
  58783. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  58784. /**
  58785. * Adds a new drag gradient
  58786. * @param gradient defines the gradient to use (between 0 and 1)
  58787. * @param factor defines the drag value to affect to the specified gradient
  58788. * @returns the current particle system
  58789. */
  58790. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  58791. /**
  58792. * Remove a specific drag gradient
  58793. * @param gradient defines the gradient to remove
  58794. * @returns the current particle system
  58795. */
  58796. removeDragGradient(gradient: number): GPUParticleSystem;
  58797. /**
  58798. * Not supported by GPUParticleSystem
  58799. * @param gradient defines the gradient to use (between 0 and 1)
  58800. * @param factor defines the emit rate value to affect to the specified gradient
  58801. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58802. * @returns the current particle system
  58803. */
  58804. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58805. /**
  58806. * Not supported by GPUParticleSystem
  58807. * @param gradient defines the gradient to remove
  58808. * @returns the current particle system
  58809. */
  58810. removeEmitRateGradient(gradient: number): IParticleSystem;
  58811. /**
  58812. * Not supported by GPUParticleSystem
  58813. * @param gradient defines the gradient to use (between 0 and 1)
  58814. * @param factor defines the start size value to affect to the specified gradient
  58815. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58816. * @returns the current particle system
  58817. */
  58818. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58819. /**
  58820. * Not supported by GPUParticleSystem
  58821. * @param gradient defines the gradient to remove
  58822. * @returns the current particle system
  58823. */
  58824. removeStartSizeGradient(gradient: number): IParticleSystem;
  58825. /**
  58826. * Not supported by GPUParticleSystem
  58827. * @param gradient defines the gradient to use (between 0 and 1)
  58828. * @param min defines the color remap minimal range
  58829. * @param max defines the color remap maximal range
  58830. * @returns the current particle system
  58831. */
  58832. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  58833. /**
  58834. * Not supported by GPUParticleSystem
  58835. * @param gradient defines the gradient to remove
  58836. * @returns the current particle system
  58837. */
  58838. removeColorRemapGradient(): IParticleSystem;
  58839. /**
  58840. * Not supported by GPUParticleSystem
  58841. * @param gradient defines the gradient to use (between 0 and 1)
  58842. * @param min defines the alpha remap minimal range
  58843. * @param max defines the alpha remap maximal range
  58844. * @returns the current particle system
  58845. */
  58846. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  58847. /**
  58848. * Not supported by GPUParticleSystem
  58849. * @param gradient defines the gradient to remove
  58850. * @returns the current particle system
  58851. */
  58852. removeAlphaRemapGradient(): IParticleSystem;
  58853. /**
  58854. * Not supported by GPUParticleSystem
  58855. * @param gradient defines the gradient to use (between 0 and 1)
  58856. * @param color defines the color to affect to the specified gradient
  58857. * @returns the current particle system
  58858. */
  58859. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  58860. /**
  58861. * Not supported by GPUParticleSystem
  58862. * @param gradient defines the gradient to remove
  58863. * @returns the current particle system
  58864. */
  58865. removeRampGradient(): IParticleSystem;
  58866. /**
  58867. * Not supported by GPUParticleSystem
  58868. * @returns the list of ramp gradients
  58869. */
  58870. getRampGradients(): Nullable<Array<Color3Gradient>>;
  58871. /**
  58872. * Not supported by GPUParticleSystem
  58873. * Gets or sets a boolean indicating that ramp gradients must be used
  58874. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  58875. */
  58876. useRampGradients: boolean;
  58877. /**
  58878. * Not supported by GPUParticleSystem
  58879. * @param gradient defines the gradient to use (between 0 and 1)
  58880. * @param factor defines the life time factor to affect to the specified gradient
  58881. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58882. * @returns the current particle system
  58883. */
  58884. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58885. /**
  58886. * Not supported by GPUParticleSystem
  58887. * @param gradient defines the gradient to remove
  58888. * @returns the current particle system
  58889. */
  58890. removeLifeTimeGradient(gradient: number): IParticleSystem;
  58891. /**
  58892. * Instantiates a GPU particle system.
  58893. * 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.
  58894. * @param name The name of the particle system
  58895. * @param options The options used to create the system
  58896. * @param scene The scene the particle system belongs to
  58897. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  58898. */
  58899. constructor(name: string, options: Partial<{
  58900. capacity: number;
  58901. randomTextureSize: number;
  58902. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  58903. protected _reset(): void;
  58904. private _createUpdateVAO;
  58905. private _createRenderVAO;
  58906. private _initialize;
  58907. /** @hidden */
  58908. _recreateUpdateEffect(): void;
  58909. /** @hidden */
  58910. _recreateRenderEffect(): void;
  58911. /**
  58912. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  58913. * @param preWarm defines if we are in the pre-warmimg phase
  58914. */
  58915. animate(preWarm?: boolean): void;
  58916. private _createFactorGradientTexture;
  58917. private _createSizeGradientTexture;
  58918. private _createAngularSpeedGradientTexture;
  58919. private _createVelocityGradientTexture;
  58920. private _createLimitVelocityGradientTexture;
  58921. private _createDragGradientTexture;
  58922. private _createColorGradientTexture;
  58923. /**
  58924. * Renders the particle system in its current state
  58925. * @param preWarm defines if the system should only update the particles but not render them
  58926. * @returns the current number of particles
  58927. */
  58928. render(preWarm?: boolean): number;
  58929. /**
  58930. * Rebuilds the particle system
  58931. */
  58932. rebuild(): void;
  58933. private _releaseBuffers;
  58934. private _releaseVAOs;
  58935. /**
  58936. * Disposes the particle system and free the associated resources
  58937. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  58938. */
  58939. dispose(disposeTexture?: boolean): void;
  58940. /**
  58941. * Clones the particle system.
  58942. * @param name The name of the cloned object
  58943. * @param newEmitter The new emitter to use
  58944. * @returns the cloned particle system
  58945. */
  58946. clone(name: string, newEmitter: any): GPUParticleSystem;
  58947. /**
  58948. * Serializes the particle system to a JSON object.
  58949. * @returns the JSON object
  58950. */
  58951. serialize(): any;
  58952. /**
  58953. * Parses a JSON object to create a GPU particle system.
  58954. * @param parsedParticleSystem The JSON object to parse
  58955. * @param scene The scene to create the particle system in
  58956. * @param rootUrl The root url to use to load external dependencies like texture
  58957. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  58958. * @returns the parsed GPU particle system
  58959. */
  58960. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  58961. }
  58962. }
  58963. declare module "babylonjs/Particles/particleSystemSet" {
  58964. import { Nullable } from "babylonjs/types";
  58965. import { Color3 } from "babylonjs/Maths/math.color";
  58966. import { TransformNode } from "babylonjs/Meshes/transformNode";
  58967. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58968. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58969. import { Scene, IDisposable } from "babylonjs/scene";
  58970. /**
  58971. * Represents a set of particle systems working together to create a specific effect
  58972. */
  58973. export class ParticleSystemSet implements IDisposable {
  58974. private _emitterCreationOptions;
  58975. private _emitterNode;
  58976. /**
  58977. * Gets the particle system list
  58978. */
  58979. systems: IParticleSystem[];
  58980. /**
  58981. * Gets the emitter node used with this set
  58982. */
  58983. readonly emitterNode: Nullable<TransformNode>;
  58984. /**
  58985. * Creates a new emitter mesh as a sphere
  58986. * @param options defines the options used to create the sphere
  58987. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  58988. * @param scene defines the hosting scene
  58989. */
  58990. setEmitterAsSphere(options: {
  58991. diameter: number;
  58992. segments: number;
  58993. color: Color3;
  58994. }, renderingGroupId: number, scene: Scene): void;
  58995. /**
  58996. * Starts all particle systems of the set
  58997. * @param emitter defines an optional mesh to use as emitter for the particle systems
  58998. */
  58999. start(emitter?: AbstractMesh): void;
  59000. /**
  59001. * Release all associated resources
  59002. */
  59003. dispose(): void;
  59004. /**
  59005. * Serialize the set into a JSON compatible object
  59006. * @returns a JSON compatible representation of the set
  59007. */
  59008. serialize(): any;
  59009. /**
  59010. * Parse a new ParticleSystemSet from a serialized source
  59011. * @param data defines a JSON compatible representation of the set
  59012. * @param scene defines the hosting scene
  59013. * @param gpu defines if we want GPU particles or CPU particles
  59014. * @returns a new ParticleSystemSet
  59015. */
  59016. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  59017. }
  59018. }
  59019. declare module "babylonjs/Particles/particleHelper" {
  59020. import { Nullable } from "babylonjs/types";
  59021. import { Scene } from "babylonjs/scene";
  59022. import { Vector3 } from "babylonjs/Maths/math.vector";
  59023. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59024. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59025. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  59026. /**
  59027. * This class is made for on one-liner static method to help creating particle system set.
  59028. */
  59029. export class ParticleHelper {
  59030. /**
  59031. * Gets or sets base Assets URL
  59032. */
  59033. static BaseAssetsUrl: string;
  59034. /**
  59035. * Create a default particle system that you can tweak
  59036. * @param emitter defines the emitter to use
  59037. * @param capacity defines the system capacity (default is 500 particles)
  59038. * @param scene defines the hosting scene
  59039. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  59040. * @returns the new Particle system
  59041. */
  59042. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  59043. /**
  59044. * This is the main static method (one-liner) of this helper to create different particle systems
  59045. * @param type This string represents the type to the particle system to create
  59046. * @param scene The scene where the particle system should live
  59047. * @param gpu If the system will use gpu
  59048. * @returns the ParticleSystemSet created
  59049. */
  59050. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  59051. /**
  59052. * Static function used to export a particle system to a ParticleSystemSet variable.
  59053. * Please note that the emitter shape is not exported
  59054. * @param systems defines the particle systems to export
  59055. * @returns the created particle system set
  59056. */
  59057. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  59058. }
  59059. }
  59060. declare module "babylonjs/Particles/particleSystemComponent" {
  59061. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59062. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  59063. import "babylonjs/Shaders/particles.vertex";
  59064. module "babylonjs/Engines/engine" {
  59065. interface Engine {
  59066. /**
  59067. * Create an effect to use with particle systems.
  59068. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  59069. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  59070. * @param uniformsNames defines a list of attribute names
  59071. * @param samplers defines an array of string used to represent textures
  59072. * @param defines defines the string containing the defines to use to compile the shaders
  59073. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  59074. * @param onCompiled defines a function to call when the effect creation is successful
  59075. * @param onError defines a function to call when the effect creation has failed
  59076. * @returns the new Effect
  59077. */
  59078. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  59079. }
  59080. }
  59081. module "babylonjs/Meshes/mesh" {
  59082. interface Mesh {
  59083. /**
  59084. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  59085. * @returns an array of IParticleSystem
  59086. */
  59087. getEmittedParticleSystems(): IParticleSystem[];
  59088. /**
  59089. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  59090. * @returns an array of IParticleSystem
  59091. */
  59092. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  59093. }
  59094. }
  59095. /**
  59096. * @hidden
  59097. */
  59098. export var _IDoNeedToBeInTheBuild: number;
  59099. }
  59100. declare module "babylonjs/Particles/index" {
  59101. export * from "babylonjs/Particles/baseParticleSystem";
  59102. export * from "babylonjs/Particles/EmitterTypes/index";
  59103. export * from "babylonjs/Particles/gpuParticleSystem";
  59104. export * from "babylonjs/Particles/IParticleSystem";
  59105. export * from "babylonjs/Particles/particle";
  59106. export * from "babylonjs/Particles/particleHelper";
  59107. export * from "babylonjs/Particles/particleSystem";
  59108. export * from "babylonjs/Particles/particleSystemComponent";
  59109. export * from "babylonjs/Particles/particleSystemSet";
  59110. export * from "babylonjs/Particles/solidParticle";
  59111. export * from "babylonjs/Particles/solidParticleSystem";
  59112. export * from "babylonjs/Particles/subEmitter";
  59113. }
  59114. declare module "babylonjs/Physics/physicsEngineComponent" {
  59115. import { Nullable } from "babylonjs/types";
  59116. import { Observable, Observer } from "babylonjs/Misc/observable";
  59117. import { Vector3 } from "babylonjs/Maths/math.vector";
  59118. import { Mesh } from "babylonjs/Meshes/mesh";
  59119. import { ISceneComponent } from "babylonjs/sceneComponent";
  59120. import { Scene } from "babylonjs/scene";
  59121. import { Node } from "babylonjs/node";
  59122. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  59123. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  59124. module "babylonjs/scene" {
  59125. interface Scene {
  59126. /** @hidden (Backing field) */
  59127. _physicsEngine: Nullable<IPhysicsEngine>;
  59128. /**
  59129. * Gets the current physics engine
  59130. * @returns a IPhysicsEngine or null if none attached
  59131. */
  59132. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  59133. /**
  59134. * Enables physics to the current scene
  59135. * @param gravity defines the scene's gravity for the physics engine
  59136. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  59137. * @return a boolean indicating if the physics engine was initialized
  59138. */
  59139. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  59140. /**
  59141. * Disables and disposes the physics engine associated with the scene
  59142. */
  59143. disablePhysicsEngine(): void;
  59144. /**
  59145. * Gets a boolean indicating if there is an active physics engine
  59146. * @returns a boolean indicating if there is an active physics engine
  59147. */
  59148. isPhysicsEnabled(): boolean;
  59149. /**
  59150. * Deletes a physics compound impostor
  59151. * @param compound defines the compound to delete
  59152. */
  59153. deleteCompoundImpostor(compound: any): void;
  59154. /**
  59155. * An event triggered when physic simulation is about to be run
  59156. */
  59157. onBeforePhysicsObservable: Observable<Scene>;
  59158. /**
  59159. * An event triggered when physic simulation has been done
  59160. */
  59161. onAfterPhysicsObservable: Observable<Scene>;
  59162. }
  59163. }
  59164. module "babylonjs/Meshes/abstractMesh" {
  59165. interface AbstractMesh {
  59166. /** @hidden */
  59167. _physicsImpostor: Nullable<PhysicsImpostor>;
  59168. /**
  59169. * Gets or sets impostor used for physic simulation
  59170. * @see http://doc.babylonjs.com/features/physics_engine
  59171. */
  59172. physicsImpostor: Nullable<PhysicsImpostor>;
  59173. /**
  59174. * Gets the current physics impostor
  59175. * @see http://doc.babylonjs.com/features/physics_engine
  59176. * @returns a physics impostor or null
  59177. */
  59178. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  59179. /** Apply a physic impulse to the mesh
  59180. * @param force defines the force to apply
  59181. * @param contactPoint defines where to apply the force
  59182. * @returns the current mesh
  59183. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  59184. */
  59185. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  59186. /**
  59187. * Creates a physic joint between two meshes
  59188. * @param otherMesh defines the other mesh to use
  59189. * @param pivot1 defines the pivot to use on this mesh
  59190. * @param pivot2 defines the pivot to use on the other mesh
  59191. * @param options defines additional options (can be plugin dependent)
  59192. * @returns the current mesh
  59193. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  59194. */
  59195. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  59196. /** @hidden */
  59197. _disposePhysicsObserver: Nullable<Observer<Node>>;
  59198. }
  59199. }
  59200. /**
  59201. * Defines the physics engine scene component responsible to manage a physics engine
  59202. */
  59203. export class PhysicsEngineSceneComponent implements ISceneComponent {
  59204. /**
  59205. * The component name helpful to identify the component in the list of scene components.
  59206. */
  59207. readonly name: string;
  59208. /**
  59209. * The scene the component belongs to.
  59210. */
  59211. scene: Scene;
  59212. /**
  59213. * Creates a new instance of the component for the given scene
  59214. * @param scene Defines the scene to register the component in
  59215. */
  59216. constructor(scene: Scene);
  59217. /**
  59218. * Registers the component in a given scene
  59219. */
  59220. register(): void;
  59221. /**
  59222. * Rebuilds the elements related to this component in case of
  59223. * context lost for instance.
  59224. */
  59225. rebuild(): void;
  59226. /**
  59227. * Disposes the component and the associated ressources
  59228. */
  59229. dispose(): void;
  59230. }
  59231. }
  59232. declare module "babylonjs/Physics/physicsHelper" {
  59233. import { Nullable } from "babylonjs/types";
  59234. import { Vector3 } from "babylonjs/Maths/math.vector";
  59235. import { Mesh } from "babylonjs/Meshes/mesh";
  59236. import { Scene } from "babylonjs/scene";
  59237. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  59238. /**
  59239. * A helper for physics simulations
  59240. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59241. */
  59242. export class PhysicsHelper {
  59243. private _scene;
  59244. private _physicsEngine;
  59245. /**
  59246. * Initializes the Physics helper
  59247. * @param scene Babylon.js scene
  59248. */
  59249. constructor(scene: Scene);
  59250. /**
  59251. * Applies a radial explosion impulse
  59252. * @param origin the origin of the explosion
  59253. * @param radiusOrEventOptions the radius or the options of radial explosion
  59254. * @param strength the explosion strength
  59255. * @param falloff possible options: Constant & Linear. Defaults to Constant
  59256. * @returns A physics radial explosion event, or null
  59257. */
  59258. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  59259. /**
  59260. * Applies a radial explosion force
  59261. * @param origin the origin of the explosion
  59262. * @param radiusOrEventOptions the radius or the options of radial explosion
  59263. * @param strength the explosion strength
  59264. * @param falloff possible options: Constant & Linear. Defaults to Constant
  59265. * @returns A physics radial explosion event, or null
  59266. */
  59267. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  59268. /**
  59269. * Creates a gravitational field
  59270. * @param origin the origin of the explosion
  59271. * @param radiusOrEventOptions the radius or the options of radial explosion
  59272. * @param strength the explosion strength
  59273. * @param falloff possible options: Constant & Linear. Defaults to Constant
  59274. * @returns A physics gravitational field event, or null
  59275. */
  59276. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  59277. /**
  59278. * Creates a physics updraft event
  59279. * @param origin the origin of the updraft
  59280. * @param radiusOrEventOptions the radius or the options of the updraft
  59281. * @param strength the strength of the updraft
  59282. * @param height the height of the updraft
  59283. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  59284. * @returns A physics updraft event, or null
  59285. */
  59286. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  59287. /**
  59288. * Creates a physics vortex event
  59289. * @param origin the of the vortex
  59290. * @param radiusOrEventOptions the radius or the options of the vortex
  59291. * @param strength the strength of the vortex
  59292. * @param height the height of the vortex
  59293. * @returns a Physics vortex event, or null
  59294. * A physics vortex event or null
  59295. */
  59296. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  59297. }
  59298. /**
  59299. * Represents a physics radial explosion event
  59300. */
  59301. class PhysicsRadialExplosionEvent {
  59302. private _scene;
  59303. private _options;
  59304. private _sphere;
  59305. private _dataFetched;
  59306. /**
  59307. * Initializes a radial explosioin event
  59308. * @param _scene BabylonJS scene
  59309. * @param _options The options for the vortex event
  59310. */
  59311. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  59312. /**
  59313. * Returns the data related to the radial explosion event (sphere).
  59314. * @returns The radial explosion event data
  59315. */
  59316. getData(): PhysicsRadialExplosionEventData;
  59317. /**
  59318. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  59319. * @param impostor A physics imposter
  59320. * @param origin the origin of the explosion
  59321. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  59322. */
  59323. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  59324. /**
  59325. * Triggers affecterd impostors callbacks
  59326. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  59327. */
  59328. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  59329. /**
  59330. * Disposes the sphere.
  59331. * @param force Specifies if the sphere should be disposed by force
  59332. */
  59333. dispose(force?: boolean): void;
  59334. /*** Helpers ***/
  59335. private _prepareSphere;
  59336. private _intersectsWithSphere;
  59337. }
  59338. /**
  59339. * Represents a gravitational field event
  59340. */
  59341. class PhysicsGravitationalFieldEvent {
  59342. private _physicsHelper;
  59343. private _scene;
  59344. private _origin;
  59345. private _options;
  59346. private _tickCallback;
  59347. private _sphere;
  59348. private _dataFetched;
  59349. /**
  59350. * Initializes the physics gravitational field event
  59351. * @param _physicsHelper A physics helper
  59352. * @param _scene BabylonJS scene
  59353. * @param _origin The origin position of the gravitational field event
  59354. * @param _options The options for the vortex event
  59355. */
  59356. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  59357. /**
  59358. * Returns the data related to the gravitational field event (sphere).
  59359. * @returns A gravitational field event
  59360. */
  59361. getData(): PhysicsGravitationalFieldEventData;
  59362. /**
  59363. * Enables the gravitational field.
  59364. */
  59365. enable(): void;
  59366. /**
  59367. * Disables the gravitational field.
  59368. */
  59369. disable(): void;
  59370. /**
  59371. * Disposes the sphere.
  59372. * @param force The force to dispose from the gravitational field event
  59373. */
  59374. dispose(force?: boolean): void;
  59375. private _tick;
  59376. }
  59377. /**
  59378. * Represents a physics updraft event
  59379. */
  59380. class PhysicsUpdraftEvent {
  59381. private _scene;
  59382. private _origin;
  59383. private _options;
  59384. private _physicsEngine;
  59385. private _originTop;
  59386. private _originDirection;
  59387. private _tickCallback;
  59388. private _cylinder;
  59389. private _cylinderPosition;
  59390. private _dataFetched;
  59391. /**
  59392. * Initializes the physics updraft event
  59393. * @param _scene BabylonJS scene
  59394. * @param _origin The origin position of the updraft
  59395. * @param _options The options for the updraft event
  59396. */
  59397. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  59398. /**
  59399. * Returns the data related to the updraft event (cylinder).
  59400. * @returns A physics updraft event
  59401. */
  59402. getData(): PhysicsUpdraftEventData;
  59403. /**
  59404. * Enables the updraft.
  59405. */
  59406. enable(): void;
  59407. /**
  59408. * Disables the updraft.
  59409. */
  59410. disable(): void;
  59411. /**
  59412. * Disposes the cylinder.
  59413. * @param force Specifies if the updraft should be disposed by force
  59414. */
  59415. dispose(force?: boolean): void;
  59416. private getImpostorHitData;
  59417. private _tick;
  59418. /*** Helpers ***/
  59419. private _prepareCylinder;
  59420. private _intersectsWithCylinder;
  59421. }
  59422. /**
  59423. * Represents a physics vortex event
  59424. */
  59425. class PhysicsVortexEvent {
  59426. private _scene;
  59427. private _origin;
  59428. private _options;
  59429. private _physicsEngine;
  59430. private _originTop;
  59431. private _tickCallback;
  59432. private _cylinder;
  59433. private _cylinderPosition;
  59434. private _dataFetched;
  59435. /**
  59436. * Initializes the physics vortex event
  59437. * @param _scene The BabylonJS scene
  59438. * @param _origin The origin position of the vortex
  59439. * @param _options The options for the vortex event
  59440. */
  59441. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  59442. /**
  59443. * Returns the data related to the vortex event (cylinder).
  59444. * @returns The physics vortex event data
  59445. */
  59446. getData(): PhysicsVortexEventData;
  59447. /**
  59448. * Enables the vortex.
  59449. */
  59450. enable(): void;
  59451. /**
  59452. * Disables the cortex.
  59453. */
  59454. disable(): void;
  59455. /**
  59456. * Disposes the sphere.
  59457. * @param force
  59458. */
  59459. dispose(force?: boolean): void;
  59460. private getImpostorHitData;
  59461. private _tick;
  59462. /*** Helpers ***/
  59463. private _prepareCylinder;
  59464. private _intersectsWithCylinder;
  59465. }
  59466. /**
  59467. * Options fot the radial explosion event
  59468. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59469. */
  59470. export class PhysicsRadialExplosionEventOptions {
  59471. /**
  59472. * The radius of the sphere for the radial explosion.
  59473. */
  59474. radius: number;
  59475. /**
  59476. * The strenth of the explosion.
  59477. */
  59478. strength: number;
  59479. /**
  59480. * The strenght of the force in correspondence to the distance of the affected object
  59481. */
  59482. falloff: PhysicsRadialImpulseFalloff;
  59483. /**
  59484. * Sphere options for the radial explosion.
  59485. */
  59486. sphere: {
  59487. segments: number;
  59488. diameter: number;
  59489. };
  59490. /**
  59491. * Sphere options for the radial explosion.
  59492. */
  59493. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  59494. }
  59495. /**
  59496. * Options fot the updraft event
  59497. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59498. */
  59499. export class PhysicsUpdraftEventOptions {
  59500. /**
  59501. * The radius of the cylinder for the vortex
  59502. */
  59503. radius: number;
  59504. /**
  59505. * The strenth of the updraft.
  59506. */
  59507. strength: number;
  59508. /**
  59509. * The height of the cylinder for the updraft.
  59510. */
  59511. height: number;
  59512. /**
  59513. * The mode for the the updraft.
  59514. */
  59515. updraftMode: PhysicsUpdraftMode;
  59516. }
  59517. /**
  59518. * Options fot the vortex event
  59519. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59520. */
  59521. export class PhysicsVortexEventOptions {
  59522. /**
  59523. * The radius of the cylinder for the vortex
  59524. */
  59525. radius: number;
  59526. /**
  59527. * The strenth of the vortex.
  59528. */
  59529. strength: number;
  59530. /**
  59531. * The height of the cylinder for the vortex.
  59532. */
  59533. height: number;
  59534. /**
  59535. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  59536. */
  59537. centripetalForceThreshold: number;
  59538. /**
  59539. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  59540. */
  59541. centripetalForceMultiplier: number;
  59542. /**
  59543. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  59544. */
  59545. centrifugalForceMultiplier: number;
  59546. /**
  59547. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  59548. */
  59549. updraftForceMultiplier: number;
  59550. }
  59551. /**
  59552. * The strenght of the force in correspondence to the distance of the affected object
  59553. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59554. */
  59555. export enum PhysicsRadialImpulseFalloff {
  59556. /** Defines that impulse is constant in strength across it's whole radius */
  59557. Constant = 0,
  59558. /** Defines that impulse gets weaker if it's further from the origin */
  59559. Linear = 1
  59560. }
  59561. /**
  59562. * The strength of the force in correspondence to the distance of the affected object
  59563. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59564. */
  59565. export enum PhysicsUpdraftMode {
  59566. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  59567. Center = 0,
  59568. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  59569. Perpendicular = 1
  59570. }
  59571. /**
  59572. * Interface for a physics hit data
  59573. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59574. */
  59575. export interface PhysicsHitData {
  59576. /**
  59577. * The force applied at the contact point
  59578. */
  59579. force: Vector3;
  59580. /**
  59581. * The contact point
  59582. */
  59583. contactPoint: Vector3;
  59584. /**
  59585. * The distance from the origin to the contact point
  59586. */
  59587. distanceFromOrigin: number;
  59588. }
  59589. /**
  59590. * Interface for radial explosion event data
  59591. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59592. */
  59593. export interface PhysicsRadialExplosionEventData {
  59594. /**
  59595. * A sphere used for the radial explosion event
  59596. */
  59597. sphere: Mesh;
  59598. }
  59599. /**
  59600. * Interface for gravitational field event data
  59601. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59602. */
  59603. export interface PhysicsGravitationalFieldEventData {
  59604. /**
  59605. * A sphere mesh used for the gravitational field event
  59606. */
  59607. sphere: Mesh;
  59608. }
  59609. /**
  59610. * Interface for updraft event data
  59611. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59612. */
  59613. export interface PhysicsUpdraftEventData {
  59614. /**
  59615. * A cylinder used for the updraft event
  59616. */
  59617. cylinder: Mesh;
  59618. }
  59619. /**
  59620. * Interface for vortex event data
  59621. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59622. */
  59623. export interface PhysicsVortexEventData {
  59624. /**
  59625. * A cylinder used for the vortex event
  59626. */
  59627. cylinder: Mesh;
  59628. }
  59629. /**
  59630. * Interface for an affected physics impostor
  59631. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59632. */
  59633. export interface PhysicsAffectedImpostorWithData {
  59634. /**
  59635. * The impostor affected by the effect
  59636. */
  59637. impostor: PhysicsImpostor;
  59638. /**
  59639. * The data about the hit/horce from the explosion
  59640. */
  59641. hitData: PhysicsHitData;
  59642. }
  59643. }
  59644. declare module "babylonjs/Physics/Plugins/index" {
  59645. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  59646. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  59647. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  59648. }
  59649. declare module "babylonjs/Physics/index" {
  59650. export * from "babylonjs/Physics/IPhysicsEngine";
  59651. export * from "babylonjs/Physics/physicsEngine";
  59652. export * from "babylonjs/Physics/physicsEngineComponent";
  59653. export * from "babylonjs/Physics/physicsHelper";
  59654. export * from "babylonjs/Physics/physicsImpostor";
  59655. export * from "babylonjs/Physics/physicsJoint";
  59656. export * from "babylonjs/Physics/Plugins/index";
  59657. }
  59658. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  59659. /** @hidden */
  59660. export var blackAndWhitePixelShader: {
  59661. name: string;
  59662. shader: string;
  59663. };
  59664. }
  59665. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  59666. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59667. import { Camera } from "babylonjs/Cameras/camera";
  59668. import { Engine } from "babylonjs/Engines/engine";
  59669. import "babylonjs/Shaders/blackAndWhite.fragment";
  59670. /**
  59671. * Post process used to render in black and white
  59672. */
  59673. export class BlackAndWhitePostProcess extends PostProcess {
  59674. /**
  59675. * Linear about to convert he result to black and white (default: 1)
  59676. */
  59677. degree: number;
  59678. /**
  59679. * Creates a black and white post process
  59680. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  59681. * @param name The name of the effect.
  59682. * @param options The required width/height ratio to downsize to before computing the render pass.
  59683. * @param camera The camera to apply the render pass to.
  59684. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59685. * @param engine The engine which the post process will be applied. (default: current engine)
  59686. * @param reusable If the post process can be reused on the same frame. (default: false)
  59687. */
  59688. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59689. }
  59690. }
  59691. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  59692. import { Nullable } from "babylonjs/types";
  59693. import { Camera } from "babylonjs/Cameras/camera";
  59694. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59695. import { Engine } from "babylonjs/Engines/engine";
  59696. /**
  59697. * This represents a set of one or more post processes in Babylon.
  59698. * A post process can be used to apply a shader to a texture after it is rendered.
  59699. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  59700. */
  59701. export class PostProcessRenderEffect {
  59702. private _postProcesses;
  59703. private _getPostProcesses;
  59704. private _singleInstance;
  59705. private _cameras;
  59706. private _indicesForCamera;
  59707. /**
  59708. * Name of the effect
  59709. * @hidden
  59710. */
  59711. _name: string;
  59712. /**
  59713. * Instantiates a post process render effect.
  59714. * A post process can be used to apply a shader to a texture after it is rendered.
  59715. * @param engine The engine the effect is tied to
  59716. * @param name The name of the effect
  59717. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  59718. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  59719. */
  59720. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  59721. /**
  59722. * Checks if all the post processes in the effect are supported.
  59723. */
  59724. readonly isSupported: boolean;
  59725. /**
  59726. * Updates the current state of the effect
  59727. * @hidden
  59728. */
  59729. _update(): void;
  59730. /**
  59731. * Attaches the effect on cameras
  59732. * @param cameras The camera to attach to.
  59733. * @hidden
  59734. */
  59735. _attachCameras(cameras: Camera): void;
  59736. /**
  59737. * Attaches the effect on cameras
  59738. * @param cameras The camera to attach to.
  59739. * @hidden
  59740. */
  59741. _attachCameras(cameras: Camera[]): void;
  59742. /**
  59743. * Detaches the effect on cameras
  59744. * @param cameras The camera to detatch from.
  59745. * @hidden
  59746. */
  59747. _detachCameras(cameras: Camera): void;
  59748. /**
  59749. * Detatches the effect on cameras
  59750. * @param cameras The camera to detatch from.
  59751. * @hidden
  59752. */
  59753. _detachCameras(cameras: Camera[]): void;
  59754. /**
  59755. * Enables the effect on given cameras
  59756. * @param cameras The camera to enable.
  59757. * @hidden
  59758. */
  59759. _enable(cameras: Camera): void;
  59760. /**
  59761. * Enables the effect on given cameras
  59762. * @param cameras The camera to enable.
  59763. * @hidden
  59764. */
  59765. _enable(cameras: Nullable<Camera[]>): void;
  59766. /**
  59767. * Disables the effect on the given cameras
  59768. * @param cameras The camera to disable.
  59769. * @hidden
  59770. */
  59771. _disable(cameras: Camera): void;
  59772. /**
  59773. * Disables the effect on the given cameras
  59774. * @param cameras The camera to disable.
  59775. * @hidden
  59776. */
  59777. _disable(cameras: Nullable<Camera[]>): void;
  59778. /**
  59779. * Gets a list of the post processes contained in the effect.
  59780. * @param camera The camera to get the post processes on.
  59781. * @returns The list of the post processes in the effect.
  59782. */
  59783. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  59784. }
  59785. }
  59786. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  59787. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  59788. /** @hidden */
  59789. export var extractHighlightsPixelShader: {
  59790. name: string;
  59791. shader: string;
  59792. };
  59793. }
  59794. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  59795. import { Nullable } from "babylonjs/types";
  59796. import { Camera } from "babylonjs/Cameras/camera";
  59797. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59798. import { Engine } from "babylonjs/Engines/engine";
  59799. import "babylonjs/Shaders/extractHighlights.fragment";
  59800. /**
  59801. * 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.
  59802. */
  59803. export class ExtractHighlightsPostProcess extends PostProcess {
  59804. /**
  59805. * The luminance threshold, pixels below this value will be set to black.
  59806. */
  59807. threshold: number;
  59808. /** @hidden */
  59809. _exposure: number;
  59810. /**
  59811. * Post process which has the input texture to be used when performing highlight extraction
  59812. * @hidden
  59813. */
  59814. _inputPostProcess: Nullable<PostProcess>;
  59815. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59816. }
  59817. }
  59818. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  59819. /** @hidden */
  59820. export var bloomMergePixelShader: {
  59821. name: string;
  59822. shader: string;
  59823. };
  59824. }
  59825. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  59826. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59827. import { Nullable } from "babylonjs/types";
  59828. import { Engine } from "babylonjs/Engines/engine";
  59829. import { Camera } from "babylonjs/Cameras/camera";
  59830. import "babylonjs/Shaders/bloomMerge.fragment";
  59831. /**
  59832. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  59833. */
  59834. export class BloomMergePostProcess extends PostProcess {
  59835. /** Weight of the bloom to be added to the original input. */
  59836. weight: number;
  59837. /**
  59838. * Creates a new instance of @see BloomMergePostProcess
  59839. * @param name The name of the effect.
  59840. * @param originalFromInput Post process which's input will be used for the merge.
  59841. * @param blurred Blurred highlights post process which's output will be used.
  59842. * @param weight Weight of the bloom to be added to the original input.
  59843. * @param options The required width/height ratio to downsize to before computing the render pass.
  59844. * @param camera The camera to apply the render pass to.
  59845. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59846. * @param engine The engine which the post process will be applied. (default: current engine)
  59847. * @param reusable If the post process can be reused on the same frame. (default: false)
  59848. * @param textureType Type of textures used when performing the post process. (default: 0)
  59849. * @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)
  59850. */
  59851. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  59852. /** Weight of the bloom to be added to the original input. */
  59853. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59854. }
  59855. }
  59856. declare module "babylonjs/PostProcesses/bloomEffect" {
  59857. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  59858. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59859. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  59860. import { Camera } from "babylonjs/Cameras/camera";
  59861. import { Scene } from "babylonjs/scene";
  59862. /**
  59863. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  59864. */
  59865. export class BloomEffect extends PostProcessRenderEffect {
  59866. private bloomScale;
  59867. /**
  59868. * @hidden Internal
  59869. */
  59870. _effects: Array<PostProcess>;
  59871. /**
  59872. * @hidden Internal
  59873. */
  59874. _downscale: ExtractHighlightsPostProcess;
  59875. private _blurX;
  59876. private _blurY;
  59877. private _merge;
  59878. /**
  59879. * The luminance threshold to find bright areas of the image to bloom.
  59880. */
  59881. threshold: number;
  59882. /**
  59883. * The strength of the bloom.
  59884. */
  59885. weight: number;
  59886. /**
  59887. * Specifies the size of the bloom blur kernel, relative to the final output size
  59888. */
  59889. kernel: number;
  59890. /**
  59891. * Creates a new instance of @see BloomEffect
  59892. * @param scene The scene the effect belongs to.
  59893. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  59894. * @param bloomKernel The size of the kernel to be used when applying the blur.
  59895. * @param bloomWeight The the strength of bloom.
  59896. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  59897. * @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)
  59898. */
  59899. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  59900. /**
  59901. * Disposes each of the internal effects for a given camera.
  59902. * @param camera The camera to dispose the effect on.
  59903. */
  59904. disposeEffects(camera: Camera): void;
  59905. /**
  59906. * @hidden Internal
  59907. */
  59908. _updateEffects(): void;
  59909. /**
  59910. * Internal
  59911. * @returns if all the contained post processes are ready.
  59912. * @hidden
  59913. */
  59914. _isReady(): boolean;
  59915. }
  59916. }
  59917. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  59918. /** @hidden */
  59919. export var chromaticAberrationPixelShader: {
  59920. name: string;
  59921. shader: string;
  59922. };
  59923. }
  59924. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  59925. import { Vector2 } from "babylonjs/Maths/math.vector";
  59926. import { Nullable } from "babylonjs/types";
  59927. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59928. import { Camera } from "babylonjs/Cameras/camera";
  59929. import { Engine } from "babylonjs/Engines/engine";
  59930. import "babylonjs/Shaders/chromaticAberration.fragment";
  59931. /**
  59932. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  59933. */
  59934. export class ChromaticAberrationPostProcess extends PostProcess {
  59935. /**
  59936. * The amount of seperation of rgb channels (default: 30)
  59937. */
  59938. aberrationAmount: number;
  59939. /**
  59940. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  59941. */
  59942. radialIntensity: number;
  59943. /**
  59944. * 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))
  59945. */
  59946. direction: Vector2;
  59947. /**
  59948. * 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))
  59949. */
  59950. centerPosition: Vector2;
  59951. /**
  59952. * Creates a new instance ChromaticAberrationPostProcess
  59953. * @param name The name of the effect.
  59954. * @param screenWidth The width of the screen to apply the effect on.
  59955. * @param screenHeight The height of the screen to apply the effect on.
  59956. * @param options The required width/height ratio to downsize to before computing the render pass.
  59957. * @param camera The camera to apply the render pass to.
  59958. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59959. * @param engine The engine which the post process will be applied. (default: current engine)
  59960. * @param reusable If the post process can be reused on the same frame. (default: false)
  59961. * @param textureType Type of textures used when performing the post process. (default: 0)
  59962. * @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)
  59963. */
  59964. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59965. }
  59966. }
  59967. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  59968. /** @hidden */
  59969. export var circleOfConfusionPixelShader: {
  59970. name: string;
  59971. shader: string;
  59972. };
  59973. }
  59974. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  59975. import { Nullable } from "babylonjs/types";
  59976. import { Engine } from "babylonjs/Engines/engine";
  59977. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59978. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  59979. import { Camera } from "babylonjs/Cameras/camera";
  59980. import "babylonjs/Shaders/circleOfConfusion.fragment";
  59981. /**
  59982. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  59983. */
  59984. export class CircleOfConfusionPostProcess extends PostProcess {
  59985. /**
  59986. * 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.
  59987. */
  59988. lensSize: number;
  59989. /**
  59990. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  59991. */
  59992. fStop: number;
  59993. /**
  59994. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  59995. */
  59996. focusDistance: number;
  59997. /**
  59998. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  59999. */
  60000. focalLength: number;
  60001. private _depthTexture;
  60002. /**
  60003. * Creates a new instance CircleOfConfusionPostProcess
  60004. * @param name The name of the effect.
  60005. * @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.
  60006. * @param options The required width/height ratio to downsize to before computing the render pass.
  60007. * @param camera The camera to apply the render pass to.
  60008. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60009. * @param engine The engine which the post process will be applied. (default: current engine)
  60010. * @param reusable If the post process can be reused on the same frame. (default: false)
  60011. * @param textureType Type of textures used when performing the post process. (default: 0)
  60012. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  60013. */
  60014. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60015. /**
  60016. * 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.
  60017. */
  60018. depthTexture: RenderTargetTexture;
  60019. }
  60020. }
  60021. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  60022. /** @hidden */
  60023. export var colorCorrectionPixelShader: {
  60024. name: string;
  60025. shader: string;
  60026. };
  60027. }
  60028. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  60029. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60030. import { Engine } from "babylonjs/Engines/engine";
  60031. import { Camera } from "babylonjs/Cameras/camera";
  60032. import "babylonjs/Shaders/colorCorrection.fragment";
  60033. /**
  60034. *
  60035. * This post-process allows the modification of rendered colors by using
  60036. * a 'look-up table' (LUT). This effect is also called Color Grading.
  60037. *
  60038. * The object needs to be provided an url to a texture containing the color
  60039. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  60040. * Use an image editing software to tweak the LUT to match your needs.
  60041. *
  60042. * For an example of a color LUT, see here:
  60043. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  60044. * For explanations on color grading, see here:
  60045. * @see http://udn.epicgames.com/Three/ColorGrading.html
  60046. *
  60047. */
  60048. export class ColorCorrectionPostProcess extends PostProcess {
  60049. private _colorTableTexture;
  60050. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60051. }
  60052. }
  60053. declare module "babylonjs/Shaders/convolution.fragment" {
  60054. /** @hidden */
  60055. export var convolutionPixelShader: {
  60056. name: string;
  60057. shader: string;
  60058. };
  60059. }
  60060. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  60061. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60062. import { Nullable } from "babylonjs/types";
  60063. import { Camera } from "babylonjs/Cameras/camera";
  60064. import { Engine } from "babylonjs/Engines/engine";
  60065. import "babylonjs/Shaders/convolution.fragment";
  60066. /**
  60067. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  60068. * input texture to perform effects such as edge detection or sharpening
  60069. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  60070. */
  60071. export class ConvolutionPostProcess extends PostProcess {
  60072. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  60073. kernel: number[];
  60074. /**
  60075. * Creates a new instance ConvolutionPostProcess
  60076. * @param name The name of the effect.
  60077. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  60078. * @param options The required width/height ratio to downsize to before computing the render pass.
  60079. * @param camera The camera to apply the render pass to.
  60080. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60081. * @param engine The engine which the post process will be applied. (default: current engine)
  60082. * @param reusable If the post process can be reused on the same frame. (default: false)
  60083. * @param textureType Type of textures used when performing the post process. (default: 0)
  60084. */
  60085. constructor(name: string,
  60086. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  60087. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  60088. /**
  60089. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60090. */
  60091. static EdgeDetect0Kernel: number[];
  60092. /**
  60093. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60094. */
  60095. static EdgeDetect1Kernel: number[];
  60096. /**
  60097. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60098. */
  60099. static EdgeDetect2Kernel: number[];
  60100. /**
  60101. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60102. */
  60103. static SharpenKernel: number[];
  60104. /**
  60105. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60106. */
  60107. static EmbossKernel: number[];
  60108. /**
  60109. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60110. */
  60111. static GaussianKernel: number[];
  60112. }
  60113. }
  60114. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  60115. import { Nullable } from "babylonjs/types";
  60116. import { Vector2 } from "babylonjs/Maths/math.vector";
  60117. import { Camera } from "babylonjs/Cameras/camera";
  60118. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60119. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  60120. import { Engine } from "babylonjs/Engines/engine";
  60121. import { Scene } from "babylonjs/scene";
  60122. /**
  60123. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  60124. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  60125. * based on samples that have a large difference in distance than the center pixel.
  60126. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  60127. */
  60128. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  60129. direction: Vector2;
  60130. /**
  60131. * Creates a new instance CircleOfConfusionPostProcess
  60132. * @param name The name of the effect.
  60133. * @param scene The scene the effect belongs to.
  60134. * @param direction The direction the blur should be applied.
  60135. * @param kernel The size of the kernel used to blur.
  60136. * @param options The required width/height ratio to downsize to before computing the render pass.
  60137. * @param camera The camera to apply the render pass to.
  60138. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  60139. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  60140. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60141. * @param engine The engine which the post process will be applied. (default: current engine)
  60142. * @param reusable If the post process can be reused on the same frame. (default: false)
  60143. * @param textureType Type of textures used when performing the post process. (default: 0)
  60144. * @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)
  60145. */
  60146. 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);
  60147. }
  60148. }
  60149. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  60150. /** @hidden */
  60151. export var depthOfFieldMergePixelShader: {
  60152. name: string;
  60153. shader: string;
  60154. };
  60155. }
  60156. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  60157. import { Nullable } from "babylonjs/types";
  60158. import { Camera } from "babylonjs/Cameras/camera";
  60159. import { Effect } from "babylonjs/Materials/effect";
  60160. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60161. import { Engine } from "babylonjs/Engines/engine";
  60162. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  60163. /**
  60164. * Options to be set when merging outputs from the default pipeline.
  60165. */
  60166. export class DepthOfFieldMergePostProcessOptions {
  60167. /**
  60168. * The original image to merge on top of
  60169. */
  60170. originalFromInput: PostProcess;
  60171. /**
  60172. * Parameters to perform the merge of the depth of field effect
  60173. */
  60174. depthOfField?: {
  60175. circleOfConfusion: PostProcess;
  60176. blurSteps: Array<PostProcess>;
  60177. };
  60178. /**
  60179. * Parameters to perform the merge of bloom effect
  60180. */
  60181. bloom?: {
  60182. blurred: PostProcess;
  60183. weight: number;
  60184. };
  60185. }
  60186. /**
  60187. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  60188. */
  60189. export class DepthOfFieldMergePostProcess extends PostProcess {
  60190. private blurSteps;
  60191. /**
  60192. * Creates a new instance of DepthOfFieldMergePostProcess
  60193. * @param name The name of the effect.
  60194. * @param originalFromInput Post process which's input will be used for the merge.
  60195. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  60196. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  60197. * @param options The required width/height ratio to downsize to before computing the render pass.
  60198. * @param camera The camera to apply the render pass to.
  60199. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60200. * @param engine The engine which the post process will be applied. (default: current engine)
  60201. * @param reusable If the post process can be reused on the same frame. (default: false)
  60202. * @param textureType Type of textures used when performing the post process. (default: 0)
  60203. * @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)
  60204. */
  60205. 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);
  60206. /**
  60207. * Updates the effect with the current post process compile time values and recompiles the shader.
  60208. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  60209. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  60210. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  60211. * @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
  60212. * @param onCompiled Called when the shader has been compiled.
  60213. * @param onError Called if there is an error when compiling a shader.
  60214. */
  60215. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  60216. }
  60217. }
  60218. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  60219. import { Nullable } from "babylonjs/types";
  60220. import { Camera } from "babylonjs/Cameras/camera";
  60221. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  60222. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60223. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60224. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  60225. import { Scene } from "babylonjs/scene";
  60226. /**
  60227. * Specifies the level of max blur that should be applied when using the depth of field effect
  60228. */
  60229. export enum DepthOfFieldEffectBlurLevel {
  60230. /**
  60231. * Subtle blur
  60232. */
  60233. Low = 0,
  60234. /**
  60235. * Medium blur
  60236. */
  60237. Medium = 1,
  60238. /**
  60239. * Large blur
  60240. */
  60241. High = 2
  60242. }
  60243. /**
  60244. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  60245. */
  60246. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  60247. private _circleOfConfusion;
  60248. /**
  60249. * @hidden Internal, blurs from high to low
  60250. */
  60251. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  60252. private _depthOfFieldBlurY;
  60253. private _dofMerge;
  60254. /**
  60255. * @hidden Internal post processes in depth of field effect
  60256. */
  60257. _effects: Array<PostProcess>;
  60258. /**
  60259. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  60260. */
  60261. focalLength: number;
  60262. /**
  60263. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  60264. */
  60265. fStop: number;
  60266. /**
  60267. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  60268. */
  60269. focusDistance: number;
  60270. /**
  60271. * 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.
  60272. */
  60273. lensSize: number;
  60274. /**
  60275. * Creates a new instance DepthOfFieldEffect
  60276. * @param scene The scene the effect belongs to.
  60277. * @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.
  60278. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  60279. * @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)
  60280. */
  60281. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  60282. /**
  60283. * Get the current class name of the current effet
  60284. * @returns "DepthOfFieldEffect"
  60285. */
  60286. getClassName(): string;
  60287. /**
  60288. * 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.
  60289. */
  60290. depthTexture: RenderTargetTexture;
  60291. /**
  60292. * Disposes each of the internal effects for a given camera.
  60293. * @param camera The camera to dispose the effect on.
  60294. */
  60295. disposeEffects(camera: Camera): void;
  60296. /**
  60297. * @hidden Internal
  60298. */
  60299. _updateEffects(): void;
  60300. /**
  60301. * Internal
  60302. * @returns if all the contained post processes are ready.
  60303. * @hidden
  60304. */
  60305. _isReady(): boolean;
  60306. }
  60307. }
  60308. declare module "babylonjs/Shaders/displayPass.fragment" {
  60309. /** @hidden */
  60310. export var displayPassPixelShader: {
  60311. name: string;
  60312. shader: string;
  60313. };
  60314. }
  60315. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  60316. import { Nullable } from "babylonjs/types";
  60317. import { Camera } from "babylonjs/Cameras/camera";
  60318. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60319. import { Engine } from "babylonjs/Engines/engine";
  60320. import "babylonjs/Shaders/displayPass.fragment";
  60321. /**
  60322. * DisplayPassPostProcess which produces an output the same as it's input
  60323. */
  60324. export class DisplayPassPostProcess extends PostProcess {
  60325. /**
  60326. * Creates the DisplayPassPostProcess
  60327. * @param name The name of the effect.
  60328. * @param options The required width/height ratio to downsize to before computing the render pass.
  60329. * @param camera The camera to apply the render pass to.
  60330. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60331. * @param engine The engine which the post process will be applied. (default: current engine)
  60332. * @param reusable If the post process can be reused on the same frame. (default: false)
  60333. */
  60334. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60335. }
  60336. }
  60337. declare module "babylonjs/Shaders/filter.fragment" {
  60338. /** @hidden */
  60339. export var filterPixelShader: {
  60340. name: string;
  60341. shader: string;
  60342. };
  60343. }
  60344. declare module "babylonjs/PostProcesses/filterPostProcess" {
  60345. import { Nullable } from "babylonjs/types";
  60346. import { Matrix } from "babylonjs/Maths/math.vector";
  60347. import { Camera } from "babylonjs/Cameras/camera";
  60348. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60349. import { Engine } from "babylonjs/Engines/engine";
  60350. import "babylonjs/Shaders/filter.fragment";
  60351. /**
  60352. * Applies a kernel filter to the image
  60353. */
  60354. export class FilterPostProcess extends PostProcess {
  60355. /** The matrix to be applied to the image */
  60356. kernelMatrix: Matrix;
  60357. /**
  60358. *
  60359. * @param name The name of the effect.
  60360. * @param kernelMatrix The matrix to be applied to the image
  60361. * @param options The required width/height ratio to downsize to before computing the render pass.
  60362. * @param camera The camera to apply the render pass to.
  60363. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60364. * @param engine The engine which the post process will be applied. (default: current engine)
  60365. * @param reusable If the post process can be reused on the same frame. (default: false)
  60366. */
  60367. constructor(name: string,
  60368. /** The matrix to be applied to the image */
  60369. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60370. }
  60371. }
  60372. declare module "babylonjs/Shaders/fxaa.fragment" {
  60373. /** @hidden */
  60374. export var fxaaPixelShader: {
  60375. name: string;
  60376. shader: string;
  60377. };
  60378. }
  60379. declare module "babylonjs/Shaders/fxaa.vertex" {
  60380. /** @hidden */
  60381. export var fxaaVertexShader: {
  60382. name: string;
  60383. shader: string;
  60384. };
  60385. }
  60386. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  60387. import { Nullable } from "babylonjs/types";
  60388. import { Camera } from "babylonjs/Cameras/camera";
  60389. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60390. import { Engine } from "babylonjs/Engines/engine";
  60391. import "babylonjs/Shaders/fxaa.fragment";
  60392. import "babylonjs/Shaders/fxaa.vertex";
  60393. /**
  60394. * Fxaa post process
  60395. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  60396. */
  60397. export class FxaaPostProcess extends PostProcess {
  60398. /** @hidden */
  60399. texelWidth: number;
  60400. /** @hidden */
  60401. texelHeight: number;
  60402. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  60403. private _getDefines;
  60404. }
  60405. }
  60406. declare module "babylonjs/Shaders/grain.fragment" {
  60407. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  60408. /** @hidden */
  60409. export var grainPixelShader: {
  60410. name: string;
  60411. shader: string;
  60412. };
  60413. }
  60414. declare module "babylonjs/PostProcesses/grainPostProcess" {
  60415. import { Nullable } from "babylonjs/types";
  60416. import { Camera } from "babylonjs/Cameras/camera";
  60417. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60418. import { Engine } from "babylonjs/Engines/engine";
  60419. import "babylonjs/Shaders/grain.fragment";
  60420. /**
  60421. * The GrainPostProcess adds noise to the image at mid luminance levels
  60422. */
  60423. export class GrainPostProcess extends PostProcess {
  60424. /**
  60425. * The intensity of the grain added (default: 30)
  60426. */
  60427. intensity: number;
  60428. /**
  60429. * If the grain should be randomized on every frame
  60430. */
  60431. animated: boolean;
  60432. /**
  60433. * Creates a new instance of @see GrainPostProcess
  60434. * @param name The name of the effect.
  60435. * @param options The required width/height ratio to downsize to before computing the render pass.
  60436. * @param camera The camera to apply the render pass to.
  60437. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60438. * @param engine The engine which the post process will be applied. (default: current engine)
  60439. * @param reusable If the post process can be reused on the same frame. (default: false)
  60440. * @param textureType Type of textures used when performing the post process. (default: 0)
  60441. * @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)
  60442. */
  60443. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60444. }
  60445. }
  60446. declare module "babylonjs/Shaders/highlights.fragment" {
  60447. /** @hidden */
  60448. export var highlightsPixelShader: {
  60449. name: string;
  60450. shader: string;
  60451. };
  60452. }
  60453. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  60454. import { Nullable } from "babylonjs/types";
  60455. import { Camera } from "babylonjs/Cameras/camera";
  60456. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60457. import { Engine } from "babylonjs/Engines/engine";
  60458. import "babylonjs/Shaders/highlights.fragment";
  60459. /**
  60460. * Extracts highlights from the image
  60461. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  60462. */
  60463. export class HighlightsPostProcess extends PostProcess {
  60464. /**
  60465. * Extracts highlights from the image
  60466. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  60467. * @param name The name of the effect.
  60468. * @param options The required width/height ratio to downsize to before computing the render pass.
  60469. * @param camera The camera to apply the render pass to.
  60470. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60471. * @param engine The engine which the post process will be applied. (default: current engine)
  60472. * @param reusable If the post process can be reused on the same frame. (default: false)
  60473. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  60474. */
  60475. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  60476. }
  60477. }
  60478. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  60479. /** @hidden */
  60480. export var mrtFragmentDeclaration: {
  60481. name: string;
  60482. shader: string;
  60483. };
  60484. }
  60485. declare module "babylonjs/Shaders/geometry.fragment" {
  60486. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  60487. /** @hidden */
  60488. export var geometryPixelShader: {
  60489. name: string;
  60490. shader: string;
  60491. };
  60492. }
  60493. declare module "babylonjs/Shaders/geometry.vertex" {
  60494. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  60495. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  60496. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  60497. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  60498. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  60499. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  60500. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  60501. /** @hidden */
  60502. export var geometryVertexShader: {
  60503. name: string;
  60504. shader: string;
  60505. };
  60506. }
  60507. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  60508. import { Matrix } from "babylonjs/Maths/math.vector";
  60509. import { SubMesh } from "babylonjs/Meshes/subMesh";
  60510. import { Mesh } from "babylonjs/Meshes/mesh";
  60511. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  60512. import { Effect } from "babylonjs/Materials/effect";
  60513. import { Scene } from "babylonjs/scene";
  60514. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60515. import "babylonjs/Shaders/geometry.fragment";
  60516. import "babylonjs/Shaders/geometry.vertex";
  60517. /** @hidden */
  60518. interface ISavedTransformationMatrix {
  60519. world: Matrix;
  60520. viewProjection: Matrix;
  60521. }
  60522. /**
  60523. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  60524. */
  60525. export class GeometryBufferRenderer {
  60526. /**
  60527. * Constant used to retrieve the position texture index in the G-Buffer textures array
  60528. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  60529. */
  60530. static readonly POSITION_TEXTURE_TYPE: number;
  60531. /**
  60532. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  60533. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  60534. */
  60535. static readonly VELOCITY_TEXTURE_TYPE: number;
  60536. /**
  60537. * Dictionary used to store the previous transformation matrices of each rendered mesh
  60538. * in order to compute objects velocities when enableVelocity is set to "true"
  60539. * @hidden
  60540. */
  60541. _previousTransformationMatrices: {
  60542. [index: number]: ISavedTransformationMatrix;
  60543. };
  60544. /**
  60545. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  60546. * in order to compute objects velocities when enableVelocity is set to "true"
  60547. * @hidden
  60548. */
  60549. _previousBonesTransformationMatrices: {
  60550. [index: number]: Float32Array;
  60551. };
  60552. /**
  60553. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  60554. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  60555. */
  60556. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  60557. private _scene;
  60558. private _multiRenderTarget;
  60559. private _ratio;
  60560. private _enablePosition;
  60561. private _enableVelocity;
  60562. private _positionIndex;
  60563. private _velocityIndex;
  60564. protected _effect: Effect;
  60565. protected _cachedDefines: string;
  60566. /**
  60567. * Set the render list (meshes to be rendered) used in the G buffer.
  60568. */
  60569. renderList: Mesh[];
  60570. /**
  60571. * Gets wether or not G buffer are supported by the running hardware.
  60572. * This requires draw buffer supports
  60573. */
  60574. readonly isSupported: boolean;
  60575. /**
  60576. * Returns the index of the given texture type in the G-Buffer textures array
  60577. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  60578. * @returns the index of the given texture type in the G-Buffer textures array
  60579. */
  60580. getTextureIndex(textureType: number): number;
  60581. /**
  60582. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  60583. */
  60584. /**
  60585. * Sets whether or not objects positions are enabled for the G buffer.
  60586. */
  60587. enablePosition: boolean;
  60588. /**
  60589. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  60590. */
  60591. /**
  60592. * Sets wether or not objects velocities are enabled for the G buffer.
  60593. */
  60594. enableVelocity: boolean;
  60595. /**
  60596. * Gets the scene associated with the buffer.
  60597. */
  60598. readonly scene: Scene;
  60599. /**
  60600. * Gets the ratio used by the buffer during its creation.
  60601. * How big is the buffer related to the main canvas.
  60602. */
  60603. readonly ratio: number;
  60604. /** @hidden */
  60605. static _SceneComponentInitialization: (scene: Scene) => void;
  60606. /**
  60607. * Creates a new G Buffer for the scene
  60608. * @param scene The scene the buffer belongs to
  60609. * @param ratio How big is the buffer related to the main canvas.
  60610. */
  60611. constructor(scene: Scene, ratio?: number);
  60612. /**
  60613. * Checks wether everything is ready to render a submesh to the G buffer.
  60614. * @param subMesh the submesh to check readiness for
  60615. * @param useInstances is the mesh drawn using instance or not
  60616. * @returns true if ready otherwise false
  60617. */
  60618. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  60619. /**
  60620. * Gets the current underlying G Buffer.
  60621. * @returns the buffer
  60622. */
  60623. getGBuffer(): MultiRenderTarget;
  60624. /**
  60625. * Gets the number of samples used to render the buffer (anti aliasing).
  60626. */
  60627. /**
  60628. * Sets the number of samples used to render the buffer (anti aliasing).
  60629. */
  60630. samples: number;
  60631. /**
  60632. * Disposes the renderer and frees up associated resources.
  60633. */
  60634. dispose(): void;
  60635. protected _createRenderTargets(): void;
  60636. private _copyBonesTransformationMatrices;
  60637. }
  60638. }
  60639. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  60640. import { Nullable } from "babylonjs/types";
  60641. import { Scene } from "babylonjs/scene";
  60642. import { ISceneComponent } from "babylonjs/sceneComponent";
  60643. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  60644. module "babylonjs/scene" {
  60645. interface Scene {
  60646. /** @hidden (Backing field) */
  60647. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  60648. /**
  60649. * Gets or Sets the current geometry buffer associated to the scene.
  60650. */
  60651. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  60652. /**
  60653. * Enables a GeometryBufferRender and associates it with the scene
  60654. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  60655. * @returns the GeometryBufferRenderer
  60656. */
  60657. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  60658. /**
  60659. * Disables the GeometryBufferRender associated with the scene
  60660. */
  60661. disableGeometryBufferRenderer(): void;
  60662. }
  60663. }
  60664. /**
  60665. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  60666. * in several rendering techniques.
  60667. */
  60668. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  60669. /**
  60670. * The component name helpful to identify the component in the list of scene components.
  60671. */
  60672. readonly name: string;
  60673. /**
  60674. * The scene the component belongs to.
  60675. */
  60676. scene: Scene;
  60677. /**
  60678. * Creates a new instance of the component for the given scene
  60679. * @param scene Defines the scene to register the component in
  60680. */
  60681. constructor(scene: Scene);
  60682. /**
  60683. * Registers the component in a given scene
  60684. */
  60685. register(): void;
  60686. /**
  60687. * Rebuilds the elements related to this component in case of
  60688. * context lost for instance.
  60689. */
  60690. rebuild(): void;
  60691. /**
  60692. * Disposes the component and the associated ressources
  60693. */
  60694. dispose(): void;
  60695. private _gatherRenderTargets;
  60696. }
  60697. }
  60698. declare module "babylonjs/Shaders/motionBlur.fragment" {
  60699. /** @hidden */
  60700. export var motionBlurPixelShader: {
  60701. name: string;
  60702. shader: string;
  60703. };
  60704. }
  60705. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  60706. import { Nullable } from "babylonjs/types";
  60707. import { Camera } from "babylonjs/Cameras/camera";
  60708. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60709. import { Scene } from "babylonjs/scene";
  60710. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60711. import "babylonjs/Animations/animatable";
  60712. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  60713. import "babylonjs/Shaders/motionBlur.fragment";
  60714. import { Engine } from "babylonjs/Engines/engine";
  60715. /**
  60716. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  60717. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  60718. * As an example, all you have to do is to create the post-process:
  60719. * var mb = new BABYLON.MotionBlurPostProcess(
  60720. * 'mb', // The name of the effect.
  60721. * scene, // The scene containing the objects to blur according to their velocity.
  60722. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  60723. * camera // The camera to apply the render pass to.
  60724. * );
  60725. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  60726. */
  60727. export class MotionBlurPostProcess extends PostProcess {
  60728. /**
  60729. * Defines how much the image is blurred by the movement. Default value is equal to 1
  60730. */
  60731. motionStrength: number;
  60732. /**
  60733. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  60734. */
  60735. /**
  60736. * Sets the number of iterations to be used for motion blur quality
  60737. */
  60738. motionBlurSamples: number;
  60739. private _motionBlurSamples;
  60740. private _geometryBufferRenderer;
  60741. /**
  60742. * Creates a new instance MotionBlurPostProcess
  60743. * @param name The name of the effect.
  60744. * @param scene The scene containing the objects to blur according to their velocity.
  60745. * @param options The required width/height ratio to downsize to before computing the render pass.
  60746. * @param camera The camera to apply the render pass to.
  60747. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60748. * @param engine The engine which the post process will be applied. (default: current engine)
  60749. * @param reusable If the post process can be reused on the same frame. (default: false)
  60750. * @param textureType Type of textures used when performing the post process. (default: 0)
  60751. * @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)
  60752. */
  60753. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60754. /**
  60755. * Excludes the given skinned mesh from computing bones velocities.
  60756. * 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.
  60757. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  60758. */
  60759. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  60760. /**
  60761. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  60762. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  60763. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  60764. */
  60765. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  60766. /**
  60767. * Disposes the post process.
  60768. * @param camera The camera to dispose the post process on.
  60769. */
  60770. dispose(camera?: Camera): void;
  60771. }
  60772. }
  60773. declare module "babylonjs/Shaders/refraction.fragment" {
  60774. /** @hidden */
  60775. export var refractionPixelShader: {
  60776. name: string;
  60777. shader: string;
  60778. };
  60779. }
  60780. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  60781. import { Color3 } from "babylonjs/Maths/math.color";
  60782. import { Camera } from "babylonjs/Cameras/camera";
  60783. import { Texture } from "babylonjs/Materials/Textures/texture";
  60784. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60785. import { Engine } from "babylonjs/Engines/engine";
  60786. import "babylonjs/Shaders/refraction.fragment";
  60787. /**
  60788. * Post process which applies a refractin texture
  60789. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  60790. */
  60791. export class RefractionPostProcess extends PostProcess {
  60792. /** the base color of the refraction (used to taint the rendering) */
  60793. color: Color3;
  60794. /** simulated refraction depth */
  60795. depth: number;
  60796. /** the coefficient of the base color (0 to remove base color tainting) */
  60797. colorLevel: number;
  60798. private _refTexture;
  60799. private _ownRefractionTexture;
  60800. /**
  60801. * Gets or sets the refraction texture
  60802. * Please note that you are responsible for disposing the texture if you set it manually
  60803. */
  60804. refractionTexture: Texture;
  60805. /**
  60806. * Initializes the RefractionPostProcess
  60807. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  60808. * @param name The name of the effect.
  60809. * @param refractionTextureUrl Url of the refraction texture to use
  60810. * @param color the base color of the refraction (used to taint the rendering)
  60811. * @param depth simulated refraction depth
  60812. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  60813. * @param camera The camera to apply the render pass to.
  60814. * @param options The required width/height ratio to downsize to before computing the render pass.
  60815. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60816. * @param engine The engine which the post process will be applied. (default: current engine)
  60817. * @param reusable If the post process can be reused on the same frame. (default: false)
  60818. */
  60819. constructor(name: string, refractionTextureUrl: string,
  60820. /** the base color of the refraction (used to taint the rendering) */
  60821. color: Color3,
  60822. /** simulated refraction depth */
  60823. depth: number,
  60824. /** the coefficient of the base color (0 to remove base color tainting) */
  60825. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60826. /**
  60827. * Disposes of the post process
  60828. * @param camera Camera to dispose post process on
  60829. */
  60830. dispose(camera: Camera): void;
  60831. }
  60832. }
  60833. declare module "babylonjs/Shaders/sharpen.fragment" {
  60834. /** @hidden */
  60835. export var sharpenPixelShader: {
  60836. name: string;
  60837. shader: string;
  60838. };
  60839. }
  60840. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  60841. import { Nullable } from "babylonjs/types";
  60842. import { Camera } from "babylonjs/Cameras/camera";
  60843. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60844. import "babylonjs/Shaders/sharpen.fragment";
  60845. import { Engine } from "babylonjs/Engines/engine";
  60846. /**
  60847. * The SharpenPostProcess applies a sharpen kernel to every pixel
  60848. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  60849. */
  60850. export class SharpenPostProcess extends PostProcess {
  60851. /**
  60852. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  60853. */
  60854. colorAmount: number;
  60855. /**
  60856. * How much sharpness should be applied (default: 0.3)
  60857. */
  60858. edgeAmount: number;
  60859. /**
  60860. * Creates a new instance ConvolutionPostProcess
  60861. * @param name The name of the effect.
  60862. * @param options The required width/height ratio to downsize to before computing the render pass.
  60863. * @param camera The camera to apply the render pass to.
  60864. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60865. * @param engine The engine which the post process will be applied. (default: current engine)
  60866. * @param reusable If the post process can be reused on the same frame. (default: false)
  60867. * @param textureType Type of textures used when performing the post process. (default: 0)
  60868. * @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)
  60869. */
  60870. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60871. }
  60872. }
  60873. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  60874. import { Nullable } from "babylonjs/types";
  60875. import { Camera } from "babylonjs/Cameras/camera";
  60876. import { Engine } from "babylonjs/Engines/engine";
  60877. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60878. import { IInspectable } from "babylonjs/Misc/iInspectable";
  60879. /**
  60880. * PostProcessRenderPipeline
  60881. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60882. */
  60883. export class PostProcessRenderPipeline {
  60884. private engine;
  60885. private _renderEffects;
  60886. private _renderEffectsForIsolatedPass;
  60887. /**
  60888. * List of inspectable custom properties (used by the Inspector)
  60889. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  60890. */
  60891. inspectableCustomProperties: IInspectable[];
  60892. /**
  60893. * @hidden
  60894. */
  60895. protected _cameras: Camera[];
  60896. /** @hidden */
  60897. _name: string;
  60898. /**
  60899. * Gets pipeline name
  60900. */
  60901. readonly name: string;
  60902. /**
  60903. * Initializes a PostProcessRenderPipeline
  60904. * @param engine engine to add the pipeline to
  60905. * @param name name of the pipeline
  60906. */
  60907. constructor(engine: Engine, name: string);
  60908. /**
  60909. * Gets the class name
  60910. * @returns "PostProcessRenderPipeline"
  60911. */
  60912. getClassName(): string;
  60913. /**
  60914. * If all the render effects in the pipeline are supported
  60915. */
  60916. readonly isSupported: boolean;
  60917. /**
  60918. * Adds an effect to the pipeline
  60919. * @param renderEffect the effect to add
  60920. */
  60921. addEffect(renderEffect: PostProcessRenderEffect): void;
  60922. /** @hidden */
  60923. _rebuild(): void;
  60924. /** @hidden */
  60925. _enableEffect(renderEffectName: string, cameras: Camera): void;
  60926. /** @hidden */
  60927. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  60928. /** @hidden */
  60929. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  60930. /** @hidden */
  60931. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  60932. /** @hidden */
  60933. _attachCameras(cameras: Camera, unique: boolean): void;
  60934. /** @hidden */
  60935. _attachCameras(cameras: Camera[], unique: boolean): void;
  60936. /** @hidden */
  60937. _detachCameras(cameras: Camera): void;
  60938. /** @hidden */
  60939. _detachCameras(cameras: Nullable<Camera[]>): void;
  60940. /** @hidden */
  60941. _update(): void;
  60942. /** @hidden */
  60943. _reset(): void;
  60944. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  60945. /**
  60946. * Disposes of the pipeline
  60947. */
  60948. dispose(): void;
  60949. }
  60950. }
  60951. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  60952. import { Camera } from "babylonjs/Cameras/camera";
  60953. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60954. /**
  60955. * PostProcessRenderPipelineManager class
  60956. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60957. */
  60958. export class PostProcessRenderPipelineManager {
  60959. private _renderPipelines;
  60960. /**
  60961. * Initializes a PostProcessRenderPipelineManager
  60962. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60963. */
  60964. constructor();
  60965. /**
  60966. * Gets the list of supported render pipelines
  60967. */
  60968. readonly supportedPipelines: PostProcessRenderPipeline[];
  60969. /**
  60970. * Adds a pipeline to the manager
  60971. * @param renderPipeline The pipeline to add
  60972. */
  60973. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  60974. /**
  60975. * Attaches a camera to the pipeline
  60976. * @param renderPipelineName The name of the pipeline to attach to
  60977. * @param cameras the camera to attach
  60978. * @param unique if the camera can be attached multiple times to the pipeline
  60979. */
  60980. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  60981. /**
  60982. * Detaches a camera from the pipeline
  60983. * @param renderPipelineName The name of the pipeline to detach from
  60984. * @param cameras the camera to detach
  60985. */
  60986. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  60987. /**
  60988. * Enables an effect by name on a pipeline
  60989. * @param renderPipelineName the name of the pipeline to enable the effect in
  60990. * @param renderEffectName the name of the effect to enable
  60991. * @param cameras the cameras that the effect should be enabled on
  60992. */
  60993. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  60994. /**
  60995. * Disables an effect by name on a pipeline
  60996. * @param renderPipelineName the name of the pipeline to disable the effect in
  60997. * @param renderEffectName the name of the effect to disable
  60998. * @param cameras the cameras that the effect should be disabled on
  60999. */
  61000. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  61001. /**
  61002. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  61003. */
  61004. update(): void;
  61005. /** @hidden */
  61006. _rebuild(): void;
  61007. /**
  61008. * Disposes of the manager and pipelines
  61009. */
  61010. dispose(): void;
  61011. }
  61012. }
  61013. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  61014. import { ISceneComponent } from "babylonjs/sceneComponent";
  61015. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  61016. import { Scene } from "babylonjs/scene";
  61017. module "babylonjs/scene" {
  61018. interface Scene {
  61019. /** @hidden (Backing field) */
  61020. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  61021. /**
  61022. * Gets the postprocess render pipeline manager
  61023. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61024. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  61025. */
  61026. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  61027. }
  61028. }
  61029. /**
  61030. * Defines the Render Pipeline scene component responsible to rendering pipelines
  61031. */
  61032. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  61033. /**
  61034. * The component name helpfull to identify the component in the list of scene components.
  61035. */
  61036. readonly name: string;
  61037. /**
  61038. * The scene the component belongs to.
  61039. */
  61040. scene: Scene;
  61041. /**
  61042. * Creates a new instance of the component for the given scene
  61043. * @param scene Defines the scene to register the component in
  61044. */
  61045. constructor(scene: Scene);
  61046. /**
  61047. * Registers the component in a given scene
  61048. */
  61049. register(): void;
  61050. /**
  61051. * Rebuilds the elements related to this component in case of
  61052. * context lost for instance.
  61053. */
  61054. rebuild(): void;
  61055. /**
  61056. * Disposes the component and the associated ressources
  61057. */
  61058. dispose(): void;
  61059. private _gatherRenderTargets;
  61060. }
  61061. }
  61062. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  61063. import { Nullable } from "babylonjs/types";
  61064. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61065. import { Camera } from "babylonjs/Cameras/camera";
  61066. import { IDisposable } from "babylonjs/scene";
  61067. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  61068. import { Scene } from "babylonjs/scene";
  61069. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  61070. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  61071. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  61072. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  61073. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  61074. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61075. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  61076. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61077. import { Animation } from "babylonjs/Animations/animation";
  61078. /**
  61079. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  61080. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  61081. */
  61082. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  61083. private _scene;
  61084. private _camerasToBeAttached;
  61085. /**
  61086. * ID of the sharpen post process,
  61087. */
  61088. private readonly SharpenPostProcessId;
  61089. /**
  61090. * @ignore
  61091. * ID of the image processing post process;
  61092. */
  61093. readonly ImageProcessingPostProcessId: string;
  61094. /**
  61095. * @ignore
  61096. * ID of the Fast Approximate Anti-Aliasing post process;
  61097. */
  61098. readonly FxaaPostProcessId: string;
  61099. /**
  61100. * ID of the chromatic aberration post process,
  61101. */
  61102. private readonly ChromaticAberrationPostProcessId;
  61103. /**
  61104. * ID of the grain post process
  61105. */
  61106. private readonly GrainPostProcessId;
  61107. /**
  61108. * Sharpen post process which will apply a sharpen convolution to enhance edges
  61109. */
  61110. sharpen: SharpenPostProcess;
  61111. private _sharpenEffect;
  61112. private bloom;
  61113. /**
  61114. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  61115. */
  61116. depthOfField: DepthOfFieldEffect;
  61117. /**
  61118. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  61119. */
  61120. fxaa: FxaaPostProcess;
  61121. /**
  61122. * Image post processing pass used to perform operations such as tone mapping or color grading.
  61123. */
  61124. imageProcessing: ImageProcessingPostProcess;
  61125. /**
  61126. * Chromatic aberration post process which will shift rgb colors in the image
  61127. */
  61128. chromaticAberration: ChromaticAberrationPostProcess;
  61129. private _chromaticAberrationEffect;
  61130. /**
  61131. * Grain post process which add noise to the image
  61132. */
  61133. grain: GrainPostProcess;
  61134. private _grainEffect;
  61135. /**
  61136. * Glow post process which adds a glow to emissive areas of the image
  61137. */
  61138. private _glowLayer;
  61139. /**
  61140. * Animations which can be used to tweak settings over a period of time
  61141. */
  61142. animations: Animation[];
  61143. private _imageProcessingConfigurationObserver;
  61144. private _sharpenEnabled;
  61145. private _bloomEnabled;
  61146. private _depthOfFieldEnabled;
  61147. private _depthOfFieldBlurLevel;
  61148. private _fxaaEnabled;
  61149. private _imageProcessingEnabled;
  61150. private _defaultPipelineTextureType;
  61151. private _bloomScale;
  61152. private _chromaticAberrationEnabled;
  61153. private _grainEnabled;
  61154. private _buildAllowed;
  61155. /**
  61156. * Gets active scene
  61157. */
  61158. readonly scene: Scene;
  61159. /**
  61160. * Enable or disable the sharpen process from the pipeline
  61161. */
  61162. sharpenEnabled: boolean;
  61163. private _resizeObserver;
  61164. private _hardwareScaleLevel;
  61165. private _bloomKernel;
  61166. /**
  61167. * Specifies the size of the bloom blur kernel, relative to the final output size
  61168. */
  61169. bloomKernel: number;
  61170. /**
  61171. * Specifies the weight of the bloom in the final rendering
  61172. */
  61173. private _bloomWeight;
  61174. /**
  61175. * Specifies the luma threshold for the area that will be blurred by the bloom
  61176. */
  61177. private _bloomThreshold;
  61178. private _hdr;
  61179. /**
  61180. * The strength of the bloom.
  61181. */
  61182. bloomWeight: number;
  61183. /**
  61184. * The strength of the bloom.
  61185. */
  61186. bloomThreshold: number;
  61187. /**
  61188. * The scale of the bloom, lower value will provide better performance.
  61189. */
  61190. bloomScale: number;
  61191. /**
  61192. * Enable or disable the bloom from the pipeline
  61193. */
  61194. bloomEnabled: boolean;
  61195. private _rebuildBloom;
  61196. /**
  61197. * If the depth of field is enabled.
  61198. */
  61199. depthOfFieldEnabled: boolean;
  61200. /**
  61201. * Blur level of the depth of field effect. (Higher blur will effect performance)
  61202. */
  61203. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  61204. /**
  61205. * If the anti aliasing is enabled.
  61206. */
  61207. fxaaEnabled: boolean;
  61208. private _samples;
  61209. /**
  61210. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  61211. */
  61212. samples: number;
  61213. /**
  61214. * If image processing is enabled.
  61215. */
  61216. imageProcessingEnabled: boolean;
  61217. /**
  61218. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  61219. */
  61220. glowLayerEnabled: boolean;
  61221. /**
  61222. * Gets the glow layer (or null if not defined)
  61223. */
  61224. readonly glowLayer: Nullable<GlowLayer>;
  61225. /**
  61226. * Enable or disable the chromaticAberration process from the pipeline
  61227. */
  61228. chromaticAberrationEnabled: boolean;
  61229. /**
  61230. * Enable or disable the grain process from the pipeline
  61231. */
  61232. grainEnabled: boolean;
  61233. /**
  61234. * @constructor
  61235. * @param name - The rendering pipeline name (default: "")
  61236. * @param hdr - If high dynamic range textures should be used (default: true)
  61237. * @param scene - The scene linked to this pipeline (default: the last created scene)
  61238. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  61239. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  61240. */
  61241. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  61242. /**
  61243. * Get the class name
  61244. * @returns "DefaultRenderingPipeline"
  61245. */
  61246. getClassName(): string;
  61247. /**
  61248. * Force the compilation of the entire pipeline.
  61249. */
  61250. prepare(): void;
  61251. private _hasCleared;
  61252. private _prevPostProcess;
  61253. private _prevPrevPostProcess;
  61254. private _setAutoClearAndTextureSharing;
  61255. private _depthOfFieldSceneObserver;
  61256. private _buildPipeline;
  61257. private _disposePostProcesses;
  61258. /**
  61259. * Adds a camera to the pipeline
  61260. * @param camera the camera to be added
  61261. */
  61262. addCamera(camera: Camera): void;
  61263. /**
  61264. * Removes a camera from the pipeline
  61265. * @param camera the camera to remove
  61266. */
  61267. removeCamera(camera: Camera): void;
  61268. /**
  61269. * Dispose of the pipeline and stop all post processes
  61270. */
  61271. dispose(): void;
  61272. /**
  61273. * Serialize the rendering pipeline (Used when exporting)
  61274. * @returns the serialized object
  61275. */
  61276. serialize(): any;
  61277. /**
  61278. * Parse the serialized pipeline
  61279. * @param source Source pipeline.
  61280. * @param scene The scene to load the pipeline to.
  61281. * @param rootUrl The URL of the serialized pipeline.
  61282. * @returns An instantiated pipeline from the serialized object.
  61283. */
  61284. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  61285. }
  61286. }
  61287. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  61288. /** @hidden */
  61289. export var lensHighlightsPixelShader: {
  61290. name: string;
  61291. shader: string;
  61292. };
  61293. }
  61294. declare module "babylonjs/Shaders/depthOfField.fragment" {
  61295. /** @hidden */
  61296. export var depthOfFieldPixelShader: {
  61297. name: string;
  61298. shader: string;
  61299. };
  61300. }
  61301. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  61302. import { Camera } from "babylonjs/Cameras/camera";
  61303. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61304. import { Scene } from "babylonjs/scene";
  61305. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61306. import "babylonjs/Shaders/chromaticAberration.fragment";
  61307. import "babylonjs/Shaders/lensHighlights.fragment";
  61308. import "babylonjs/Shaders/depthOfField.fragment";
  61309. /**
  61310. * BABYLON.JS Chromatic Aberration GLSL Shader
  61311. * Author: Olivier Guyot
  61312. * Separates very slightly R, G and B colors on the edges of the screen
  61313. * Inspired by Francois Tarlier & Martins Upitis
  61314. */
  61315. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  61316. /**
  61317. * @ignore
  61318. * The chromatic aberration PostProcess id in the pipeline
  61319. */
  61320. LensChromaticAberrationEffect: string;
  61321. /**
  61322. * @ignore
  61323. * The highlights enhancing PostProcess id in the pipeline
  61324. */
  61325. HighlightsEnhancingEffect: string;
  61326. /**
  61327. * @ignore
  61328. * The depth-of-field PostProcess id in the pipeline
  61329. */
  61330. LensDepthOfFieldEffect: string;
  61331. private _scene;
  61332. private _depthTexture;
  61333. private _grainTexture;
  61334. private _chromaticAberrationPostProcess;
  61335. private _highlightsPostProcess;
  61336. private _depthOfFieldPostProcess;
  61337. private _edgeBlur;
  61338. private _grainAmount;
  61339. private _chromaticAberration;
  61340. private _distortion;
  61341. private _highlightsGain;
  61342. private _highlightsThreshold;
  61343. private _dofDistance;
  61344. private _dofAperture;
  61345. private _dofDarken;
  61346. private _dofPentagon;
  61347. private _blurNoise;
  61348. /**
  61349. * @constructor
  61350. *
  61351. * Effect parameters are as follow:
  61352. * {
  61353. * chromatic_aberration: number; // from 0 to x (1 for realism)
  61354. * edge_blur: number; // from 0 to x (1 for realism)
  61355. * distortion: number; // from 0 to x (1 for realism)
  61356. * grain_amount: number; // from 0 to 1
  61357. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  61358. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  61359. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  61360. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  61361. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  61362. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  61363. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  61364. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  61365. * }
  61366. * Note: if an effect parameter is unset, effect is disabled
  61367. *
  61368. * @param name The rendering pipeline name
  61369. * @param parameters - An object containing all parameters (see above)
  61370. * @param scene The scene linked to this pipeline
  61371. * @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)
  61372. * @param cameras The array of cameras that the rendering pipeline will be attached to
  61373. */
  61374. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  61375. /**
  61376. * Get the class name
  61377. * @returns "LensRenderingPipeline"
  61378. */
  61379. getClassName(): string;
  61380. /**
  61381. * Gets associated scene
  61382. */
  61383. readonly scene: Scene;
  61384. /**
  61385. * Gets or sets the edge blur
  61386. */
  61387. edgeBlur: number;
  61388. /**
  61389. * Gets or sets the grain amount
  61390. */
  61391. grainAmount: number;
  61392. /**
  61393. * Gets or sets the chromatic aberration amount
  61394. */
  61395. chromaticAberration: number;
  61396. /**
  61397. * Gets or sets the depth of field aperture
  61398. */
  61399. dofAperture: number;
  61400. /**
  61401. * Gets or sets the edge distortion
  61402. */
  61403. edgeDistortion: number;
  61404. /**
  61405. * Gets or sets the depth of field distortion
  61406. */
  61407. dofDistortion: number;
  61408. /**
  61409. * Gets or sets the darken out of focus amount
  61410. */
  61411. darkenOutOfFocus: number;
  61412. /**
  61413. * Gets or sets a boolean indicating if blur noise is enabled
  61414. */
  61415. blurNoise: boolean;
  61416. /**
  61417. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  61418. */
  61419. pentagonBokeh: boolean;
  61420. /**
  61421. * Gets or sets the highlight grain amount
  61422. */
  61423. highlightsGain: number;
  61424. /**
  61425. * Gets or sets the highlight threshold
  61426. */
  61427. highlightsThreshold: number;
  61428. /**
  61429. * Sets the amount of blur at the edges
  61430. * @param amount blur amount
  61431. */
  61432. setEdgeBlur(amount: number): void;
  61433. /**
  61434. * Sets edge blur to 0
  61435. */
  61436. disableEdgeBlur(): void;
  61437. /**
  61438. * Sets the amout of grain
  61439. * @param amount Amount of grain
  61440. */
  61441. setGrainAmount(amount: number): void;
  61442. /**
  61443. * Set grain amount to 0
  61444. */
  61445. disableGrain(): void;
  61446. /**
  61447. * Sets the chromatic aberration amount
  61448. * @param amount amount of chromatic aberration
  61449. */
  61450. setChromaticAberration(amount: number): void;
  61451. /**
  61452. * Sets chromatic aberration amount to 0
  61453. */
  61454. disableChromaticAberration(): void;
  61455. /**
  61456. * Sets the EdgeDistortion amount
  61457. * @param amount amount of EdgeDistortion
  61458. */
  61459. setEdgeDistortion(amount: number): void;
  61460. /**
  61461. * Sets edge distortion to 0
  61462. */
  61463. disableEdgeDistortion(): void;
  61464. /**
  61465. * Sets the FocusDistance amount
  61466. * @param amount amount of FocusDistance
  61467. */
  61468. setFocusDistance(amount: number): void;
  61469. /**
  61470. * Disables depth of field
  61471. */
  61472. disableDepthOfField(): void;
  61473. /**
  61474. * Sets the Aperture amount
  61475. * @param amount amount of Aperture
  61476. */
  61477. setAperture(amount: number): void;
  61478. /**
  61479. * Sets the DarkenOutOfFocus amount
  61480. * @param amount amount of DarkenOutOfFocus
  61481. */
  61482. setDarkenOutOfFocus(amount: number): void;
  61483. private _pentagonBokehIsEnabled;
  61484. /**
  61485. * Creates a pentagon bokeh effect
  61486. */
  61487. enablePentagonBokeh(): void;
  61488. /**
  61489. * Disables the pentagon bokeh effect
  61490. */
  61491. disablePentagonBokeh(): void;
  61492. /**
  61493. * Enables noise blur
  61494. */
  61495. enableNoiseBlur(): void;
  61496. /**
  61497. * Disables noise blur
  61498. */
  61499. disableNoiseBlur(): void;
  61500. /**
  61501. * Sets the HighlightsGain amount
  61502. * @param amount amount of HighlightsGain
  61503. */
  61504. setHighlightsGain(amount: number): void;
  61505. /**
  61506. * Sets the HighlightsThreshold amount
  61507. * @param amount amount of HighlightsThreshold
  61508. */
  61509. setHighlightsThreshold(amount: number): void;
  61510. /**
  61511. * Disables highlights
  61512. */
  61513. disableHighlights(): void;
  61514. /**
  61515. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  61516. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  61517. */
  61518. dispose(disableDepthRender?: boolean): void;
  61519. private _createChromaticAberrationPostProcess;
  61520. private _createHighlightsPostProcess;
  61521. private _createDepthOfFieldPostProcess;
  61522. private _createGrainTexture;
  61523. }
  61524. }
  61525. declare module "babylonjs/Shaders/ssao2.fragment" {
  61526. /** @hidden */
  61527. export var ssao2PixelShader: {
  61528. name: string;
  61529. shader: string;
  61530. };
  61531. }
  61532. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  61533. /** @hidden */
  61534. export var ssaoCombinePixelShader: {
  61535. name: string;
  61536. shader: string;
  61537. };
  61538. }
  61539. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  61540. import { Camera } from "babylonjs/Cameras/camera";
  61541. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61542. import { Scene } from "babylonjs/scene";
  61543. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61544. import "babylonjs/Shaders/ssao2.fragment";
  61545. import "babylonjs/Shaders/ssaoCombine.fragment";
  61546. /**
  61547. * Render pipeline to produce ssao effect
  61548. */
  61549. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  61550. /**
  61551. * @ignore
  61552. * The PassPostProcess id in the pipeline that contains the original scene color
  61553. */
  61554. SSAOOriginalSceneColorEffect: string;
  61555. /**
  61556. * @ignore
  61557. * The SSAO PostProcess id in the pipeline
  61558. */
  61559. SSAORenderEffect: string;
  61560. /**
  61561. * @ignore
  61562. * The horizontal blur PostProcess id in the pipeline
  61563. */
  61564. SSAOBlurHRenderEffect: string;
  61565. /**
  61566. * @ignore
  61567. * The vertical blur PostProcess id in the pipeline
  61568. */
  61569. SSAOBlurVRenderEffect: string;
  61570. /**
  61571. * @ignore
  61572. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  61573. */
  61574. SSAOCombineRenderEffect: string;
  61575. /**
  61576. * The output strength of the SSAO post-process. Default value is 1.0.
  61577. */
  61578. totalStrength: number;
  61579. /**
  61580. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  61581. */
  61582. maxZ: number;
  61583. /**
  61584. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  61585. */
  61586. minZAspect: number;
  61587. private _samples;
  61588. /**
  61589. * Number of samples used for the SSAO calculations. Default value is 8
  61590. */
  61591. samples: number;
  61592. private _textureSamples;
  61593. /**
  61594. * Number of samples to use for antialiasing
  61595. */
  61596. textureSamples: number;
  61597. /**
  61598. * Ratio object used for SSAO ratio and blur ratio
  61599. */
  61600. private _ratio;
  61601. /**
  61602. * Dynamically generated sphere sampler.
  61603. */
  61604. private _sampleSphere;
  61605. /**
  61606. * Blur filter offsets
  61607. */
  61608. private _samplerOffsets;
  61609. private _expensiveBlur;
  61610. /**
  61611. * If bilateral blur should be used
  61612. */
  61613. expensiveBlur: boolean;
  61614. /**
  61615. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  61616. */
  61617. radius: number;
  61618. /**
  61619. * The base color of the SSAO post-process
  61620. * The final result is "base + ssao" between [0, 1]
  61621. */
  61622. base: number;
  61623. /**
  61624. * Support test.
  61625. */
  61626. static readonly IsSupported: boolean;
  61627. private _scene;
  61628. private _depthTexture;
  61629. private _normalTexture;
  61630. private _randomTexture;
  61631. private _originalColorPostProcess;
  61632. private _ssaoPostProcess;
  61633. private _blurHPostProcess;
  61634. private _blurVPostProcess;
  61635. private _ssaoCombinePostProcess;
  61636. private _firstUpdate;
  61637. /**
  61638. * Gets active scene
  61639. */
  61640. readonly scene: Scene;
  61641. /**
  61642. * @constructor
  61643. * @param name The rendering pipeline name
  61644. * @param scene The scene linked to this pipeline
  61645. * @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 }
  61646. * @param cameras The array of cameras that the rendering pipeline will be attached to
  61647. */
  61648. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  61649. /**
  61650. * Get the class name
  61651. * @returns "SSAO2RenderingPipeline"
  61652. */
  61653. getClassName(): string;
  61654. /**
  61655. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  61656. */
  61657. dispose(disableGeometryBufferRenderer?: boolean): void;
  61658. private _createBlurPostProcess;
  61659. /** @hidden */
  61660. _rebuild(): void;
  61661. private _bits;
  61662. private _radicalInverse_VdC;
  61663. private _hammersley;
  61664. private _hemisphereSample_uniform;
  61665. private _generateHemisphere;
  61666. private _createSSAOPostProcess;
  61667. private _createSSAOCombinePostProcess;
  61668. private _createRandomTexture;
  61669. /**
  61670. * Serialize the rendering pipeline (Used when exporting)
  61671. * @returns the serialized object
  61672. */
  61673. serialize(): any;
  61674. /**
  61675. * Parse the serialized pipeline
  61676. * @param source Source pipeline.
  61677. * @param scene The scene to load the pipeline to.
  61678. * @param rootUrl The URL of the serialized pipeline.
  61679. * @returns An instantiated pipeline from the serialized object.
  61680. */
  61681. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  61682. }
  61683. }
  61684. declare module "babylonjs/Shaders/ssao.fragment" {
  61685. /** @hidden */
  61686. export var ssaoPixelShader: {
  61687. name: string;
  61688. shader: string;
  61689. };
  61690. }
  61691. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  61692. import { Camera } from "babylonjs/Cameras/camera";
  61693. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61694. import { Scene } from "babylonjs/scene";
  61695. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61696. import "babylonjs/Shaders/ssao.fragment";
  61697. import "babylonjs/Shaders/ssaoCombine.fragment";
  61698. /**
  61699. * Render pipeline to produce ssao effect
  61700. */
  61701. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  61702. /**
  61703. * @ignore
  61704. * The PassPostProcess id in the pipeline that contains the original scene color
  61705. */
  61706. SSAOOriginalSceneColorEffect: string;
  61707. /**
  61708. * @ignore
  61709. * The SSAO PostProcess id in the pipeline
  61710. */
  61711. SSAORenderEffect: string;
  61712. /**
  61713. * @ignore
  61714. * The horizontal blur PostProcess id in the pipeline
  61715. */
  61716. SSAOBlurHRenderEffect: string;
  61717. /**
  61718. * @ignore
  61719. * The vertical blur PostProcess id in the pipeline
  61720. */
  61721. SSAOBlurVRenderEffect: string;
  61722. /**
  61723. * @ignore
  61724. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  61725. */
  61726. SSAOCombineRenderEffect: string;
  61727. /**
  61728. * The output strength of the SSAO post-process. Default value is 1.0.
  61729. */
  61730. totalStrength: number;
  61731. /**
  61732. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  61733. */
  61734. radius: number;
  61735. /**
  61736. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  61737. * Must not be equal to fallOff and superior to fallOff.
  61738. * Default value is 0.0075
  61739. */
  61740. area: number;
  61741. /**
  61742. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  61743. * Must not be equal to area and inferior to area.
  61744. * Default value is 0.000001
  61745. */
  61746. fallOff: number;
  61747. /**
  61748. * The base color of the SSAO post-process
  61749. * The final result is "base + ssao" between [0, 1]
  61750. */
  61751. base: number;
  61752. private _scene;
  61753. private _depthTexture;
  61754. private _randomTexture;
  61755. private _originalColorPostProcess;
  61756. private _ssaoPostProcess;
  61757. private _blurHPostProcess;
  61758. private _blurVPostProcess;
  61759. private _ssaoCombinePostProcess;
  61760. private _firstUpdate;
  61761. /**
  61762. * Gets active scene
  61763. */
  61764. readonly scene: Scene;
  61765. /**
  61766. * @constructor
  61767. * @param name - The rendering pipeline name
  61768. * @param scene - The scene linked to this pipeline
  61769. * @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 }
  61770. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  61771. */
  61772. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  61773. /**
  61774. * Get the class name
  61775. * @returns "SSAORenderingPipeline"
  61776. */
  61777. getClassName(): string;
  61778. /**
  61779. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  61780. */
  61781. dispose(disableDepthRender?: boolean): void;
  61782. private _createBlurPostProcess;
  61783. /** @hidden */
  61784. _rebuild(): void;
  61785. private _createSSAOPostProcess;
  61786. private _createSSAOCombinePostProcess;
  61787. private _createRandomTexture;
  61788. }
  61789. }
  61790. declare module "babylonjs/Shaders/standard.fragment" {
  61791. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  61792. /** @hidden */
  61793. export var standardPixelShader: {
  61794. name: string;
  61795. shader: string;
  61796. };
  61797. }
  61798. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  61799. import { Nullable } from "babylonjs/types";
  61800. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61801. import { Camera } from "babylonjs/Cameras/camera";
  61802. import { Texture } from "babylonjs/Materials/Textures/texture";
  61803. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61804. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61805. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  61806. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  61807. import { IDisposable } from "babylonjs/scene";
  61808. import { SpotLight } from "babylonjs/Lights/spotLight";
  61809. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  61810. import { Scene } from "babylonjs/scene";
  61811. import { Animation } from "babylonjs/Animations/animation";
  61812. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61813. import "babylonjs/Shaders/standard.fragment";
  61814. /**
  61815. * Standard rendering pipeline
  61816. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  61817. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  61818. */
  61819. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  61820. /**
  61821. * Public members
  61822. */
  61823. /**
  61824. * Post-process which contains the original scene color before the pipeline applies all the effects
  61825. */
  61826. originalPostProcess: Nullable<PostProcess>;
  61827. /**
  61828. * Post-process used to down scale an image x4
  61829. */
  61830. downSampleX4PostProcess: Nullable<PostProcess>;
  61831. /**
  61832. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  61833. */
  61834. brightPassPostProcess: Nullable<PostProcess>;
  61835. /**
  61836. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  61837. */
  61838. blurHPostProcesses: PostProcess[];
  61839. /**
  61840. * Post-process array storing all the vertical blur post-processes used by the pipeline
  61841. */
  61842. blurVPostProcesses: PostProcess[];
  61843. /**
  61844. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  61845. */
  61846. textureAdderPostProcess: Nullable<PostProcess>;
  61847. /**
  61848. * Post-process used to create volumetric lighting effect
  61849. */
  61850. volumetricLightPostProcess: Nullable<PostProcess>;
  61851. /**
  61852. * Post-process used to smooth the previous volumetric light post-process on the X axis
  61853. */
  61854. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  61855. /**
  61856. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  61857. */
  61858. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  61859. /**
  61860. * Post-process used to merge the volumetric light effect and the real scene color
  61861. */
  61862. volumetricLightMergePostProces: Nullable<PostProcess>;
  61863. /**
  61864. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  61865. */
  61866. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  61867. /**
  61868. * Base post-process used to calculate the average luminance of the final image for HDR
  61869. */
  61870. luminancePostProcess: Nullable<PostProcess>;
  61871. /**
  61872. * Post-processes used to create down sample post-processes in order to get
  61873. * the average luminance of the final image for HDR
  61874. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  61875. */
  61876. luminanceDownSamplePostProcesses: PostProcess[];
  61877. /**
  61878. * Post-process used to create a HDR effect (light adaptation)
  61879. */
  61880. hdrPostProcess: Nullable<PostProcess>;
  61881. /**
  61882. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  61883. */
  61884. textureAdderFinalPostProcess: Nullable<PostProcess>;
  61885. /**
  61886. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  61887. */
  61888. lensFlareFinalPostProcess: Nullable<PostProcess>;
  61889. /**
  61890. * Post-process used to merge the final HDR post-process and the real scene color
  61891. */
  61892. hdrFinalPostProcess: Nullable<PostProcess>;
  61893. /**
  61894. * Post-process used to create a lens flare effect
  61895. */
  61896. lensFlarePostProcess: Nullable<PostProcess>;
  61897. /**
  61898. * Post-process that merges the result of the lens flare post-process and the real scene color
  61899. */
  61900. lensFlareComposePostProcess: Nullable<PostProcess>;
  61901. /**
  61902. * Post-process used to create a motion blur effect
  61903. */
  61904. motionBlurPostProcess: Nullable<PostProcess>;
  61905. /**
  61906. * Post-process used to create a depth of field effect
  61907. */
  61908. depthOfFieldPostProcess: Nullable<PostProcess>;
  61909. /**
  61910. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  61911. */
  61912. fxaaPostProcess: Nullable<FxaaPostProcess>;
  61913. /**
  61914. * Represents the brightness threshold in order to configure the illuminated surfaces
  61915. */
  61916. brightThreshold: number;
  61917. /**
  61918. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  61919. */
  61920. blurWidth: number;
  61921. /**
  61922. * Sets if the blur for highlighted surfaces must be only horizontal
  61923. */
  61924. horizontalBlur: boolean;
  61925. /**
  61926. * Gets the overall exposure used by the pipeline
  61927. */
  61928. /**
  61929. * Sets the overall exposure used by the pipeline
  61930. */
  61931. exposure: number;
  61932. /**
  61933. * Texture used typically to simulate "dirty" on camera lens
  61934. */
  61935. lensTexture: Nullable<Texture>;
  61936. /**
  61937. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  61938. */
  61939. volumetricLightCoefficient: number;
  61940. /**
  61941. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  61942. */
  61943. volumetricLightPower: number;
  61944. /**
  61945. * Used the set the blur intensity to smooth the volumetric lights
  61946. */
  61947. volumetricLightBlurScale: number;
  61948. /**
  61949. * Light (spot or directional) used to generate the volumetric lights rays
  61950. * The source light must have a shadow generate so the pipeline can get its
  61951. * depth map
  61952. */
  61953. sourceLight: Nullable<SpotLight | DirectionalLight>;
  61954. /**
  61955. * For eye adaptation, represents the minimum luminance the eye can see
  61956. */
  61957. hdrMinimumLuminance: number;
  61958. /**
  61959. * For eye adaptation, represents the decrease luminance speed
  61960. */
  61961. hdrDecreaseRate: number;
  61962. /**
  61963. * For eye adaptation, represents the increase luminance speed
  61964. */
  61965. hdrIncreaseRate: number;
  61966. /**
  61967. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  61968. */
  61969. /**
  61970. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  61971. */
  61972. hdrAutoExposure: boolean;
  61973. /**
  61974. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  61975. */
  61976. lensColorTexture: Nullable<Texture>;
  61977. /**
  61978. * The overall strengh for the lens flare effect
  61979. */
  61980. lensFlareStrength: number;
  61981. /**
  61982. * Dispersion coefficient for lens flare ghosts
  61983. */
  61984. lensFlareGhostDispersal: number;
  61985. /**
  61986. * Main lens flare halo width
  61987. */
  61988. lensFlareHaloWidth: number;
  61989. /**
  61990. * Based on the lens distortion effect, defines how much the lens flare result
  61991. * is distorted
  61992. */
  61993. lensFlareDistortionStrength: number;
  61994. /**
  61995. * Lens star texture must be used to simulate rays on the flares and is available
  61996. * in the documentation
  61997. */
  61998. lensStarTexture: Nullable<Texture>;
  61999. /**
  62000. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  62001. * flare effect by taking account of the dirt texture
  62002. */
  62003. lensFlareDirtTexture: Nullable<Texture>;
  62004. /**
  62005. * Represents the focal length for the depth of field effect
  62006. */
  62007. depthOfFieldDistance: number;
  62008. /**
  62009. * Represents the blur intensity for the blurred part of the depth of field effect
  62010. */
  62011. depthOfFieldBlurWidth: number;
  62012. /**
  62013. * Gets how much the image is blurred by the movement while using the motion blur post-process
  62014. */
  62015. /**
  62016. * Sets how much the image is blurred by the movement while using the motion blur post-process
  62017. */
  62018. motionStrength: number;
  62019. /**
  62020. * Gets wether or not the motion blur post-process is object based or screen based.
  62021. */
  62022. /**
  62023. * Sets wether or not the motion blur post-process should be object based or screen based
  62024. */
  62025. objectBasedMotionBlur: boolean;
  62026. /**
  62027. * List of animations for the pipeline (IAnimatable implementation)
  62028. */
  62029. animations: Animation[];
  62030. /**
  62031. * Private members
  62032. */
  62033. private _scene;
  62034. private _currentDepthOfFieldSource;
  62035. private _basePostProcess;
  62036. private _fixedExposure;
  62037. private _currentExposure;
  62038. private _hdrAutoExposure;
  62039. private _hdrCurrentLuminance;
  62040. private _motionStrength;
  62041. private _isObjectBasedMotionBlur;
  62042. private _floatTextureType;
  62043. private _camerasToBeAttached;
  62044. private _ratio;
  62045. private _bloomEnabled;
  62046. private _depthOfFieldEnabled;
  62047. private _vlsEnabled;
  62048. private _lensFlareEnabled;
  62049. private _hdrEnabled;
  62050. private _motionBlurEnabled;
  62051. private _fxaaEnabled;
  62052. private _motionBlurSamples;
  62053. private _volumetricLightStepsCount;
  62054. private _samples;
  62055. /**
  62056. * @ignore
  62057. * Specifies if the bloom pipeline is enabled
  62058. */
  62059. BloomEnabled: boolean;
  62060. /**
  62061. * @ignore
  62062. * Specifies if the depth of field pipeline is enabed
  62063. */
  62064. DepthOfFieldEnabled: boolean;
  62065. /**
  62066. * @ignore
  62067. * Specifies if the lens flare pipeline is enabed
  62068. */
  62069. LensFlareEnabled: boolean;
  62070. /**
  62071. * @ignore
  62072. * Specifies if the HDR pipeline is enabled
  62073. */
  62074. HDREnabled: boolean;
  62075. /**
  62076. * @ignore
  62077. * Specifies if the volumetric lights scattering effect is enabled
  62078. */
  62079. VLSEnabled: boolean;
  62080. /**
  62081. * @ignore
  62082. * Specifies if the motion blur effect is enabled
  62083. */
  62084. MotionBlurEnabled: boolean;
  62085. /**
  62086. * Specifies if anti-aliasing is enabled
  62087. */
  62088. fxaaEnabled: boolean;
  62089. /**
  62090. * Specifies the number of steps used to calculate the volumetric lights
  62091. * Typically in interval [50, 200]
  62092. */
  62093. volumetricLightStepsCount: number;
  62094. /**
  62095. * Specifies the number of samples used for the motion blur effect
  62096. * Typically in interval [16, 64]
  62097. */
  62098. motionBlurSamples: number;
  62099. /**
  62100. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  62101. */
  62102. samples: number;
  62103. /**
  62104. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  62105. * @constructor
  62106. * @param name The rendering pipeline name
  62107. * @param scene The scene linked to this pipeline
  62108. * @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)
  62109. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  62110. * @param cameras The array of cameras that the rendering pipeline will be attached to
  62111. */
  62112. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  62113. private _buildPipeline;
  62114. private _createDownSampleX4PostProcess;
  62115. private _createBrightPassPostProcess;
  62116. private _createBlurPostProcesses;
  62117. private _createTextureAdderPostProcess;
  62118. private _createVolumetricLightPostProcess;
  62119. private _createLuminancePostProcesses;
  62120. private _createHdrPostProcess;
  62121. private _createLensFlarePostProcess;
  62122. private _createDepthOfFieldPostProcess;
  62123. private _createMotionBlurPostProcess;
  62124. private _getDepthTexture;
  62125. private _disposePostProcesses;
  62126. /**
  62127. * Dispose of the pipeline and stop all post processes
  62128. */
  62129. dispose(): void;
  62130. /**
  62131. * Serialize the rendering pipeline (Used when exporting)
  62132. * @returns the serialized object
  62133. */
  62134. serialize(): any;
  62135. /**
  62136. * Parse the serialized pipeline
  62137. * @param source Source pipeline.
  62138. * @param scene The scene to load the pipeline to.
  62139. * @param rootUrl The URL of the serialized pipeline.
  62140. * @returns An instantiated pipeline from the serialized object.
  62141. */
  62142. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  62143. /**
  62144. * Luminance steps
  62145. */
  62146. static LuminanceSteps: number;
  62147. }
  62148. }
  62149. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  62150. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  62151. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  62152. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  62153. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  62154. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  62155. }
  62156. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  62157. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  62158. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  62159. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62160. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  62161. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62162. }
  62163. declare module "babylonjs/Shaders/tonemap.fragment" {
  62164. /** @hidden */
  62165. export var tonemapPixelShader: {
  62166. name: string;
  62167. shader: string;
  62168. };
  62169. }
  62170. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  62171. import { Camera } from "babylonjs/Cameras/camera";
  62172. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62173. import "babylonjs/Shaders/tonemap.fragment";
  62174. import { Engine } from "babylonjs/Engines/engine";
  62175. /** Defines operator used for tonemapping */
  62176. export enum TonemappingOperator {
  62177. /** Hable */
  62178. Hable = 0,
  62179. /** Reinhard */
  62180. Reinhard = 1,
  62181. /** HejiDawson */
  62182. HejiDawson = 2,
  62183. /** Photographic */
  62184. Photographic = 3
  62185. }
  62186. /**
  62187. * Defines a post process to apply tone mapping
  62188. */
  62189. export class TonemapPostProcess extends PostProcess {
  62190. private _operator;
  62191. /** Defines the required exposure adjustement */
  62192. exposureAdjustment: number;
  62193. /**
  62194. * Creates a new TonemapPostProcess
  62195. * @param name defines the name of the postprocess
  62196. * @param _operator defines the operator to use
  62197. * @param exposureAdjustment defines the required exposure adjustement
  62198. * @param camera defines the camera to use (can be null)
  62199. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  62200. * @param engine defines the hosting engine (can be ignore if camera is set)
  62201. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  62202. */
  62203. constructor(name: string, _operator: TonemappingOperator,
  62204. /** Defines the required exposure adjustement */
  62205. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  62206. }
  62207. }
  62208. declare module "babylonjs/Shaders/depth.vertex" {
  62209. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  62210. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  62211. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  62212. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  62213. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  62214. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  62215. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  62216. /** @hidden */
  62217. export var depthVertexShader: {
  62218. name: string;
  62219. shader: string;
  62220. };
  62221. }
  62222. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  62223. /** @hidden */
  62224. export var volumetricLightScatteringPixelShader: {
  62225. name: string;
  62226. shader: string;
  62227. };
  62228. }
  62229. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  62230. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  62231. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  62232. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  62233. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  62234. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  62235. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  62236. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  62237. /** @hidden */
  62238. export var volumetricLightScatteringPassVertexShader: {
  62239. name: string;
  62240. shader: string;
  62241. };
  62242. }
  62243. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  62244. /** @hidden */
  62245. export var volumetricLightScatteringPassPixelShader: {
  62246. name: string;
  62247. shader: string;
  62248. };
  62249. }
  62250. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  62251. import { Vector3 } from "babylonjs/Maths/math.vector";
  62252. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62253. import { Mesh } from "babylonjs/Meshes/mesh";
  62254. import { Camera } from "babylonjs/Cameras/camera";
  62255. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  62256. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62257. import { Scene } from "babylonjs/scene";
  62258. import "babylonjs/Meshes/Builders/planeBuilder";
  62259. import "babylonjs/Shaders/depth.vertex";
  62260. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  62261. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  62262. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  62263. import { Engine } from "babylonjs/Engines/engine";
  62264. /**
  62265. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  62266. */
  62267. export class VolumetricLightScatteringPostProcess extends PostProcess {
  62268. private _volumetricLightScatteringPass;
  62269. private _volumetricLightScatteringRTT;
  62270. private _viewPort;
  62271. private _screenCoordinates;
  62272. private _cachedDefines;
  62273. /**
  62274. * If not undefined, the mesh position is computed from the attached node position
  62275. */
  62276. attachedNode: {
  62277. position: Vector3;
  62278. };
  62279. /**
  62280. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  62281. */
  62282. customMeshPosition: Vector3;
  62283. /**
  62284. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  62285. */
  62286. useCustomMeshPosition: boolean;
  62287. /**
  62288. * If the post-process should inverse the light scattering direction
  62289. */
  62290. invert: boolean;
  62291. /**
  62292. * The internal mesh used by the post-process
  62293. */
  62294. mesh: Mesh;
  62295. /**
  62296. * @hidden
  62297. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  62298. */
  62299. useDiffuseColor: boolean;
  62300. /**
  62301. * Array containing the excluded meshes not rendered in the internal pass
  62302. */
  62303. excludedMeshes: AbstractMesh[];
  62304. /**
  62305. * Controls the overall intensity of the post-process
  62306. */
  62307. exposure: number;
  62308. /**
  62309. * Dissipates each sample's contribution in range [0, 1]
  62310. */
  62311. decay: number;
  62312. /**
  62313. * Controls the overall intensity of each sample
  62314. */
  62315. weight: number;
  62316. /**
  62317. * Controls the density of each sample
  62318. */
  62319. density: number;
  62320. /**
  62321. * @constructor
  62322. * @param name The post-process name
  62323. * @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)
  62324. * @param camera The camera that the post-process will be attached to
  62325. * @param mesh The mesh used to create the light scattering
  62326. * @param samples The post-process quality, default 100
  62327. * @param samplingModeThe post-process filtering mode
  62328. * @param engine The babylon engine
  62329. * @param reusable If the post-process is reusable
  62330. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  62331. */
  62332. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  62333. /**
  62334. * Returns the string "VolumetricLightScatteringPostProcess"
  62335. * @returns "VolumetricLightScatteringPostProcess"
  62336. */
  62337. getClassName(): string;
  62338. private _isReady;
  62339. /**
  62340. * Sets the new light position for light scattering effect
  62341. * @param position The new custom light position
  62342. */
  62343. setCustomMeshPosition(position: Vector3): void;
  62344. /**
  62345. * Returns the light position for light scattering effect
  62346. * @return Vector3 The custom light position
  62347. */
  62348. getCustomMeshPosition(): Vector3;
  62349. /**
  62350. * Disposes the internal assets and detaches the post-process from the camera
  62351. */
  62352. dispose(camera: Camera): void;
  62353. /**
  62354. * Returns the render target texture used by the post-process
  62355. * @return the render target texture used by the post-process
  62356. */
  62357. getPass(): RenderTargetTexture;
  62358. private _meshExcluded;
  62359. private _createPass;
  62360. private _updateMeshScreenCoordinates;
  62361. /**
  62362. * Creates a default mesh for the Volumeric Light Scattering post-process
  62363. * @param name The mesh name
  62364. * @param scene The scene where to create the mesh
  62365. * @return the default mesh
  62366. */
  62367. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  62368. }
  62369. }
  62370. declare module "babylonjs/PostProcesses/index" {
  62371. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  62372. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  62373. export * from "babylonjs/PostProcesses/bloomEffect";
  62374. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  62375. export * from "babylonjs/PostProcesses/blurPostProcess";
  62376. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  62377. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  62378. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  62379. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  62380. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  62381. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  62382. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  62383. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  62384. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  62385. export * from "babylonjs/PostProcesses/filterPostProcess";
  62386. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  62387. export * from "babylonjs/PostProcesses/grainPostProcess";
  62388. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  62389. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  62390. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  62391. export * from "babylonjs/PostProcesses/passPostProcess";
  62392. export * from "babylonjs/PostProcesses/postProcess";
  62393. export * from "babylonjs/PostProcesses/postProcessManager";
  62394. export * from "babylonjs/PostProcesses/refractionPostProcess";
  62395. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  62396. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  62397. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  62398. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  62399. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  62400. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  62401. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  62402. }
  62403. declare module "babylonjs/Probes/index" {
  62404. export * from "babylonjs/Probes/reflectionProbe";
  62405. }
  62406. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  62407. import { Scene } from "babylonjs/scene";
  62408. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62409. import { SmartArray } from "babylonjs/Misc/smartArray";
  62410. import { ISceneComponent } from "babylonjs/sceneComponent";
  62411. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  62412. import "babylonjs/Meshes/Builders/boxBuilder";
  62413. import "babylonjs/Shaders/color.fragment";
  62414. import "babylonjs/Shaders/color.vertex";
  62415. import { Color3 } from "babylonjs/Maths/math.color";
  62416. module "babylonjs/scene" {
  62417. interface Scene {
  62418. /** @hidden (Backing field) */
  62419. _boundingBoxRenderer: BoundingBoxRenderer;
  62420. /** @hidden (Backing field) */
  62421. _forceShowBoundingBoxes: boolean;
  62422. /**
  62423. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  62424. */
  62425. forceShowBoundingBoxes: boolean;
  62426. /**
  62427. * Gets the bounding box renderer associated with the scene
  62428. * @returns a BoundingBoxRenderer
  62429. */
  62430. getBoundingBoxRenderer(): BoundingBoxRenderer;
  62431. }
  62432. }
  62433. module "babylonjs/Meshes/abstractMesh" {
  62434. interface AbstractMesh {
  62435. /** @hidden (Backing field) */
  62436. _showBoundingBox: boolean;
  62437. /**
  62438. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  62439. */
  62440. showBoundingBox: boolean;
  62441. }
  62442. }
  62443. /**
  62444. * Component responsible of rendering the bounding box of the meshes in a scene.
  62445. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  62446. */
  62447. export class BoundingBoxRenderer implements ISceneComponent {
  62448. /**
  62449. * The component name helpfull to identify the component in the list of scene components.
  62450. */
  62451. readonly name: string;
  62452. /**
  62453. * The scene the component belongs to.
  62454. */
  62455. scene: Scene;
  62456. /**
  62457. * Color of the bounding box lines placed in front of an object
  62458. */
  62459. frontColor: Color3;
  62460. /**
  62461. * Color of the bounding box lines placed behind an object
  62462. */
  62463. backColor: Color3;
  62464. /**
  62465. * Defines if the renderer should show the back lines or not
  62466. */
  62467. showBackLines: boolean;
  62468. /**
  62469. * @hidden
  62470. */
  62471. renderList: SmartArray<BoundingBox>;
  62472. private _colorShader;
  62473. private _vertexBuffers;
  62474. private _indexBuffer;
  62475. private _fillIndexBuffer;
  62476. private _fillIndexData;
  62477. /**
  62478. * Instantiates a new bounding box renderer in a scene.
  62479. * @param scene the scene the renderer renders in
  62480. */
  62481. constructor(scene: Scene);
  62482. /**
  62483. * Registers the component in a given scene
  62484. */
  62485. register(): void;
  62486. private _evaluateSubMesh;
  62487. private _activeMesh;
  62488. private _prepareRessources;
  62489. private _createIndexBuffer;
  62490. /**
  62491. * Rebuilds the elements related to this component in case of
  62492. * context lost for instance.
  62493. */
  62494. rebuild(): void;
  62495. /**
  62496. * @hidden
  62497. */
  62498. reset(): void;
  62499. /**
  62500. * Render the bounding boxes of a specific rendering group
  62501. * @param renderingGroupId defines the rendering group to render
  62502. */
  62503. render(renderingGroupId: number): void;
  62504. /**
  62505. * In case of occlusion queries, we can render the occlusion bounding box through this method
  62506. * @param mesh Define the mesh to render the occlusion bounding box for
  62507. */
  62508. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  62509. /**
  62510. * Dispose and release the resources attached to this renderer.
  62511. */
  62512. dispose(): void;
  62513. }
  62514. }
  62515. declare module "babylonjs/Shaders/depth.fragment" {
  62516. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  62517. /** @hidden */
  62518. export var depthPixelShader: {
  62519. name: string;
  62520. shader: string;
  62521. };
  62522. }
  62523. declare module "babylonjs/Rendering/depthRenderer" {
  62524. import { Nullable } from "babylonjs/types";
  62525. import { SubMesh } from "babylonjs/Meshes/subMesh";
  62526. import { Scene } from "babylonjs/scene";
  62527. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  62528. import { Camera } from "babylonjs/Cameras/camera";
  62529. import "babylonjs/Shaders/depth.fragment";
  62530. import "babylonjs/Shaders/depth.vertex";
  62531. /**
  62532. * This represents a depth renderer in Babylon.
  62533. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  62534. */
  62535. export class DepthRenderer {
  62536. private _scene;
  62537. private _depthMap;
  62538. private _effect;
  62539. private readonly _storeNonLinearDepth;
  62540. private readonly _clearColor;
  62541. /** Get if the depth renderer is using packed depth or not */
  62542. readonly isPacked: boolean;
  62543. private _cachedDefines;
  62544. private _camera;
  62545. /**
  62546. * Specifiess that the depth renderer will only be used within
  62547. * the camera it is created for.
  62548. * This can help forcing its rendering during the camera processing.
  62549. */
  62550. useOnlyInActiveCamera: boolean;
  62551. /** @hidden */
  62552. static _SceneComponentInitialization: (scene: Scene) => void;
  62553. /**
  62554. * Instantiates a depth renderer
  62555. * @param scene The scene the renderer belongs to
  62556. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  62557. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  62558. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  62559. */
  62560. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  62561. /**
  62562. * Creates the depth rendering effect and checks if the effect is ready.
  62563. * @param subMesh The submesh to be used to render the depth map of
  62564. * @param useInstances If multiple world instances should be used
  62565. * @returns if the depth renderer is ready to render the depth map
  62566. */
  62567. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  62568. /**
  62569. * Gets the texture which the depth map will be written to.
  62570. * @returns The depth map texture
  62571. */
  62572. getDepthMap(): RenderTargetTexture;
  62573. /**
  62574. * Disposes of the depth renderer.
  62575. */
  62576. dispose(): void;
  62577. }
  62578. }
  62579. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  62580. import { Nullable } from "babylonjs/types";
  62581. import { Scene } from "babylonjs/scene";
  62582. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  62583. import { Camera } from "babylonjs/Cameras/camera";
  62584. import { ISceneComponent } from "babylonjs/sceneComponent";
  62585. module "babylonjs/scene" {
  62586. interface Scene {
  62587. /** @hidden (Backing field) */
  62588. _depthRenderer: {
  62589. [id: string]: DepthRenderer;
  62590. };
  62591. /**
  62592. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  62593. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  62594. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  62595. * @returns the created depth renderer
  62596. */
  62597. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  62598. /**
  62599. * Disables a depth renderer for a given camera
  62600. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  62601. */
  62602. disableDepthRenderer(camera?: Nullable<Camera>): void;
  62603. }
  62604. }
  62605. /**
  62606. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  62607. * in several rendering techniques.
  62608. */
  62609. export class DepthRendererSceneComponent implements ISceneComponent {
  62610. /**
  62611. * The component name helpfull to identify the component in the list of scene components.
  62612. */
  62613. readonly name: string;
  62614. /**
  62615. * The scene the component belongs to.
  62616. */
  62617. scene: Scene;
  62618. /**
  62619. * Creates a new instance of the component for the given scene
  62620. * @param scene Defines the scene to register the component in
  62621. */
  62622. constructor(scene: Scene);
  62623. /**
  62624. * Registers the component in a given scene
  62625. */
  62626. register(): void;
  62627. /**
  62628. * Rebuilds the elements related to this component in case of
  62629. * context lost for instance.
  62630. */
  62631. rebuild(): void;
  62632. /**
  62633. * Disposes the component and the associated ressources
  62634. */
  62635. dispose(): void;
  62636. private _gatherRenderTargets;
  62637. private _gatherActiveCameraRenderTargets;
  62638. }
  62639. }
  62640. declare module "babylonjs/Shaders/outline.fragment" {
  62641. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  62642. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  62643. /** @hidden */
  62644. export var outlinePixelShader: {
  62645. name: string;
  62646. shader: string;
  62647. };
  62648. }
  62649. declare module "babylonjs/Shaders/outline.vertex" {
  62650. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  62651. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  62652. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  62653. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  62654. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  62655. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  62656. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  62657. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  62658. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  62659. /** @hidden */
  62660. export var outlineVertexShader: {
  62661. name: string;
  62662. shader: string;
  62663. };
  62664. }
  62665. declare module "babylonjs/Rendering/outlineRenderer" {
  62666. import { SubMesh } from "babylonjs/Meshes/subMesh";
  62667. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  62668. import { Scene } from "babylonjs/scene";
  62669. import { ISceneComponent } from "babylonjs/sceneComponent";
  62670. import "babylonjs/Shaders/outline.fragment";
  62671. import "babylonjs/Shaders/outline.vertex";
  62672. module "babylonjs/scene" {
  62673. interface Scene {
  62674. /** @hidden */
  62675. _outlineRenderer: OutlineRenderer;
  62676. /**
  62677. * Gets the outline renderer associated with the scene
  62678. * @returns a OutlineRenderer
  62679. */
  62680. getOutlineRenderer(): OutlineRenderer;
  62681. }
  62682. }
  62683. module "babylonjs/Meshes/abstractMesh" {
  62684. interface AbstractMesh {
  62685. /** @hidden (Backing field) */
  62686. _renderOutline: boolean;
  62687. /**
  62688. * Gets or sets a boolean indicating if the outline must be rendered as well
  62689. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  62690. */
  62691. renderOutline: boolean;
  62692. /** @hidden (Backing field) */
  62693. _renderOverlay: boolean;
  62694. /**
  62695. * Gets or sets a boolean indicating if the overlay must be rendered as well
  62696. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  62697. */
  62698. renderOverlay: boolean;
  62699. }
  62700. }
  62701. /**
  62702. * This class is responsible to draw bothe outline/overlay of meshes.
  62703. * It should not be used directly but through the available method on mesh.
  62704. */
  62705. export class OutlineRenderer implements ISceneComponent {
  62706. /**
  62707. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  62708. */
  62709. private static _StencilReference;
  62710. /**
  62711. * The name of the component. Each component must have a unique name.
  62712. */
  62713. name: string;
  62714. /**
  62715. * The scene the component belongs to.
  62716. */
  62717. scene: Scene;
  62718. /**
  62719. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  62720. */
  62721. zOffset: number;
  62722. private _engine;
  62723. private _effect;
  62724. private _cachedDefines;
  62725. private _savedDepthWrite;
  62726. /**
  62727. * Instantiates a new outline renderer. (There could be only one per scene).
  62728. * @param scene Defines the scene it belongs to
  62729. */
  62730. constructor(scene: Scene);
  62731. /**
  62732. * Register the component to one instance of a scene.
  62733. */
  62734. register(): void;
  62735. /**
  62736. * Rebuilds the elements related to this component in case of
  62737. * context lost for instance.
  62738. */
  62739. rebuild(): void;
  62740. /**
  62741. * Disposes the component and the associated ressources.
  62742. */
  62743. dispose(): void;
  62744. /**
  62745. * Renders the outline in the canvas.
  62746. * @param subMesh Defines the sumesh to render
  62747. * @param batch Defines the batch of meshes in case of instances
  62748. * @param useOverlay Defines if the rendering is for the overlay or the outline
  62749. */
  62750. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  62751. /**
  62752. * Returns whether or not the outline renderer is ready for a given submesh.
  62753. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  62754. * @param subMesh Defines the submesh to check readyness for
  62755. * @param useInstances Defines wheter wee are trying to render instances or not
  62756. * @returns true if ready otherwise false
  62757. */
  62758. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  62759. private _beforeRenderingMesh;
  62760. private _afterRenderingMesh;
  62761. }
  62762. }
  62763. declare module "babylonjs/Rendering/index" {
  62764. export * from "babylonjs/Rendering/boundingBoxRenderer";
  62765. export * from "babylonjs/Rendering/depthRenderer";
  62766. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  62767. export * from "babylonjs/Rendering/edgesRenderer";
  62768. export * from "babylonjs/Rendering/geometryBufferRenderer";
  62769. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  62770. export * from "babylonjs/Rendering/outlineRenderer";
  62771. export * from "babylonjs/Rendering/renderingGroup";
  62772. export * from "babylonjs/Rendering/renderingManager";
  62773. export * from "babylonjs/Rendering/utilityLayerRenderer";
  62774. }
  62775. declare module "babylonjs/Sprites/spritePackedManager" {
  62776. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  62777. import { Scene } from "babylonjs/scene";
  62778. /**
  62779. * Class used to manage multiple sprites of different sizes on the same spritesheet
  62780. * @see http://doc.babylonjs.com/babylon101/sprites
  62781. */
  62782. export class SpritePackedManager extends SpriteManager {
  62783. /** defines the packed manager's name */
  62784. name: string;
  62785. /**
  62786. * Creates a new sprite manager from a packed sprite sheet
  62787. * @param name defines the manager's name
  62788. * @param imgUrl defines the sprite sheet url
  62789. * @param capacity defines the maximum allowed number of sprites
  62790. * @param scene defines the hosting scene
  62791. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  62792. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  62793. * @param samplingMode defines the smapling mode to use with spritesheet
  62794. * @param fromPacked set to true; do not alter
  62795. */
  62796. constructor(
  62797. /** defines the packed manager's name */
  62798. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  62799. }
  62800. }
  62801. declare module "babylonjs/Sprites/index" {
  62802. export * from "babylonjs/Sprites/sprite";
  62803. export * from "babylonjs/Sprites/spriteManager";
  62804. export * from "babylonjs/Sprites/spritePackedManager";
  62805. export * from "babylonjs/Sprites/spriteSceneComponent";
  62806. }
  62807. declare module "babylonjs/Misc/assetsManager" {
  62808. import { Scene } from "babylonjs/scene";
  62809. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62810. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62811. import { Skeleton } from "babylonjs/Bones/skeleton";
  62812. import { Observable } from "babylonjs/Misc/observable";
  62813. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  62814. import { Texture } from "babylonjs/Materials/Textures/texture";
  62815. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  62816. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  62817. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  62818. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  62819. /**
  62820. * Defines the list of states available for a task inside a AssetsManager
  62821. */
  62822. export enum AssetTaskState {
  62823. /**
  62824. * Initialization
  62825. */
  62826. INIT = 0,
  62827. /**
  62828. * Running
  62829. */
  62830. RUNNING = 1,
  62831. /**
  62832. * Done
  62833. */
  62834. DONE = 2,
  62835. /**
  62836. * Error
  62837. */
  62838. ERROR = 3
  62839. }
  62840. /**
  62841. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  62842. */
  62843. export abstract class AbstractAssetTask {
  62844. /**
  62845. * Task name
  62846. */ name: string;
  62847. /**
  62848. * Callback called when the task is successful
  62849. */
  62850. onSuccess: (task: any) => void;
  62851. /**
  62852. * Callback called when the task is not successful
  62853. */
  62854. onError: (task: any, message?: string, exception?: any) => void;
  62855. /**
  62856. * Creates a new AssetsManager
  62857. * @param name defines the name of the task
  62858. */
  62859. constructor(
  62860. /**
  62861. * Task name
  62862. */ name: string);
  62863. private _isCompleted;
  62864. private _taskState;
  62865. private _errorObject;
  62866. /**
  62867. * Get if the task is completed
  62868. */
  62869. readonly isCompleted: boolean;
  62870. /**
  62871. * Gets the current state of the task
  62872. */
  62873. readonly taskState: AssetTaskState;
  62874. /**
  62875. * Gets the current error object (if task is in error)
  62876. */
  62877. readonly errorObject: {
  62878. message?: string;
  62879. exception?: any;
  62880. };
  62881. /**
  62882. * Internal only
  62883. * @hidden
  62884. */
  62885. _setErrorObject(message?: string, exception?: any): void;
  62886. /**
  62887. * Execute the current task
  62888. * @param scene defines the scene where you want your assets to be loaded
  62889. * @param onSuccess is a callback called when the task is successfully executed
  62890. * @param onError is a callback called if an error occurs
  62891. */
  62892. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62893. /**
  62894. * Execute the current task
  62895. * @param scene defines the scene where you want your assets to be loaded
  62896. * @param onSuccess is a callback called when the task is successfully executed
  62897. * @param onError is a callback called if an error occurs
  62898. */
  62899. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62900. /**
  62901. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  62902. * This can be used with failed tasks that have the reason for failure fixed.
  62903. */
  62904. reset(): void;
  62905. private onErrorCallback;
  62906. private onDoneCallback;
  62907. }
  62908. /**
  62909. * Define the interface used by progress events raised during assets loading
  62910. */
  62911. export interface IAssetsProgressEvent {
  62912. /**
  62913. * Defines the number of remaining tasks to process
  62914. */
  62915. remainingCount: number;
  62916. /**
  62917. * Defines the total number of tasks
  62918. */
  62919. totalCount: number;
  62920. /**
  62921. * Defines the task that was just processed
  62922. */
  62923. task: AbstractAssetTask;
  62924. }
  62925. /**
  62926. * Class used to share progress information about assets loading
  62927. */
  62928. export class AssetsProgressEvent implements IAssetsProgressEvent {
  62929. /**
  62930. * Defines the number of remaining tasks to process
  62931. */
  62932. remainingCount: number;
  62933. /**
  62934. * Defines the total number of tasks
  62935. */
  62936. totalCount: number;
  62937. /**
  62938. * Defines the task that was just processed
  62939. */
  62940. task: AbstractAssetTask;
  62941. /**
  62942. * Creates a AssetsProgressEvent
  62943. * @param remainingCount defines the number of remaining tasks to process
  62944. * @param totalCount defines the total number of tasks
  62945. * @param task defines the task that was just processed
  62946. */
  62947. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  62948. }
  62949. /**
  62950. * Define a task used by AssetsManager to load meshes
  62951. */
  62952. export class MeshAssetTask extends AbstractAssetTask {
  62953. /**
  62954. * Defines the name of the task
  62955. */
  62956. name: string;
  62957. /**
  62958. * Defines the list of mesh's names you want to load
  62959. */
  62960. meshesNames: any;
  62961. /**
  62962. * Defines the root url to use as a base to load your meshes and associated resources
  62963. */
  62964. rootUrl: string;
  62965. /**
  62966. * Defines the filename of the scene to load from
  62967. */
  62968. sceneFilename: string;
  62969. /**
  62970. * Gets the list of loaded meshes
  62971. */
  62972. loadedMeshes: Array<AbstractMesh>;
  62973. /**
  62974. * Gets the list of loaded particle systems
  62975. */
  62976. loadedParticleSystems: Array<IParticleSystem>;
  62977. /**
  62978. * Gets the list of loaded skeletons
  62979. */
  62980. loadedSkeletons: Array<Skeleton>;
  62981. /**
  62982. * Gets the list of loaded animation groups
  62983. */
  62984. loadedAnimationGroups: Array<AnimationGroup>;
  62985. /**
  62986. * Callback called when the task is successful
  62987. */
  62988. onSuccess: (task: MeshAssetTask) => void;
  62989. /**
  62990. * Callback called when the task is successful
  62991. */
  62992. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  62993. /**
  62994. * Creates a new MeshAssetTask
  62995. * @param name defines the name of the task
  62996. * @param meshesNames defines the list of mesh's names you want to load
  62997. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  62998. * @param sceneFilename defines the filename of the scene to load from
  62999. */
  63000. constructor(
  63001. /**
  63002. * Defines the name of the task
  63003. */
  63004. name: string,
  63005. /**
  63006. * Defines the list of mesh's names you want to load
  63007. */
  63008. meshesNames: any,
  63009. /**
  63010. * Defines the root url to use as a base to load your meshes and associated resources
  63011. */
  63012. rootUrl: string,
  63013. /**
  63014. * Defines the filename of the scene to load from
  63015. */
  63016. sceneFilename: string);
  63017. /**
  63018. * Execute the current task
  63019. * @param scene defines the scene where you want your assets to be loaded
  63020. * @param onSuccess is a callback called when the task is successfully executed
  63021. * @param onError is a callback called if an error occurs
  63022. */
  63023. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63024. }
  63025. /**
  63026. * Define a task used by AssetsManager to load text content
  63027. */
  63028. export class TextFileAssetTask extends AbstractAssetTask {
  63029. /**
  63030. * Defines the name of the task
  63031. */
  63032. name: string;
  63033. /**
  63034. * Defines the location of the file to load
  63035. */
  63036. url: string;
  63037. /**
  63038. * Gets the loaded text string
  63039. */
  63040. text: string;
  63041. /**
  63042. * Callback called when the task is successful
  63043. */
  63044. onSuccess: (task: TextFileAssetTask) => void;
  63045. /**
  63046. * Callback called when the task is successful
  63047. */
  63048. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  63049. /**
  63050. * Creates a new TextFileAssetTask object
  63051. * @param name defines the name of the task
  63052. * @param url defines the location of the file to load
  63053. */
  63054. constructor(
  63055. /**
  63056. * Defines the name of the task
  63057. */
  63058. name: string,
  63059. /**
  63060. * Defines the location of the file to load
  63061. */
  63062. url: string);
  63063. /**
  63064. * Execute the current task
  63065. * @param scene defines the scene where you want your assets to be loaded
  63066. * @param onSuccess is a callback called when the task is successfully executed
  63067. * @param onError is a callback called if an error occurs
  63068. */
  63069. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63070. }
  63071. /**
  63072. * Define a task used by AssetsManager to load binary data
  63073. */
  63074. export class BinaryFileAssetTask extends AbstractAssetTask {
  63075. /**
  63076. * Defines the name of the task
  63077. */
  63078. name: string;
  63079. /**
  63080. * Defines the location of the file to load
  63081. */
  63082. url: string;
  63083. /**
  63084. * Gets the lodaded data (as an array buffer)
  63085. */
  63086. data: ArrayBuffer;
  63087. /**
  63088. * Callback called when the task is successful
  63089. */
  63090. onSuccess: (task: BinaryFileAssetTask) => void;
  63091. /**
  63092. * Callback called when the task is successful
  63093. */
  63094. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  63095. /**
  63096. * Creates a new BinaryFileAssetTask object
  63097. * @param name defines the name of the new task
  63098. * @param url defines the location of the file to load
  63099. */
  63100. constructor(
  63101. /**
  63102. * Defines the name of the task
  63103. */
  63104. name: string,
  63105. /**
  63106. * Defines the location of the file to load
  63107. */
  63108. url: string);
  63109. /**
  63110. * Execute the current task
  63111. * @param scene defines the scene where you want your assets to be loaded
  63112. * @param onSuccess is a callback called when the task is successfully executed
  63113. * @param onError is a callback called if an error occurs
  63114. */
  63115. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63116. }
  63117. /**
  63118. * Define a task used by AssetsManager to load images
  63119. */
  63120. export class ImageAssetTask extends AbstractAssetTask {
  63121. /**
  63122. * Defines the name of the task
  63123. */
  63124. name: string;
  63125. /**
  63126. * Defines the location of the image to load
  63127. */
  63128. url: string;
  63129. /**
  63130. * Gets the loaded images
  63131. */
  63132. image: HTMLImageElement;
  63133. /**
  63134. * Callback called when the task is successful
  63135. */
  63136. onSuccess: (task: ImageAssetTask) => void;
  63137. /**
  63138. * Callback called when the task is successful
  63139. */
  63140. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  63141. /**
  63142. * Creates a new ImageAssetTask
  63143. * @param name defines the name of the task
  63144. * @param url defines the location of the image to load
  63145. */
  63146. constructor(
  63147. /**
  63148. * Defines the name of the task
  63149. */
  63150. name: string,
  63151. /**
  63152. * Defines the location of the image to load
  63153. */
  63154. url: string);
  63155. /**
  63156. * Execute the current task
  63157. * @param scene defines the scene where you want your assets to be loaded
  63158. * @param onSuccess is a callback called when the task is successfully executed
  63159. * @param onError is a callback called if an error occurs
  63160. */
  63161. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63162. }
  63163. /**
  63164. * Defines the interface used by texture loading tasks
  63165. */
  63166. export interface ITextureAssetTask<TEX extends BaseTexture> {
  63167. /**
  63168. * Gets the loaded texture
  63169. */
  63170. texture: TEX;
  63171. }
  63172. /**
  63173. * Define a task used by AssetsManager to load 2D textures
  63174. */
  63175. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  63176. /**
  63177. * Defines the name of the task
  63178. */
  63179. name: string;
  63180. /**
  63181. * Defines the location of the file to load
  63182. */
  63183. url: string;
  63184. /**
  63185. * Defines if mipmap should not be generated (default is false)
  63186. */
  63187. noMipmap?: boolean | undefined;
  63188. /**
  63189. * Defines if texture must be inverted on Y axis (default is false)
  63190. */
  63191. invertY?: boolean | undefined;
  63192. /**
  63193. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  63194. */
  63195. samplingMode: number;
  63196. /**
  63197. * Gets the loaded texture
  63198. */
  63199. texture: Texture;
  63200. /**
  63201. * Callback called when the task is successful
  63202. */
  63203. onSuccess: (task: TextureAssetTask) => void;
  63204. /**
  63205. * Callback called when the task is successful
  63206. */
  63207. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  63208. /**
  63209. * Creates a new TextureAssetTask object
  63210. * @param name defines the name of the task
  63211. * @param url defines the location of the file to load
  63212. * @param noMipmap defines if mipmap should not be generated (default is false)
  63213. * @param invertY defines if texture must be inverted on Y axis (default is false)
  63214. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  63215. */
  63216. constructor(
  63217. /**
  63218. * Defines the name of the task
  63219. */
  63220. name: string,
  63221. /**
  63222. * Defines the location of the file to load
  63223. */
  63224. url: string,
  63225. /**
  63226. * Defines if mipmap should not be generated (default is false)
  63227. */
  63228. noMipmap?: boolean | undefined,
  63229. /**
  63230. * Defines if texture must be inverted on Y axis (default is false)
  63231. */
  63232. invertY?: boolean | undefined,
  63233. /**
  63234. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  63235. */
  63236. samplingMode?: number);
  63237. /**
  63238. * Execute the current task
  63239. * @param scene defines the scene where you want your assets to be loaded
  63240. * @param onSuccess is a callback called when the task is successfully executed
  63241. * @param onError is a callback called if an error occurs
  63242. */
  63243. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63244. }
  63245. /**
  63246. * Define a task used by AssetsManager to load cube textures
  63247. */
  63248. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  63249. /**
  63250. * Defines the name of the task
  63251. */
  63252. name: string;
  63253. /**
  63254. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  63255. */
  63256. url: string;
  63257. /**
  63258. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  63259. */
  63260. extensions?: string[] | undefined;
  63261. /**
  63262. * Defines if mipmaps should not be generated (default is false)
  63263. */
  63264. noMipmap?: boolean | undefined;
  63265. /**
  63266. * Defines the explicit list of files (undefined by default)
  63267. */
  63268. files?: string[] | undefined;
  63269. /**
  63270. * Gets the loaded texture
  63271. */
  63272. texture: CubeTexture;
  63273. /**
  63274. * Callback called when the task is successful
  63275. */
  63276. onSuccess: (task: CubeTextureAssetTask) => void;
  63277. /**
  63278. * Callback called when the task is successful
  63279. */
  63280. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  63281. /**
  63282. * Creates a new CubeTextureAssetTask
  63283. * @param name defines the name of the task
  63284. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  63285. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  63286. * @param noMipmap defines if mipmaps should not be generated (default is false)
  63287. * @param files defines the explicit list of files (undefined by default)
  63288. */
  63289. constructor(
  63290. /**
  63291. * Defines the name of the task
  63292. */
  63293. name: string,
  63294. /**
  63295. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  63296. */
  63297. url: string,
  63298. /**
  63299. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  63300. */
  63301. extensions?: string[] | undefined,
  63302. /**
  63303. * Defines if mipmaps should not be generated (default is false)
  63304. */
  63305. noMipmap?: boolean | undefined,
  63306. /**
  63307. * Defines the explicit list of files (undefined by default)
  63308. */
  63309. files?: string[] | undefined);
  63310. /**
  63311. * Execute the current task
  63312. * @param scene defines the scene where you want your assets to be loaded
  63313. * @param onSuccess is a callback called when the task is successfully executed
  63314. * @param onError is a callback called if an error occurs
  63315. */
  63316. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63317. }
  63318. /**
  63319. * Define a task used by AssetsManager to load HDR cube textures
  63320. */
  63321. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  63322. /**
  63323. * Defines the name of the task
  63324. */
  63325. name: string;
  63326. /**
  63327. * Defines the location of the file to load
  63328. */
  63329. url: string;
  63330. /**
  63331. * Defines the desired size (the more it increases the longer the generation will be)
  63332. */
  63333. size: number;
  63334. /**
  63335. * Defines if mipmaps should not be generated (default is false)
  63336. */
  63337. noMipmap: boolean;
  63338. /**
  63339. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  63340. */
  63341. generateHarmonics: boolean;
  63342. /**
  63343. * 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)
  63344. */
  63345. gammaSpace: boolean;
  63346. /**
  63347. * Internal Use Only
  63348. */
  63349. reserved: boolean;
  63350. /**
  63351. * Gets the loaded texture
  63352. */
  63353. texture: HDRCubeTexture;
  63354. /**
  63355. * Callback called when the task is successful
  63356. */
  63357. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  63358. /**
  63359. * Callback called when the task is successful
  63360. */
  63361. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  63362. /**
  63363. * Creates a new HDRCubeTextureAssetTask object
  63364. * @param name defines the name of the task
  63365. * @param url defines the location of the file to load
  63366. * @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.
  63367. * @param noMipmap defines if mipmaps should not be generated (default is false)
  63368. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  63369. * @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)
  63370. * @param reserved Internal use only
  63371. */
  63372. constructor(
  63373. /**
  63374. * Defines the name of the task
  63375. */
  63376. name: string,
  63377. /**
  63378. * Defines the location of the file to load
  63379. */
  63380. url: string,
  63381. /**
  63382. * Defines the desired size (the more it increases the longer the generation will be)
  63383. */
  63384. size: number,
  63385. /**
  63386. * Defines if mipmaps should not be generated (default is false)
  63387. */
  63388. noMipmap?: boolean,
  63389. /**
  63390. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  63391. */
  63392. generateHarmonics?: boolean,
  63393. /**
  63394. * 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)
  63395. */
  63396. gammaSpace?: boolean,
  63397. /**
  63398. * Internal Use Only
  63399. */
  63400. reserved?: boolean);
  63401. /**
  63402. * Execute the current task
  63403. * @param scene defines the scene where you want your assets to be loaded
  63404. * @param onSuccess is a callback called when the task is successfully executed
  63405. * @param onError is a callback called if an error occurs
  63406. */
  63407. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63408. }
  63409. /**
  63410. * Define a task used by AssetsManager to load Equirectangular cube textures
  63411. */
  63412. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  63413. /**
  63414. * Defines the name of the task
  63415. */
  63416. name: string;
  63417. /**
  63418. * Defines the location of the file to load
  63419. */
  63420. url: string;
  63421. /**
  63422. * Defines the desired size (the more it increases the longer the generation will be)
  63423. */
  63424. size: number;
  63425. /**
  63426. * Defines if mipmaps should not be generated (default is false)
  63427. */
  63428. noMipmap: boolean;
  63429. /**
  63430. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  63431. * but the standard material would require them in Gamma space) (default is true)
  63432. */
  63433. gammaSpace: boolean;
  63434. /**
  63435. * Gets the loaded texture
  63436. */
  63437. texture: EquiRectangularCubeTexture;
  63438. /**
  63439. * Callback called when the task is successful
  63440. */
  63441. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  63442. /**
  63443. * Callback called when the task is successful
  63444. */
  63445. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  63446. /**
  63447. * Creates a new EquiRectangularCubeTextureAssetTask object
  63448. * @param name defines the name of the task
  63449. * @param url defines the location of the file to load
  63450. * @param size defines the desired size (the more it increases the longer the generation will be)
  63451. * If the size is omitted this implies you are using a preprocessed cubemap.
  63452. * @param noMipmap defines if mipmaps should not be generated (default is false)
  63453. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  63454. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  63455. * (default is true)
  63456. */
  63457. constructor(
  63458. /**
  63459. * Defines the name of the task
  63460. */
  63461. name: string,
  63462. /**
  63463. * Defines the location of the file to load
  63464. */
  63465. url: string,
  63466. /**
  63467. * Defines the desired size (the more it increases the longer the generation will be)
  63468. */
  63469. size: number,
  63470. /**
  63471. * Defines if mipmaps should not be generated (default is false)
  63472. */
  63473. noMipmap?: boolean,
  63474. /**
  63475. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  63476. * but the standard material would require them in Gamma space) (default is true)
  63477. */
  63478. gammaSpace?: boolean);
  63479. /**
  63480. * Execute the current task
  63481. * @param scene defines the scene where you want your assets to be loaded
  63482. * @param onSuccess is a callback called when the task is successfully executed
  63483. * @param onError is a callback called if an error occurs
  63484. */
  63485. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63486. }
  63487. /**
  63488. * This class can be used to easily import assets into a scene
  63489. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  63490. */
  63491. export class AssetsManager {
  63492. private _scene;
  63493. private _isLoading;
  63494. protected _tasks: AbstractAssetTask[];
  63495. protected _waitingTasksCount: number;
  63496. protected _totalTasksCount: number;
  63497. /**
  63498. * Callback called when all tasks are processed
  63499. */
  63500. onFinish: (tasks: AbstractAssetTask[]) => void;
  63501. /**
  63502. * Callback called when a task is successful
  63503. */
  63504. onTaskSuccess: (task: AbstractAssetTask) => void;
  63505. /**
  63506. * Callback called when a task had an error
  63507. */
  63508. onTaskError: (task: AbstractAssetTask) => void;
  63509. /**
  63510. * Callback called when a task is done (whatever the result is)
  63511. */
  63512. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  63513. /**
  63514. * Observable called when all tasks are processed
  63515. */
  63516. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  63517. /**
  63518. * Observable called when a task had an error
  63519. */
  63520. onTaskErrorObservable: Observable<AbstractAssetTask>;
  63521. /**
  63522. * Observable called when all tasks were executed
  63523. */
  63524. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  63525. /**
  63526. * Observable called when a task is done (whatever the result is)
  63527. */
  63528. onProgressObservable: Observable<IAssetsProgressEvent>;
  63529. /**
  63530. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  63531. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  63532. */
  63533. useDefaultLoadingScreen: boolean;
  63534. /**
  63535. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  63536. * when all assets have been downloaded.
  63537. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  63538. */
  63539. autoHideLoadingUI: boolean;
  63540. /**
  63541. * Creates a new AssetsManager
  63542. * @param scene defines the scene to work on
  63543. */
  63544. constructor(scene: Scene);
  63545. /**
  63546. * Add a MeshAssetTask to the list of active tasks
  63547. * @param taskName defines the name of the new task
  63548. * @param meshesNames defines the name of meshes to load
  63549. * @param rootUrl defines the root url to use to locate files
  63550. * @param sceneFilename defines the filename of the scene file
  63551. * @returns a new MeshAssetTask object
  63552. */
  63553. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  63554. /**
  63555. * Add a TextFileAssetTask to the list of active tasks
  63556. * @param taskName defines the name of the new task
  63557. * @param url defines the url of the file to load
  63558. * @returns a new TextFileAssetTask object
  63559. */
  63560. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  63561. /**
  63562. * Add a BinaryFileAssetTask to the list of active tasks
  63563. * @param taskName defines the name of the new task
  63564. * @param url defines the url of the file to load
  63565. * @returns a new BinaryFileAssetTask object
  63566. */
  63567. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  63568. /**
  63569. * Add a ImageAssetTask to the list of active tasks
  63570. * @param taskName defines the name of the new task
  63571. * @param url defines the url of the file to load
  63572. * @returns a new ImageAssetTask object
  63573. */
  63574. addImageTask(taskName: string, url: string): ImageAssetTask;
  63575. /**
  63576. * Add a TextureAssetTask to the list of active tasks
  63577. * @param taskName defines the name of the new task
  63578. * @param url defines the url of the file to load
  63579. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63580. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  63581. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  63582. * @returns a new TextureAssetTask object
  63583. */
  63584. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  63585. /**
  63586. * Add a CubeTextureAssetTask to the list of active tasks
  63587. * @param taskName defines the name of the new task
  63588. * @param url defines the url of the file to load
  63589. * @param extensions defines the extension to use to load the cube map (can be null)
  63590. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63591. * @param files defines the list of files to load (can be null)
  63592. * @returns a new CubeTextureAssetTask object
  63593. */
  63594. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  63595. /**
  63596. *
  63597. * Add a HDRCubeTextureAssetTask to the list of active tasks
  63598. * @param taskName defines the name of the new task
  63599. * @param url defines the url of the file to load
  63600. * @param size defines the size you want for the cubemap (can be null)
  63601. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63602. * @param generateHarmonics defines if you want to automatically generate (true by default)
  63603. * @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)
  63604. * @param reserved Internal use only
  63605. * @returns a new HDRCubeTextureAssetTask object
  63606. */
  63607. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  63608. /**
  63609. *
  63610. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  63611. * @param taskName defines the name of the new task
  63612. * @param url defines the url of the file to load
  63613. * @param size defines the size you want for the cubemap (can be null)
  63614. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63615. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  63616. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  63617. * @returns a new EquiRectangularCubeTextureAssetTask object
  63618. */
  63619. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  63620. /**
  63621. * Remove a task from the assets manager.
  63622. * @param task the task to remove
  63623. */
  63624. removeTask(task: AbstractAssetTask): void;
  63625. private _decreaseWaitingTasksCount;
  63626. private _runTask;
  63627. /**
  63628. * Reset the AssetsManager and remove all tasks
  63629. * @return the current instance of the AssetsManager
  63630. */
  63631. reset(): AssetsManager;
  63632. /**
  63633. * Start the loading process
  63634. * @return the current instance of the AssetsManager
  63635. */
  63636. load(): AssetsManager;
  63637. /**
  63638. * Start the loading process as an async operation
  63639. * @return a promise returning the list of failed tasks
  63640. */
  63641. loadAsync(): Promise<void>;
  63642. }
  63643. }
  63644. declare module "babylonjs/Misc/deferred" {
  63645. /**
  63646. * Wrapper class for promise with external resolve and reject.
  63647. */
  63648. export class Deferred<T> {
  63649. /**
  63650. * The promise associated with this deferred object.
  63651. */
  63652. readonly promise: Promise<T>;
  63653. private _resolve;
  63654. private _reject;
  63655. /**
  63656. * The resolve method of the promise associated with this deferred object.
  63657. */
  63658. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  63659. /**
  63660. * The reject method of the promise associated with this deferred object.
  63661. */
  63662. readonly reject: (reason?: any) => void;
  63663. /**
  63664. * Constructor for this deferred object.
  63665. */
  63666. constructor();
  63667. }
  63668. }
  63669. declare module "babylonjs/Misc/meshExploder" {
  63670. import { Mesh } from "babylonjs/Meshes/mesh";
  63671. /**
  63672. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  63673. */
  63674. export class MeshExploder {
  63675. private _centerMesh;
  63676. private _meshes;
  63677. private _meshesOrigins;
  63678. private _toCenterVectors;
  63679. private _scaledDirection;
  63680. private _newPosition;
  63681. private _centerPosition;
  63682. /**
  63683. * Explodes meshes from a center mesh.
  63684. * @param meshes The meshes to explode.
  63685. * @param centerMesh The mesh to be center of explosion.
  63686. */
  63687. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  63688. private _setCenterMesh;
  63689. /**
  63690. * Get class name
  63691. * @returns "MeshExploder"
  63692. */
  63693. getClassName(): string;
  63694. /**
  63695. * "Exploded meshes"
  63696. * @returns Array of meshes with the centerMesh at index 0.
  63697. */
  63698. getMeshes(): Array<Mesh>;
  63699. /**
  63700. * Explodes meshes giving a specific direction
  63701. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  63702. */
  63703. explode(direction?: number): void;
  63704. }
  63705. }
  63706. declare module "babylonjs/Misc/filesInput" {
  63707. import { Engine } from "babylonjs/Engines/engine";
  63708. import { Scene } from "babylonjs/scene";
  63709. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  63710. /**
  63711. * Class used to help managing file picking and drag'n'drop
  63712. */
  63713. export class FilesInput {
  63714. /**
  63715. * List of files ready to be loaded
  63716. */
  63717. static readonly FilesToLoad: {
  63718. [key: string]: File;
  63719. };
  63720. /**
  63721. * Callback called when a file is processed
  63722. */
  63723. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  63724. private _engine;
  63725. private _currentScene;
  63726. private _sceneLoadedCallback;
  63727. private _progressCallback;
  63728. private _additionalRenderLoopLogicCallback;
  63729. private _textureLoadingCallback;
  63730. private _startingProcessingFilesCallback;
  63731. private _onReloadCallback;
  63732. private _errorCallback;
  63733. private _elementToMonitor;
  63734. private _sceneFileToLoad;
  63735. private _filesToLoad;
  63736. /**
  63737. * Creates a new FilesInput
  63738. * @param engine defines the rendering engine
  63739. * @param scene defines the hosting scene
  63740. * @param sceneLoadedCallback callback called when scene is loaded
  63741. * @param progressCallback callback called to track progress
  63742. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  63743. * @param textureLoadingCallback callback called when a texture is loading
  63744. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  63745. * @param onReloadCallback callback called when a reload is requested
  63746. * @param errorCallback callback call if an error occurs
  63747. */
  63748. 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);
  63749. private _dragEnterHandler;
  63750. private _dragOverHandler;
  63751. private _dropHandler;
  63752. /**
  63753. * Calls this function to listen to drag'n'drop events on a specific DOM element
  63754. * @param elementToMonitor defines the DOM element to track
  63755. */
  63756. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  63757. /**
  63758. * Release all associated resources
  63759. */
  63760. dispose(): void;
  63761. private renderFunction;
  63762. private drag;
  63763. private drop;
  63764. private _traverseFolder;
  63765. private _processFiles;
  63766. /**
  63767. * Load files from a drop event
  63768. * @param event defines the drop event to use as source
  63769. */
  63770. loadFiles(event: any): void;
  63771. private _processReload;
  63772. /**
  63773. * Reload the current scene from the loaded files
  63774. */
  63775. reload(): void;
  63776. }
  63777. }
  63778. declare module "babylonjs/Misc/HighDynamicRange/index" {
  63779. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  63780. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  63781. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  63782. }
  63783. declare module "babylonjs/Misc/sceneOptimizer" {
  63784. import { Scene, IDisposable } from "babylonjs/scene";
  63785. import { Observable } from "babylonjs/Misc/observable";
  63786. /**
  63787. * Defines the root class used to create scene optimization to use with SceneOptimizer
  63788. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63789. */
  63790. export class SceneOptimization {
  63791. /**
  63792. * Defines the priority of this optimization (0 by default which means first in the list)
  63793. */
  63794. priority: number;
  63795. /**
  63796. * Gets a string describing the action executed by the current optimization
  63797. * @returns description string
  63798. */
  63799. getDescription(): string;
  63800. /**
  63801. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63802. * @param scene defines the current scene where to apply this optimization
  63803. * @param optimizer defines the current optimizer
  63804. * @returns true if everything that can be done was applied
  63805. */
  63806. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63807. /**
  63808. * Creates the SceneOptimization object
  63809. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63810. * @param desc defines the description associated with the optimization
  63811. */
  63812. constructor(
  63813. /**
  63814. * Defines the priority of this optimization (0 by default which means first in the list)
  63815. */
  63816. priority?: number);
  63817. }
  63818. /**
  63819. * Defines an optimization used to reduce the size of render target textures
  63820. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63821. */
  63822. export class TextureOptimization extends SceneOptimization {
  63823. /**
  63824. * Defines the priority of this optimization (0 by default which means first in the list)
  63825. */
  63826. priority: number;
  63827. /**
  63828. * 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
  63829. */
  63830. maximumSize: number;
  63831. /**
  63832. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63833. */
  63834. step: number;
  63835. /**
  63836. * Gets a string describing the action executed by the current optimization
  63837. * @returns description string
  63838. */
  63839. getDescription(): string;
  63840. /**
  63841. * Creates the TextureOptimization object
  63842. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63843. * @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
  63844. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63845. */
  63846. constructor(
  63847. /**
  63848. * Defines the priority of this optimization (0 by default which means first in the list)
  63849. */
  63850. priority?: number,
  63851. /**
  63852. * 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
  63853. */
  63854. maximumSize?: number,
  63855. /**
  63856. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63857. */
  63858. step?: number);
  63859. /**
  63860. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63861. * @param scene defines the current scene where to apply this optimization
  63862. * @param optimizer defines the current optimizer
  63863. * @returns true if everything that can be done was applied
  63864. */
  63865. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63866. }
  63867. /**
  63868. * Defines an optimization used to increase or decrease the rendering resolution
  63869. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63870. */
  63871. export class HardwareScalingOptimization extends SceneOptimization {
  63872. /**
  63873. * Defines the priority of this optimization (0 by default which means first in the list)
  63874. */
  63875. priority: number;
  63876. /**
  63877. * Defines the maximum scale to use (2 by default)
  63878. */
  63879. maximumScale: number;
  63880. /**
  63881. * Defines the step to use between two passes (0.5 by default)
  63882. */
  63883. step: number;
  63884. private _currentScale;
  63885. private _directionOffset;
  63886. /**
  63887. * Gets a string describing the action executed by the current optimization
  63888. * @return description string
  63889. */
  63890. getDescription(): string;
  63891. /**
  63892. * Creates the HardwareScalingOptimization object
  63893. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63894. * @param maximumScale defines the maximum scale to use (2 by default)
  63895. * @param step defines the step to use between two passes (0.5 by default)
  63896. */
  63897. constructor(
  63898. /**
  63899. * Defines the priority of this optimization (0 by default which means first in the list)
  63900. */
  63901. priority?: number,
  63902. /**
  63903. * Defines the maximum scale to use (2 by default)
  63904. */
  63905. maximumScale?: number,
  63906. /**
  63907. * Defines the step to use between two passes (0.5 by default)
  63908. */
  63909. step?: number);
  63910. /**
  63911. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63912. * @param scene defines the current scene where to apply this optimization
  63913. * @param optimizer defines the current optimizer
  63914. * @returns true if everything that can be done was applied
  63915. */
  63916. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63917. }
  63918. /**
  63919. * Defines an optimization used to remove shadows
  63920. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63921. */
  63922. export class ShadowsOptimization extends SceneOptimization {
  63923. /**
  63924. * Gets a string describing the action executed by the current optimization
  63925. * @return description string
  63926. */
  63927. getDescription(): string;
  63928. /**
  63929. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63930. * @param scene defines the current scene where to apply this optimization
  63931. * @param optimizer defines the current optimizer
  63932. * @returns true if everything that can be done was applied
  63933. */
  63934. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63935. }
  63936. /**
  63937. * Defines an optimization used to turn post-processes off
  63938. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63939. */
  63940. export class PostProcessesOptimization extends SceneOptimization {
  63941. /**
  63942. * Gets a string describing the action executed by the current optimization
  63943. * @return description string
  63944. */
  63945. getDescription(): string;
  63946. /**
  63947. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63948. * @param scene defines the current scene where to apply this optimization
  63949. * @param optimizer defines the current optimizer
  63950. * @returns true if everything that can be done was applied
  63951. */
  63952. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63953. }
  63954. /**
  63955. * Defines an optimization used to turn lens flares off
  63956. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63957. */
  63958. export class LensFlaresOptimization extends SceneOptimization {
  63959. /**
  63960. * Gets a string describing the action executed by the current optimization
  63961. * @return description string
  63962. */
  63963. getDescription(): string;
  63964. /**
  63965. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63966. * @param scene defines the current scene where to apply this optimization
  63967. * @param optimizer defines the current optimizer
  63968. * @returns true if everything that can be done was applied
  63969. */
  63970. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63971. }
  63972. /**
  63973. * Defines an optimization based on user defined callback.
  63974. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63975. */
  63976. export class CustomOptimization extends SceneOptimization {
  63977. /**
  63978. * Callback called to apply the custom optimization.
  63979. */
  63980. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  63981. /**
  63982. * Callback called to get custom description
  63983. */
  63984. onGetDescription: () => string;
  63985. /**
  63986. * Gets a string describing the action executed by the current optimization
  63987. * @returns description string
  63988. */
  63989. getDescription(): string;
  63990. /**
  63991. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63992. * @param scene defines the current scene where to apply this optimization
  63993. * @param optimizer defines the current optimizer
  63994. * @returns true if everything that can be done was applied
  63995. */
  63996. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63997. }
  63998. /**
  63999. * Defines an optimization used to turn particles off
  64000. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64001. */
  64002. export class ParticlesOptimization extends SceneOptimization {
  64003. /**
  64004. * Gets a string describing the action executed by the current optimization
  64005. * @return description string
  64006. */
  64007. getDescription(): string;
  64008. /**
  64009. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64010. * @param scene defines the current scene where to apply this optimization
  64011. * @param optimizer defines the current optimizer
  64012. * @returns true if everything that can be done was applied
  64013. */
  64014. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64015. }
  64016. /**
  64017. * Defines an optimization used to turn render targets off
  64018. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64019. */
  64020. export class RenderTargetsOptimization extends SceneOptimization {
  64021. /**
  64022. * Gets a string describing the action executed by the current optimization
  64023. * @return description string
  64024. */
  64025. getDescription(): string;
  64026. /**
  64027. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64028. * @param scene defines the current scene where to apply this optimization
  64029. * @param optimizer defines the current optimizer
  64030. * @returns true if everything that can be done was applied
  64031. */
  64032. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64033. }
  64034. /**
  64035. * Defines an optimization used to merge meshes with compatible materials
  64036. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64037. */
  64038. export class MergeMeshesOptimization extends SceneOptimization {
  64039. private static _UpdateSelectionTree;
  64040. /**
  64041. * Gets or sets a boolean which defines if optimization octree has to be updated
  64042. */
  64043. /**
  64044. * Gets or sets a boolean which defines if optimization octree has to be updated
  64045. */
  64046. static UpdateSelectionTree: boolean;
  64047. /**
  64048. * Gets a string describing the action executed by the current optimization
  64049. * @return description string
  64050. */
  64051. getDescription(): string;
  64052. private _canBeMerged;
  64053. /**
  64054. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64055. * @param scene defines the current scene where to apply this optimization
  64056. * @param optimizer defines the current optimizer
  64057. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  64058. * @returns true if everything that can be done was applied
  64059. */
  64060. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  64061. }
  64062. /**
  64063. * Defines a list of options used by SceneOptimizer
  64064. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64065. */
  64066. export class SceneOptimizerOptions {
  64067. /**
  64068. * Defines the target frame rate to reach (60 by default)
  64069. */
  64070. targetFrameRate: number;
  64071. /**
  64072. * Defines the interval between two checkes (2000ms by default)
  64073. */
  64074. trackerDuration: number;
  64075. /**
  64076. * Gets the list of optimizations to apply
  64077. */
  64078. optimizations: SceneOptimization[];
  64079. /**
  64080. * Creates a new list of options used by SceneOptimizer
  64081. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  64082. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  64083. */
  64084. constructor(
  64085. /**
  64086. * Defines the target frame rate to reach (60 by default)
  64087. */
  64088. targetFrameRate?: number,
  64089. /**
  64090. * Defines the interval between two checkes (2000ms by default)
  64091. */
  64092. trackerDuration?: number);
  64093. /**
  64094. * Add a new optimization
  64095. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  64096. * @returns the current SceneOptimizerOptions
  64097. */
  64098. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  64099. /**
  64100. * Add a new custom optimization
  64101. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  64102. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  64103. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64104. * @returns the current SceneOptimizerOptions
  64105. */
  64106. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  64107. /**
  64108. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  64109. * @param targetFrameRate defines the target frame rate (60 by default)
  64110. * @returns a SceneOptimizerOptions object
  64111. */
  64112. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  64113. /**
  64114. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  64115. * @param targetFrameRate defines the target frame rate (60 by default)
  64116. * @returns a SceneOptimizerOptions object
  64117. */
  64118. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  64119. /**
  64120. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  64121. * @param targetFrameRate defines the target frame rate (60 by default)
  64122. * @returns a SceneOptimizerOptions object
  64123. */
  64124. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  64125. }
  64126. /**
  64127. * Class used to run optimizations in order to reach a target frame rate
  64128. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64129. */
  64130. export class SceneOptimizer implements IDisposable {
  64131. private _isRunning;
  64132. private _options;
  64133. private _scene;
  64134. private _currentPriorityLevel;
  64135. private _targetFrameRate;
  64136. private _trackerDuration;
  64137. private _currentFrameRate;
  64138. private _sceneDisposeObserver;
  64139. private _improvementMode;
  64140. /**
  64141. * Defines an observable called when the optimizer reaches the target frame rate
  64142. */
  64143. onSuccessObservable: Observable<SceneOptimizer>;
  64144. /**
  64145. * Defines an observable called when the optimizer enables an optimization
  64146. */
  64147. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  64148. /**
  64149. * Defines an observable called when the optimizer is not able to reach the target frame rate
  64150. */
  64151. onFailureObservable: Observable<SceneOptimizer>;
  64152. /**
  64153. * Gets a boolean indicating if the optimizer is in improvement mode
  64154. */
  64155. readonly isInImprovementMode: boolean;
  64156. /**
  64157. * Gets the current priority level (0 at start)
  64158. */
  64159. readonly currentPriorityLevel: number;
  64160. /**
  64161. * Gets the current frame rate checked by the SceneOptimizer
  64162. */
  64163. readonly currentFrameRate: number;
  64164. /**
  64165. * Gets or sets the current target frame rate (60 by default)
  64166. */
  64167. /**
  64168. * Gets or sets the current target frame rate (60 by default)
  64169. */
  64170. targetFrameRate: number;
  64171. /**
  64172. * Gets or sets the current interval between two checks (every 2000ms by default)
  64173. */
  64174. /**
  64175. * Gets or sets the current interval between two checks (every 2000ms by default)
  64176. */
  64177. trackerDuration: number;
  64178. /**
  64179. * Gets the list of active optimizations
  64180. */
  64181. readonly optimizations: SceneOptimization[];
  64182. /**
  64183. * Creates a new SceneOptimizer
  64184. * @param scene defines the scene to work on
  64185. * @param options defines the options to use with the SceneOptimizer
  64186. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  64187. * @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)
  64188. */
  64189. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  64190. /**
  64191. * Stops the current optimizer
  64192. */
  64193. stop(): void;
  64194. /**
  64195. * Reset the optimizer to initial step (current priority level = 0)
  64196. */
  64197. reset(): void;
  64198. /**
  64199. * Start the optimizer. By default it will try to reach a specific framerate
  64200. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  64201. */
  64202. start(): void;
  64203. private _checkCurrentState;
  64204. /**
  64205. * Release all resources
  64206. */
  64207. dispose(): void;
  64208. /**
  64209. * Helper function to create a SceneOptimizer with one single line of code
  64210. * @param scene defines the scene to work on
  64211. * @param options defines the options to use with the SceneOptimizer
  64212. * @param onSuccess defines a callback to call on success
  64213. * @param onFailure defines a callback to call on failure
  64214. * @returns the new SceneOptimizer object
  64215. */
  64216. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  64217. }
  64218. }
  64219. declare module "babylonjs/Misc/sceneSerializer" {
  64220. import { Scene } from "babylonjs/scene";
  64221. /**
  64222. * Class used to serialize a scene into a string
  64223. */
  64224. export class SceneSerializer {
  64225. /**
  64226. * Clear cache used by a previous serialization
  64227. */
  64228. static ClearCache(): void;
  64229. /**
  64230. * Serialize a scene into a JSON compatible object
  64231. * @param scene defines the scene to serialize
  64232. * @returns a JSON compatible object
  64233. */
  64234. static Serialize(scene: Scene): any;
  64235. /**
  64236. * Serialize a mesh into a JSON compatible object
  64237. * @param toSerialize defines the mesh to serialize
  64238. * @param withParents defines if parents must be serialized as well
  64239. * @param withChildren defines if children must be serialized as well
  64240. * @returns a JSON compatible object
  64241. */
  64242. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  64243. }
  64244. }
  64245. declare module "babylonjs/Misc/textureTools" {
  64246. import { Texture } from "babylonjs/Materials/Textures/texture";
  64247. /**
  64248. * Class used to host texture specific utilities
  64249. */
  64250. export class TextureTools {
  64251. /**
  64252. * Uses the GPU to create a copy texture rescaled at a given size
  64253. * @param texture Texture to copy from
  64254. * @param width defines the desired width
  64255. * @param height defines the desired height
  64256. * @param useBilinearMode defines if bilinear mode has to be used
  64257. * @return the generated texture
  64258. */
  64259. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  64260. }
  64261. }
  64262. declare module "babylonjs/Misc/videoRecorder" {
  64263. import { Nullable } from "babylonjs/types";
  64264. import { Engine } from "babylonjs/Engines/engine";
  64265. /**
  64266. * This represents the different options available for the video capture.
  64267. */
  64268. export interface VideoRecorderOptions {
  64269. /** Defines the mime type of the video. */
  64270. mimeType: string;
  64271. /** Defines the FPS the video should be recorded at. */
  64272. fps: number;
  64273. /** Defines the chunk size for the recording data. */
  64274. recordChunckSize: number;
  64275. /** The audio tracks to attach to the recording. */
  64276. audioTracks?: MediaStreamTrack[];
  64277. }
  64278. /**
  64279. * This can help with recording videos from BabylonJS.
  64280. * This is based on the available WebRTC functionalities of the browser.
  64281. *
  64282. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  64283. */
  64284. export class VideoRecorder {
  64285. private static readonly _defaultOptions;
  64286. /**
  64287. * Returns whether or not the VideoRecorder is available in your browser.
  64288. * @param engine Defines the Babylon Engine.
  64289. * @returns true if supported otherwise false.
  64290. */
  64291. static IsSupported(engine: Engine): boolean;
  64292. private readonly _options;
  64293. private _canvas;
  64294. private _mediaRecorder;
  64295. private _recordedChunks;
  64296. private _fileName;
  64297. private _resolve;
  64298. private _reject;
  64299. /**
  64300. * True when a recording is already in progress.
  64301. */
  64302. readonly isRecording: boolean;
  64303. /**
  64304. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  64305. * @param engine Defines the BabylonJS Engine you wish to record.
  64306. * @param options Defines options that can be used to customize the capture.
  64307. */
  64308. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  64309. /**
  64310. * Stops the current recording before the default capture timeout passed in the startRecording function.
  64311. */
  64312. stopRecording(): void;
  64313. /**
  64314. * Starts recording the canvas for a max duration specified in parameters.
  64315. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  64316. * If null no automatic download will start and you can rely on the promise to get the data back.
  64317. * @param maxDuration Defines the maximum recording time in seconds.
  64318. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  64319. * @return A promise callback at the end of the recording with the video data in Blob.
  64320. */
  64321. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  64322. /**
  64323. * Releases internal resources used during the recording.
  64324. */
  64325. dispose(): void;
  64326. private _handleDataAvailable;
  64327. private _handleError;
  64328. private _handleStop;
  64329. }
  64330. }
  64331. declare module "babylonjs/Misc/screenshotTools" {
  64332. import { Camera } from "babylonjs/Cameras/camera";
  64333. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  64334. import { Engine } from "babylonjs/Engines/engine";
  64335. /**
  64336. * Class containing a set of static utilities functions for screenshots
  64337. */
  64338. export class ScreenshotTools {
  64339. /**
  64340. * Captures a screenshot of the current rendering
  64341. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64342. * @param engine defines the rendering engine
  64343. * @param camera defines the source camera
  64344. * @param size This parameter can be set to a single number or to an object with the
  64345. * following (optional) properties: precision, width, height. If a single number is passed,
  64346. * it will be used for both width and height. If an object is passed, the screenshot size
  64347. * will be derived from the parameters. The precision property is a multiplier allowing
  64348. * rendering at a higher or lower resolution
  64349. * @param successCallback defines the callback receives a single parameter which contains the
  64350. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  64351. * src parameter of an <img> to display it
  64352. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  64353. * Check your browser for supported MIME types
  64354. */
  64355. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  64356. /**
  64357. * Captures a screenshot of the current rendering
  64358. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64359. * @param engine defines the rendering engine
  64360. * @param camera defines the source camera
  64361. * @param size This parameter can be set to a single number or to an object with the
  64362. * following (optional) properties: precision, width, height. If a single number is passed,
  64363. * it will be used for both width and height. If an object is passed, the screenshot size
  64364. * will be derived from the parameters. The precision property is a multiplier allowing
  64365. * rendering at a higher or lower resolution
  64366. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  64367. * Check your browser for supported MIME types
  64368. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  64369. * to the src parameter of an <img> to display it
  64370. */
  64371. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  64372. /**
  64373. * Generates an image screenshot from the specified camera.
  64374. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64375. * @param engine The engine to use for rendering
  64376. * @param camera The camera to use for rendering
  64377. * @param size This parameter can be set to a single number or to an object with the
  64378. * following (optional) properties: precision, width, height. If a single number is passed,
  64379. * it will be used for both width and height. If an object is passed, the screenshot size
  64380. * will be derived from the parameters. The precision property is a multiplier allowing
  64381. * rendering at a higher or lower resolution
  64382. * @param successCallback The callback receives a single parameter which contains the
  64383. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  64384. * src parameter of an <img> to display it
  64385. * @param mimeType The MIME type of the screenshot image (default: image/png).
  64386. * Check your browser for supported MIME types
  64387. * @param samples Texture samples (default: 1)
  64388. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  64389. * @param fileName A name for for the downloaded file.
  64390. */
  64391. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  64392. /**
  64393. * Generates an image screenshot from the specified camera.
  64394. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64395. * @param engine The engine to use for rendering
  64396. * @param camera The camera to use for rendering
  64397. * @param size This parameter can be set to a single number or to an object with the
  64398. * following (optional) properties: precision, width, height. If a single number is passed,
  64399. * it will be used for both width and height. If an object is passed, the screenshot size
  64400. * will be derived from the parameters. The precision property is a multiplier allowing
  64401. * rendering at a higher or lower resolution
  64402. * @param mimeType The MIME type of the screenshot image (default: image/png).
  64403. * Check your browser for supported MIME types
  64404. * @param samples Texture samples (default: 1)
  64405. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  64406. * @param fileName A name for for the downloaded file.
  64407. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  64408. * to the src parameter of an <img> to display it
  64409. */
  64410. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  64411. /**
  64412. * Gets height and width for screenshot size
  64413. * @private
  64414. */
  64415. private static _getScreenshotSize;
  64416. }
  64417. }
  64418. declare module "babylonjs/Misc/index" {
  64419. export * from "babylonjs/Misc/andOrNotEvaluator";
  64420. export * from "babylonjs/Misc/assetsManager";
  64421. export * from "babylonjs/Misc/dds";
  64422. export * from "babylonjs/Misc/decorators";
  64423. export * from "babylonjs/Misc/deferred";
  64424. export * from "babylonjs/Misc/environmentTextureTools";
  64425. export * from "babylonjs/Misc/meshExploder";
  64426. export * from "babylonjs/Misc/filesInput";
  64427. export * from "babylonjs/Misc/HighDynamicRange/index";
  64428. export * from "babylonjs/Misc/khronosTextureContainer";
  64429. export * from "babylonjs/Misc/observable";
  64430. export * from "babylonjs/Misc/performanceMonitor";
  64431. export * from "babylonjs/Misc/promise";
  64432. export * from "babylonjs/Misc/sceneOptimizer";
  64433. export * from "babylonjs/Misc/sceneSerializer";
  64434. export * from "babylonjs/Misc/smartArray";
  64435. export * from "babylonjs/Misc/stringDictionary";
  64436. export * from "babylonjs/Misc/tags";
  64437. export * from "babylonjs/Misc/textureTools";
  64438. export * from "babylonjs/Misc/tga";
  64439. export * from "babylonjs/Misc/tools";
  64440. export * from "babylonjs/Misc/videoRecorder";
  64441. export * from "babylonjs/Misc/virtualJoystick";
  64442. export * from "babylonjs/Misc/workerPool";
  64443. export * from "babylonjs/Misc/logger";
  64444. export * from "babylonjs/Misc/typeStore";
  64445. export * from "babylonjs/Misc/filesInputStore";
  64446. export * from "babylonjs/Misc/deepCopier";
  64447. export * from "babylonjs/Misc/pivotTools";
  64448. export * from "babylonjs/Misc/precisionDate";
  64449. export * from "babylonjs/Misc/screenshotTools";
  64450. export * from "babylonjs/Misc/typeStore";
  64451. export * from "babylonjs/Misc/webRequest";
  64452. export * from "babylonjs/Misc/iInspectable";
  64453. export * from "babylonjs/Misc/brdfTextureTools";
  64454. export * from "babylonjs/Misc/gradients";
  64455. export * from "babylonjs/Misc/perfCounter";
  64456. export * from "babylonjs/Misc/fileRequest";
  64457. export * from "babylonjs/Misc/customAnimationFrameRequester";
  64458. export * from "babylonjs/Misc/retryStrategy";
  64459. export * from "babylonjs/Misc/loadFileError";
  64460. }
  64461. declare module "babylonjs/index" {
  64462. export * from "babylonjs/abstractScene";
  64463. export * from "babylonjs/Actions/index";
  64464. export * from "babylonjs/Animations/index";
  64465. export * from "babylonjs/assetContainer";
  64466. export * from "babylonjs/Audio/index";
  64467. export * from "babylonjs/Behaviors/index";
  64468. export * from "babylonjs/Bones/index";
  64469. export * from "babylonjs/Cameras/index";
  64470. export * from "babylonjs/Collisions/index";
  64471. export * from "babylonjs/Culling/index";
  64472. export * from "babylonjs/Debug/index";
  64473. export * from "babylonjs/Engines/index";
  64474. export * from "babylonjs/Events/index";
  64475. export * from "babylonjs/Gamepads/index";
  64476. export * from "babylonjs/Gizmos/index";
  64477. export * from "babylonjs/Helpers/index";
  64478. export * from "babylonjs/Instrumentation/index";
  64479. export * from "babylonjs/Layers/index";
  64480. export * from "babylonjs/LensFlares/index";
  64481. export * from "babylonjs/Lights/index";
  64482. export * from "babylonjs/Loading/index";
  64483. export * from "babylonjs/Materials/index";
  64484. export * from "babylonjs/Maths/index";
  64485. export * from "babylonjs/Meshes/index";
  64486. export * from "babylonjs/Morph/index";
  64487. export * from "babylonjs/Navigation/index";
  64488. export * from "babylonjs/node";
  64489. export * from "babylonjs/Offline/index";
  64490. export * from "babylonjs/Particles/index";
  64491. export * from "babylonjs/Physics/index";
  64492. export * from "babylonjs/PostProcesses/index";
  64493. export * from "babylonjs/Probes/index";
  64494. export * from "babylonjs/Rendering/index";
  64495. export * from "babylonjs/scene";
  64496. export * from "babylonjs/sceneComponent";
  64497. export * from "babylonjs/Sprites/index";
  64498. export * from "babylonjs/States/index";
  64499. export * from "babylonjs/Misc/index";
  64500. export * from "babylonjs/types";
  64501. }
  64502. declare module "babylonjs/Animations/pathCursor" {
  64503. import { Vector3 } from "babylonjs/Maths/math.vector";
  64504. import { Path2 } from "babylonjs/Maths/math.path";
  64505. /**
  64506. * A cursor which tracks a point on a path
  64507. */
  64508. export class PathCursor {
  64509. private path;
  64510. /**
  64511. * Stores path cursor callbacks for when an onchange event is triggered
  64512. */
  64513. private _onchange;
  64514. /**
  64515. * The value of the path cursor
  64516. */
  64517. value: number;
  64518. /**
  64519. * The animation array of the path cursor
  64520. */
  64521. animations: Animation[];
  64522. /**
  64523. * Initializes the path cursor
  64524. * @param path The path to track
  64525. */
  64526. constructor(path: Path2);
  64527. /**
  64528. * Gets the cursor point on the path
  64529. * @returns A point on the path cursor at the cursor location
  64530. */
  64531. getPoint(): Vector3;
  64532. /**
  64533. * Moves the cursor ahead by the step amount
  64534. * @param step The amount to move the cursor forward
  64535. * @returns This path cursor
  64536. */
  64537. moveAhead(step?: number): PathCursor;
  64538. /**
  64539. * Moves the cursor behind by the step amount
  64540. * @param step The amount to move the cursor back
  64541. * @returns This path cursor
  64542. */
  64543. moveBack(step?: number): PathCursor;
  64544. /**
  64545. * Moves the cursor by the step amount
  64546. * If the step amount is greater than one, an exception is thrown
  64547. * @param step The amount to move the cursor
  64548. * @returns This path cursor
  64549. */
  64550. move(step: number): PathCursor;
  64551. /**
  64552. * Ensures that the value is limited between zero and one
  64553. * @returns This path cursor
  64554. */
  64555. private ensureLimits;
  64556. /**
  64557. * Runs onchange callbacks on change (used by the animation engine)
  64558. * @returns This path cursor
  64559. */
  64560. private raiseOnChange;
  64561. /**
  64562. * Executes a function on change
  64563. * @param f A path cursor onchange callback
  64564. * @returns This path cursor
  64565. */
  64566. onchange(f: (cursor: PathCursor) => void): PathCursor;
  64567. }
  64568. }
  64569. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  64570. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  64571. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  64572. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  64573. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  64574. }
  64575. declare module "babylonjs/Engines/Processors/Expressions/index" {
  64576. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  64577. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  64578. }
  64579. declare module "babylonjs/Engines/Processors/index" {
  64580. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  64581. export * from "babylonjs/Engines/Processors/Expressions/index";
  64582. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  64583. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  64584. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  64585. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  64586. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  64587. export * from "babylonjs/Engines/Processors/shaderProcessor";
  64588. }
  64589. declare module "babylonjs/Legacy/legacy" {
  64590. import * as Babylon from "babylonjs/index";
  64591. export * from "babylonjs/index";
  64592. }
  64593. declare module "babylonjs/Shaders/blur.fragment" {
  64594. /** @hidden */
  64595. export var blurPixelShader: {
  64596. name: string;
  64597. shader: string;
  64598. };
  64599. }
  64600. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  64601. /** @hidden */
  64602. export var pointCloudVertexDeclaration: {
  64603. name: string;
  64604. shader: string;
  64605. };
  64606. }
  64607. declare module "babylonjs" {
  64608. export * from "babylonjs/Legacy/legacy";
  64609. }
  64610. declare module BABYLON {
  64611. /** Alias type for value that can be null */
  64612. export type Nullable<T> = T | null;
  64613. /**
  64614. * Alias type for number that are floats
  64615. * @ignorenaming
  64616. */
  64617. export type float = number;
  64618. /**
  64619. * Alias type for number that are doubles.
  64620. * @ignorenaming
  64621. */
  64622. export type double = number;
  64623. /**
  64624. * Alias type for number that are integer
  64625. * @ignorenaming
  64626. */
  64627. export type int = number;
  64628. /** Alias type for number array or Float32Array */
  64629. export type FloatArray = number[] | Float32Array;
  64630. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  64631. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  64632. /**
  64633. * Alias for types that can be used by a Buffer or VertexBuffer.
  64634. */
  64635. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  64636. /**
  64637. * Alias type for primitive types
  64638. * @ignorenaming
  64639. */
  64640. type Primitive = undefined | null | boolean | string | number | Function;
  64641. /**
  64642. * Type modifier to make all the properties of an object Readonly
  64643. */
  64644. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  64645. /**
  64646. * Type modifier to make all the properties of an object Readonly recursively
  64647. */
  64648. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  64649. /** @hidden */
  64650. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  64651. }
  64652. /** @hidden */
  64653. /** @hidden */
  64654. type DeepImmutableObject<T> = {
  64655. readonly [K in keyof T]: DeepImmutable<T[K]>;
  64656. };
  64657. }
  64658. declare module BABYLON {
  64659. /**
  64660. * A class serves as a medium between the observable and its observers
  64661. */
  64662. export class EventState {
  64663. /**
  64664. * Create a new EventState
  64665. * @param mask defines the mask associated with this state
  64666. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  64667. * @param target defines the original target of the state
  64668. * @param currentTarget defines the current target of the state
  64669. */
  64670. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  64671. /**
  64672. * Initialize the current event state
  64673. * @param mask defines the mask associated with this state
  64674. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  64675. * @param target defines the original target of the state
  64676. * @param currentTarget defines the current target of the state
  64677. * @returns the current event state
  64678. */
  64679. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  64680. /**
  64681. * An Observer can set this property to true to prevent subsequent observers of being notified
  64682. */
  64683. skipNextObservers: boolean;
  64684. /**
  64685. * Get the mask value that were used to trigger the event corresponding to this EventState object
  64686. */
  64687. mask: number;
  64688. /**
  64689. * The object that originally notified the event
  64690. */
  64691. target?: any;
  64692. /**
  64693. * The current object in the bubbling phase
  64694. */
  64695. currentTarget?: any;
  64696. /**
  64697. * This will be populated with the return value of the last function that was executed.
  64698. * If it is the first function in the callback chain it will be the event data.
  64699. */
  64700. lastReturnValue?: any;
  64701. }
  64702. /**
  64703. * Represent an Observer registered to a given Observable object.
  64704. */
  64705. export class Observer<T> {
  64706. /**
  64707. * Defines the callback to call when the observer is notified
  64708. */
  64709. callback: (eventData: T, eventState: EventState) => void;
  64710. /**
  64711. * Defines the mask of the observer (used to filter notifications)
  64712. */
  64713. mask: number;
  64714. /**
  64715. * Defines the current scope used to restore the JS context
  64716. */
  64717. scope: any;
  64718. /** @hidden */
  64719. _willBeUnregistered: boolean;
  64720. /**
  64721. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  64722. */
  64723. unregisterOnNextCall: boolean;
  64724. /**
  64725. * Creates a new observer
  64726. * @param callback defines the callback to call when the observer is notified
  64727. * @param mask defines the mask of the observer (used to filter notifications)
  64728. * @param scope defines the current scope used to restore the JS context
  64729. */
  64730. constructor(
  64731. /**
  64732. * Defines the callback to call when the observer is notified
  64733. */
  64734. callback: (eventData: T, eventState: EventState) => void,
  64735. /**
  64736. * Defines the mask of the observer (used to filter notifications)
  64737. */
  64738. mask: number,
  64739. /**
  64740. * Defines the current scope used to restore the JS context
  64741. */
  64742. scope?: any);
  64743. }
  64744. /**
  64745. * Represent a list of observers registered to multiple Observables object.
  64746. */
  64747. export class MultiObserver<T> {
  64748. private _observers;
  64749. private _observables;
  64750. /**
  64751. * Release associated resources
  64752. */
  64753. dispose(): void;
  64754. /**
  64755. * Raise a callback when one of the observable will notify
  64756. * @param observables defines a list of observables to watch
  64757. * @param callback defines the callback to call on notification
  64758. * @param mask defines the mask used to filter notifications
  64759. * @param scope defines the current scope used to restore the JS context
  64760. * @returns the new MultiObserver
  64761. */
  64762. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  64763. }
  64764. /**
  64765. * The Observable class is a simple implementation of the Observable pattern.
  64766. *
  64767. * 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.
  64768. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  64769. * 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).
  64770. * 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.
  64771. */
  64772. export class Observable<T> {
  64773. private _observers;
  64774. private _eventState;
  64775. private _onObserverAdded;
  64776. /**
  64777. * Gets the list of observers
  64778. */
  64779. readonly observers: Array<Observer<T>>;
  64780. /**
  64781. * Creates a new observable
  64782. * @param onObserverAdded defines a callback to call when a new observer is added
  64783. */
  64784. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  64785. /**
  64786. * Create a new Observer with the specified callback
  64787. * @param callback the callback that will be executed for that Observer
  64788. * @param mask the mask used to filter observers
  64789. * @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.
  64790. * @param scope optional scope for the callback to be called from
  64791. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  64792. * @returns the new observer created for the callback
  64793. */
  64794. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  64795. /**
  64796. * Create a new Observer with the specified callback and unregisters after the next notification
  64797. * @param callback the callback that will be executed for that Observer
  64798. * @returns the new observer created for the callback
  64799. */
  64800. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  64801. /**
  64802. * Remove an Observer from the Observable object
  64803. * @param observer the instance of the Observer to remove
  64804. * @returns false if it doesn't belong to this Observable
  64805. */
  64806. remove(observer: Nullable<Observer<T>>): boolean;
  64807. /**
  64808. * Remove a callback from the Observable object
  64809. * @param callback the callback to remove
  64810. * @param scope optional scope. If used only the callbacks with this scope will be removed
  64811. * @returns false if it doesn't belong to this Observable
  64812. */
  64813. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  64814. private _deferUnregister;
  64815. private _remove;
  64816. /**
  64817. * Moves the observable to the top of the observer list making it get called first when notified
  64818. * @param observer the observer to move
  64819. */
  64820. makeObserverTopPriority(observer: Observer<T>): void;
  64821. /**
  64822. * Moves the observable to the bottom of the observer list making it get called last when notified
  64823. * @param observer the observer to move
  64824. */
  64825. makeObserverBottomPriority(observer: Observer<T>): void;
  64826. /**
  64827. * Notify all Observers by calling their respective callback with the given data
  64828. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  64829. * @param eventData defines the data to send to all observers
  64830. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  64831. * @param target defines the original target of the state
  64832. * @param currentTarget defines the current target of the state
  64833. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  64834. */
  64835. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  64836. /**
  64837. * Calling this will execute each callback, expecting it to be a promise or return a value.
  64838. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  64839. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  64840. * and it is crucial that all callbacks will be executed.
  64841. * The order of the callbacks is kept, callbacks are not executed parallel.
  64842. *
  64843. * @param eventData The data to be sent to each callback
  64844. * @param mask is used to filter observers defaults to -1
  64845. * @param target defines the callback target (see EventState)
  64846. * @param currentTarget defines he current object in the bubbling phase
  64847. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  64848. */
  64849. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  64850. /**
  64851. * Notify a specific observer
  64852. * @param observer defines the observer to notify
  64853. * @param eventData defines the data to be sent to each callback
  64854. * @param mask is used to filter observers defaults to -1
  64855. */
  64856. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  64857. /**
  64858. * Gets a boolean indicating if the observable has at least one observer
  64859. * @returns true is the Observable has at least one Observer registered
  64860. */
  64861. hasObservers(): boolean;
  64862. /**
  64863. * Clear the list of observers
  64864. */
  64865. clear(): void;
  64866. /**
  64867. * Clone the current observable
  64868. * @returns a new observable
  64869. */
  64870. clone(): Observable<T>;
  64871. /**
  64872. * Does this observable handles observer registered with a given mask
  64873. * @param mask defines the mask to be tested
  64874. * @return whether or not one observer registered with the given mask is handeled
  64875. **/
  64876. hasSpecificMask(mask?: number): boolean;
  64877. }
  64878. }
  64879. declare module BABYLON {
  64880. /**
  64881. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  64882. * Babylon.js
  64883. */
  64884. export class DomManagement {
  64885. /**
  64886. * Checks if the window object exists
  64887. * @returns true if the window object exists
  64888. */
  64889. static IsWindowObjectExist(): boolean;
  64890. /**
  64891. * Extracts text content from a DOM element hierarchy
  64892. * @param element defines the root element
  64893. * @returns a string
  64894. */
  64895. static GetDOMTextContent(element: HTMLElement): string;
  64896. }
  64897. }
  64898. declare module BABYLON {
  64899. /**
  64900. * Logger used througouht the application to allow configuration of
  64901. * the log level required for the messages.
  64902. */
  64903. export class Logger {
  64904. /**
  64905. * No log
  64906. */
  64907. static readonly NoneLogLevel: number;
  64908. /**
  64909. * Only message logs
  64910. */
  64911. static readonly MessageLogLevel: number;
  64912. /**
  64913. * Only warning logs
  64914. */
  64915. static readonly WarningLogLevel: number;
  64916. /**
  64917. * Only error logs
  64918. */
  64919. static readonly ErrorLogLevel: number;
  64920. /**
  64921. * All logs
  64922. */
  64923. static readonly AllLogLevel: number;
  64924. private static _LogCache;
  64925. /**
  64926. * Gets a value indicating the number of loading errors
  64927. * @ignorenaming
  64928. */
  64929. static errorsCount: number;
  64930. /**
  64931. * Callback called when a new log is added
  64932. */
  64933. static OnNewCacheEntry: (entry: string) => void;
  64934. private static _AddLogEntry;
  64935. private static _FormatMessage;
  64936. private static _LogDisabled;
  64937. private static _LogEnabled;
  64938. private static _WarnDisabled;
  64939. private static _WarnEnabled;
  64940. private static _ErrorDisabled;
  64941. private static _ErrorEnabled;
  64942. /**
  64943. * Log a message to the console
  64944. */
  64945. static Log: (message: string) => void;
  64946. /**
  64947. * Write a warning message to the console
  64948. */
  64949. static Warn: (message: string) => void;
  64950. /**
  64951. * Write an error message to the console
  64952. */
  64953. static Error: (message: string) => void;
  64954. /**
  64955. * Gets current log cache (list of logs)
  64956. */
  64957. static readonly LogCache: string;
  64958. /**
  64959. * Clears the log cache
  64960. */
  64961. static ClearLogCache(): void;
  64962. /**
  64963. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  64964. */
  64965. static LogLevels: number;
  64966. }
  64967. }
  64968. declare module BABYLON {
  64969. /** @hidden */
  64970. export class _TypeStore {
  64971. /** @hidden */
  64972. static RegisteredTypes: {
  64973. [key: string]: Object;
  64974. };
  64975. /** @hidden */
  64976. static GetClass(fqdn: string): any;
  64977. }
  64978. }
  64979. declare module BABYLON {
  64980. /**
  64981. * Class containing a set of static utilities functions for deep copy.
  64982. */
  64983. export class DeepCopier {
  64984. /**
  64985. * Tries to copy an object by duplicating every property
  64986. * @param source defines the source object
  64987. * @param destination defines the target object
  64988. * @param doNotCopyList defines a list of properties to avoid
  64989. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  64990. */
  64991. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  64992. }
  64993. }
  64994. declare module BABYLON {
  64995. /**
  64996. * Class containing a set of static utilities functions for precision date
  64997. */
  64998. export class PrecisionDate {
  64999. /**
  65000. * Gets either window.performance.now() if supported or Date.now() else
  65001. */
  65002. static readonly Now: number;
  65003. }
  65004. }
  65005. declare module BABYLON {
  65006. /** @hidden */
  65007. export class _DevTools {
  65008. static WarnImport(name: string): string;
  65009. }
  65010. }
  65011. declare module BABYLON {
  65012. /**
  65013. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  65014. */
  65015. export class WebRequest {
  65016. private _xhr;
  65017. /**
  65018. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  65019. * i.e. when loading files, where the server/service expects an Authorization header
  65020. */
  65021. static CustomRequestHeaders: {
  65022. [key: string]: string;
  65023. };
  65024. /**
  65025. * Add callback functions in this array to update all the requests before they get sent to the network
  65026. */
  65027. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  65028. private _injectCustomRequestHeaders;
  65029. /**
  65030. * Gets or sets a function to be called when loading progress changes
  65031. */
  65032. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  65033. /**
  65034. * Returns client's state
  65035. */
  65036. readonly readyState: number;
  65037. /**
  65038. * Returns client's status
  65039. */
  65040. readonly status: number;
  65041. /**
  65042. * Returns client's status as a text
  65043. */
  65044. readonly statusText: string;
  65045. /**
  65046. * Returns client's response
  65047. */
  65048. readonly response: any;
  65049. /**
  65050. * Returns client's response url
  65051. */
  65052. readonly responseURL: string;
  65053. /**
  65054. * Returns client's response as text
  65055. */
  65056. readonly responseText: string;
  65057. /**
  65058. * Gets or sets the expected response type
  65059. */
  65060. responseType: XMLHttpRequestResponseType;
  65061. /** @hidden */
  65062. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  65063. /** @hidden */
  65064. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  65065. /**
  65066. * Cancels any network activity
  65067. */
  65068. abort(): void;
  65069. /**
  65070. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  65071. * @param body defines an optional request body
  65072. */
  65073. send(body?: Document | BodyInit | null): void;
  65074. /**
  65075. * Sets the request method, request URL
  65076. * @param method defines the method to use (GET, POST, etc..)
  65077. * @param url defines the url to connect with
  65078. */
  65079. open(method: string, url: string): void;
  65080. }
  65081. }
  65082. declare module BABYLON {
  65083. /**
  65084. * File request interface
  65085. */
  65086. export interface IFileRequest {
  65087. /**
  65088. * Raised when the request is complete (success or error).
  65089. */
  65090. onCompleteObservable: Observable<IFileRequest>;
  65091. /**
  65092. * Aborts the request for a file.
  65093. */
  65094. abort: () => void;
  65095. }
  65096. }
  65097. declare module BABYLON {
  65098. /**
  65099. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  65100. */
  65101. export class PerformanceMonitor {
  65102. private _enabled;
  65103. private _rollingFrameTime;
  65104. private _lastFrameTimeMs;
  65105. /**
  65106. * constructor
  65107. * @param frameSampleSize The number of samples required to saturate the sliding window
  65108. */
  65109. constructor(frameSampleSize?: number);
  65110. /**
  65111. * Samples current frame
  65112. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  65113. */
  65114. sampleFrame(timeMs?: number): void;
  65115. /**
  65116. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  65117. */
  65118. readonly averageFrameTime: number;
  65119. /**
  65120. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  65121. */
  65122. readonly averageFrameTimeVariance: number;
  65123. /**
  65124. * Returns the frame time of the most recent frame
  65125. */
  65126. readonly instantaneousFrameTime: number;
  65127. /**
  65128. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  65129. */
  65130. readonly averageFPS: number;
  65131. /**
  65132. * Returns the average framerate in frames per second using the most recent frame time
  65133. */
  65134. readonly instantaneousFPS: number;
  65135. /**
  65136. * Returns true if enough samples have been taken to completely fill the sliding window
  65137. */
  65138. readonly isSaturated: boolean;
  65139. /**
  65140. * Enables contributions to the sliding window sample set
  65141. */
  65142. enable(): void;
  65143. /**
  65144. * Disables contributions to the sliding window sample set
  65145. * Samples will not be interpolated over the disabled period
  65146. */
  65147. disable(): void;
  65148. /**
  65149. * Returns true if sampling is enabled
  65150. */
  65151. readonly isEnabled: boolean;
  65152. /**
  65153. * Resets performance monitor
  65154. */
  65155. reset(): void;
  65156. }
  65157. /**
  65158. * RollingAverage
  65159. *
  65160. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  65161. */
  65162. export class RollingAverage {
  65163. /**
  65164. * Current average
  65165. */
  65166. average: number;
  65167. /**
  65168. * Current variance
  65169. */
  65170. variance: number;
  65171. protected _samples: Array<number>;
  65172. protected _sampleCount: number;
  65173. protected _pos: number;
  65174. protected _m2: number;
  65175. /**
  65176. * constructor
  65177. * @param length The number of samples required to saturate the sliding window
  65178. */
  65179. constructor(length: number);
  65180. /**
  65181. * Adds a sample to the sample set
  65182. * @param v The sample value
  65183. */
  65184. add(v: number): void;
  65185. /**
  65186. * Returns previously added values or null if outside of history or outside the sliding window domain
  65187. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  65188. * @return Value previously recorded with add() or null if outside of range
  65189. */
  65190. history(i: number): number;
  65191. /**
  65192. * Returns true if enough samples have been taken to completely fill the sliding window
  65193. * @return true if sample-set saturated
  65194. */
  65195. isSaturated(): boolean;
  65196. /**
  65197. * Resets the rolling average (equivalent to 0 samples taken so far)
  65198. */
  65199. reset(): void;
  65200. /**
  65201. * Wraps a value around the sample range boundaries
  65202. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  65203. * @return Wrapped position in sample range
  65204. */
  65205. protected _wrapPosition(i: number): number;
  65206. }
  65207. }
  65208. declare module BABYLON {
  65209. /**
  65210. * This class implement a typical dictionary using a string as key and the generic type T as value.
  65211. * The underlying implementation relies on an associative array to ensure the best performances.
  65212. * The value can be anything including 'null' but except 'undefined'
  65213. */
  65214. export class StringDictionary<T> {
  65215. /**
  65216. * This will clear this dictionary and copy the content from the 'source' one.
  65217. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  65218. * @param source the dictionary to take the content from and copy to this dictionary
  65219. */
  65220. copyFrom(source: StringDictionary<T>): void;
  65221. /**
  65222. * Get a value based from its key
  65223. * @param key the given key to get the matching value from
  65224. * @return the value if found, otherwise undefined is returned
  65225. */
  65226. get(key: string): T | undefined;
  65227. /**
  65228. * Get a value from its key or add it if it doesn't exist.
  65229. * This method will ensure you that a given key/data will be present in the dictionary.
  65230. * @param key the given key to get the matching value from
  65231. * @param factory the factory that will create the value if the key is not present in the dictionary.
  65232. * The factory will only be invoked if there's no data for the given key.
  65233. * @return the value corresponding to the key.
  65234. */
  65235. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  65236. /**
  65237. * Get a value from its key if present in the dictionary otherwise add it
  65238. * @param key the key to get the value from
  65239. * @param val if there's no such key/value pair in the dictionary add it with this value
  65240. * @return the value corresponding to the key
  65241. */
  65242. getOrAdd(key: string, val: T): T;
  65243. /**
  65244. * Check if there's a given key in the dictionary
  65245. * @param key the key to check for
  65246. * @return true if the key is present, false otherwise
  65247. */
  65248. contains(key: string): boolean;
  65249. /**
  65250. * Add a new key and its corresponding value
  65251. * @param key the key to add
  65252. * @param value the value corresponding to the key
  65253. * @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
  65254. */
  65255. add(key: string, value: T): boolean;
  65256. /**
  65257. * Update a specific value associated to a key
  65258. * @param key defines the key to use
  65259. * @param value defines the value to store
  65260. * @returns true if the value was updated (or false if the key was not found)
  65261. */
  65262. set(key: string, value: T): boolean;
  65263. /**
  65264. * Get the element of the given key and remove it from the dictionary
  65265. * @param key defines the key to search
  65266. * @returns the value associated with the key or null if not found
  65267. */
  65268. getAndRemove(key: string): Nullable<T>;
  65269. /**
  65270. * Remove a key/value from the dictionary.
  65271. * @param key the key to remove
  65272. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  65273. */
  65274. remove(key: string): boolean;
  65275. /**
  65276. * Clear the whole content of the dictionary
  65277. */
  65278. clear(): void;
  65279. /**
  65280. * Gets the current count
  65281. */
  65282. readonly count: number;
  65283. /**
  65284. * Execute a callback on each key/val of the dictionary.
  65285. * Note that you can remove any element in this dictionary in the callback implementation
  65286. * @param callback the callback to execute on a given key/value pair
  65287. */
  65288. forEach(callback: (key: string, val: T) => void): void;
  65289. /**
  65290. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  65291. * If the callback returns null or undefined the method will iterate to the next key/value pair
  65292. * Note that you can remove any element in this dictionary in the callback implementation
  65293. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  65294. * @returns the first item
  65295. */
  65296. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  65297. private _count;
  65298. private _data;
  65299. }
  65300. }
  65301. declare module BABYLON {
  65302. /**
  65303. * Class used to store gfx data (like WebGLBuffer)
  65304. */
  65305. export class DataBuffer {
  65306. /**
  65307. * Gets or sets the number of objects referencing this buffer
  65308. */
  65309. references: number;
  65310. /** Gets or sets the size of the underlying buffer */
  65311. capacity: number;
  65312. /**
  65313. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  65314. */
  65315. is32Bits: boolean;
  65316. /**
  65317. * Gets the underlying buffer
  65318. */
  65319. readonly underlyingResource: any;
  65320. }
  65321. }
  65322. declare module BABYLON {
  65323. /**
  65324. * Class used to store data that will be store in GPU memory
  65325. */
  65326. export class Buffer {
  65327. private _engine;
  65328. private _buffer;
  65329. /** @hidden */
  65330. _data: Nullable<DataArray>;
  65331. private _updatable;
  65332. private _instanced;
  65333. /**
  65334. * Gets the byte stride.
  65335. */
  65336. readonly byteStride: number;
  65337. /**
  65338. * Constructor
  65339. * @param engine the engine
  65340. * @param data the data to use for this buffer
  65341. * @param updatable whether the data is updatable
  65342. * @param stride the stride (optional)
  65343. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  65344. * @param instanced whether the buffer is instanced (optional)
  65345. * @param useBytes set to true if the stride in in bytes (optional)
  65346. */
  65347. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  65348. /**
  65349. * Create a new VertexBuffer based on the current buffer
  65350. * @param kind defines the vertex buffer kind (position, normal, etc.)
  65351. * @param offset defines offset in the buffer (0 by default)
  65352. * @param size defines the size in floats of attributes (position is 3 for instance)
  65353. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  65354. * @param instanced defines if the vertex buffer contains indexed data
  65355. * @param useBytes defines if the offset and stride are in bytes
  65356. * @returns the new vertex buffer
  65357. */
  65358. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  65359. /**
  65360. * Gets a boolean indicating if the Buffer is updatable?
  65361. * @returns true if the buffer is updatable
  65362. */
  65363. isUpdatable(): boolean;
  65364. /**
  65365. * Gets current buffer's data
  65366. * @returns a DataArray or null
  65367. */
  65368. getData(): Nullable<DataArray>;
  65369. /**
  65370. * Gets underlying native buffer
  65371. * @returns underlying native buffer
  65372. */
  65373. getBuffer(): Nullable<DataBuffer>;
  65374. /**
  65375. * Gets the stride in float32 units (i.e. byte stride / 4).
  65376. * May not be an integer if the byte stride is not divisible by 4.
  65377. * DEPRECATED. Use byteStride instead.
  65378. * @returns the stride in float32 units
  65379. */
  65380. getStrideSize(): number;
  65381. /**
  65382. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  65383. * @param data defines the data to store
  65384. */
  65385. create(data?: Nullable<DataArray>): void;
  65386. /** @hidden */
  65387. _rebuild(): void;
  65388. /**
  65389. * Update current buffer data
  65390. * @param data defines the data to store
  65391. */
  65392. update(data: DataArray): void;
  65393. /**
  65394. * Updates the data directly.
  65395. * @param data the new data
  65396. * @param offset the new offset
  65397. * @param vertexCount the vertex count (optional)
  65398. * @param useBytes set to true if the offset is in bytes
  65399. */
  65400. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  65401. /**
  65402. * Release all resources
  65403. */
  65404. dispose(): void;
  65405. }
  65406. /**
  65407. * Specialized buffer used to store vertex data
  65408. */
  65409. export class VertexBuffer {
  65410. /** @hidden */
  65411. _buffer: Buffer;
  65412. private _kind;
  65413. private _size;
  65414. private _ownsBuffer;
  65415. private _instanced;
  65416. private _instanceDivisor;
  65417. /**
  65418. * The byte type.
  65419. */
  65420. static readonly BYTE: number;
  65421. /**
  65422. * The unsigned byte type.
  65423. */
  65424. static readonly UNSIGNED_BYTE: number;
  65425. /**
  65426. * The short type.
  65427. */
  65428. static readonly SHORT: number;
  65429. /**
  65430. * The unsigned short type.
  65431. */
  65432. static readonly UNSIGNED_SHORT: number;
  65433. /**
  65434. * The integer type.
  65435. */
  65436. static readonly INT: number;
  65437. /**
  65438. * The unsigned integer type.
  65439. */
  65440. static readonly UNSIGNED_INT: number;
  65441. /**
  65442. * The float type.
  65443. */
  65444. static readonly FLOAT: number;
  65445. /**
  65446. * Gets or sets the instance divisor when in instanced mode
  65447. */
  65448. instanceDivisor: number;
  65449. /**
  65450. * Gets the byte stride.
  65451. */
  65452. readonly byteStride: number;
  65453. /**
  65454. * Gets the byte offset.
  65455. */
  65456. readonly byteOffset: number;
  65457. /**
  65458. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  65459. */
  65460. readonly normalized: boolean;
  65461. /**
  65462. * Gets the data type of each component in the array.
  65463. */
  65464. readonly type: number;
  65465. /**
  65466. * Constructor
  65467. * @param engine the engine
  65468. * @param data the data to use for this vertex buffer
  65469. * @param kind the vertex buffer kind
  65470. * @param updatable whether the data is updatable
  65471. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  65472. * @param stride the stride (optional)
  65473. * @param instanced whether the buffer is instanced (optional)
  65474. * @param offset the offset of the data (optional)
  65475. * @param size the number of components (optional)
  65476. * @param type the type of the component (optional)
  65477. * @param normalized whether the data contains normalized data (optional)
  65478. * @param useBytes set to true if stride and offset are in bytes (optional)
  65479. */
  65480. 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);
  65481. /** @hidden */
  65482. _rebuild(): void;
  65483. /**
  65484. * Returns the kind of the VertexBuffer (string)
  65485. * @returns a string
  65486. */
  65487. getKind(): string;
  65488. /**
  65489. * Gets a boolean indicating if the VertexBuffer is updatable?
  65490. * @returns true if the buffer is updatable
  65491. */
  65492. isUpdatable(): boolean;
  65493. /**
  65494. * Gets current buffer's data
  65495. * @returns a DataArray or null
  65496. */
  65497. getData(): Nullable<DataArray>;
  65498. /**
  65499. * Gets underlying native buffer
  65500. * @returns underlying native buffer
  65501. */
  65502. getBuffer(): Nullable<DataBuffer>;
  65503. /**
  65504. * Gets the stride in float32 units (i.e. byte stride / 4).
  65505. * May not be an integer if the byte stride is not divisible by 4.
  65506. * DEPRECATED. Use byteStride instead.
  65507. * @returns the stride in float32 units
  65508. */
  65509. getStrideSize(): number;
  65510. /**
  65511. * Returns the offset as a multiple of the type byte length.
  65512. * DEPRECATED. Use byteOffset instead.
  65513. * @returns the offset in bytes
  65514. */
  65515. getOffset(): number;
  65516. /**
  65517. * Returns the number of components per vertex attribute (integer)
  65518. * @returns the size in float
  65519. */
  65520. getSize(): number;
  65521. /**
  65522. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  65523. * @returns true if this buffer is instanced
  65524. */
  65525. getIsInstanced(): boolean;
  65526. /**
  65527. * Returns the instancing divisor, zero for non-instanced (integer).
  65528. * @returns a number
  65529. */
  65530. getInstanceDivisor(): number;
  65531. /**
  65532. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  65533. * @param data defines the data to store
  65534. */
  65535. create(data?: DataArray): void;
  65536. /**
  65537. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  65538. * This function will create a new buffer if the current one is not updatable
  65539. * @param data defines the data to store
  65540. */
  65541. update(data: DataArray): void;
  65542. /**
  65543. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  65544. * Returns the directly updated WebGLBuffer.
  65545. * @param data the new data
  65546. * @param offset the new offset
  65547. * @param useBytes set to true if the offset is in bytes
  65548. */
  65549. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  65550. /**
  65551. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  65552. */
  65553. dispose(): void;
  65554. /**
  65555. * Enumerates each value of this vertex buffer as numbers.
  65556. * @param count the number of values to enumerate
  65557. * @param callback the callback function called for each value
  65558. */
  65559. forEach(count: number, callback: (value: number, index: number) => void): void;
  65560. /**
  65561. * Positions
  65562. */
  65563. static readonly PositionKind: string;
  65564. /**
  65565. * Normals
  65566. */
  65567. static readonly NormalKind: string;
  65568. /**
  65569. * Tangents
  65570. */
  65571. static readonly TangentKind: string;
  65572. /**
  65573. * Texture coordinates
  65574. */
  65575. static readonly UVKind: string;
  65576. /**
  65577. * Texture coordinates 2
  65578. */
  65579. static readonly UV2Kind: string;
  65580. /**
  65581. * Texture coordinates 3
  65582. */
  65583. static readonly UV3Kind: string;
  65584. /**
  65585. * Texture coordinates 4
  65586. */
  65587. static readonly UV4Kind: string;
  65588. /**
  65589. * Texture coordinates 5
  65590. */
  65591. static readonly UV5Kind: string;
  65592. /**
  65593. * Texture coordinates 6
  65594. */
  65595. static readonly UV6Kind: string;
  65596. /**
  65597. * Colors
  65598. */
  65599. static readonly ColorKind: string;
  65600. /**
  65601. * Matrix indices (for bones)
  65602. */
  65603. static readonly MatricesIndicesKind: string;
  65604. /**
  65605. * Matrix weights (for bones)
  65606. */
  65607. static readonly MatricesWeightsKind: string;
  65608. /**
  65609. * Additional matrix indices (for bones)
  65610. */
  65611. static readonly MatricesIndicesExtraKind: string;
  65612. /**
  65613. * Additional matrix weights (for bones)
  65614. */
  65615. static readonly MatricesWeightsExtraKind: string;
  65616. /**
  65617. * Deduces the stride given a kind.
  65618. * @param kind The kind string to deduce
  65619. * @returns The deduced stride
  65620. */
  65621. static DeduceStride(kind: string): number;
  65622. /**
  65623. * Gets the byte length of the given type.
  65624. * @param type the type
  65625. * @returns the number of bytes
  65626. */
  65627. static GetTypeByteLength(type: number): number;
  65628. /**
  65629. * Enumerates each value of the given parameters as numbers.
  65630. * @param data the data to enumerate
  65631. * @param byteOffset the byte offset of the data
  65632. * @param byteStride the byte stride of the data
  65633. * @param componentCount the number of components per element
  65634. * @param componentType the type of the component
  65635. * @param count the number of values to enumerate
  65636. * @param normalized whether the data is normalized
  65637. * @param callback the callback function called for each value
  65638. */
  65639. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  65640. private static _GetFloatValue;
  65641. }
  65642. }
  65643. declare module BABYLON {
  65644. /**
  65645. * Scalar computation library
  65646. */
  65647. export class Scalar {
  65648. /**
  65649. * Two pi constants convenient for computation.
  65650. */
  65651. static TwoPi: number;
  65652. /**
  65653. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  65654. * @param a number
  65655. * @param b number
  65656. * @param epsilon (default = 1.401298E-45)
  65657. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  65658. */
  65659. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  65660. /**
  65661. * Returns a string : the upper case translation of the number i to hexadecimal.
  65662. * @param i number
  65663. * @returns the upper case translation of the number i to hexadecimal.
  65664. */
  65665. static ToHex(i: number): string;
  65666. /**
  65667. * Returns -1 if value is negative and +1 is value is positive.
  65668. * @param value the value
  65669. * @returns the value itself if it's equal to zero.
  65670. */
  65671. static Sign(value: number): number;
  65672. /**
  65673. * Returns the value itself if it's between min and max.
  65674. * Returns min if the value is lower than min.
  65675. * Returns max if the value is greater than max.
  65676. * @param value the value to clmap
  65677. * @param min the min value to clamp to (default: 0)
  65678. * @param max the max value to clamp to (default: 1)
  65679. * @returns the clamped value
  65680. */
  65681. static Clamp(value: number, min?: number, max?: number): number;
  65682. /**
  65683. * the log2 of value.
  65684. * @param value the value to compute log2 of
  65685. * @returns the log2 of value.
  65686. */
  65687. static Log2(value: number): number;
  65688. /**
  65689. * Loops the value, so that it is never larger than length and never smaller than 0.
  65690. *
  65691. * This is similar to the modulo operator but it works with floating point numbers.
  65692. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  65693. * With t = 5 and length = 2.5, the result would be 0.0.
  65694. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  65695. * @param value the value
  65696. * @param length the length
  65697. * @returns the looped value
  65698. */
  65699. static Repeat(value: number, length: number): number;
  65700. /**
  65701. * Normalize the value between 0.0 and 1.0 using min and max values
  65702. * @param value value to normalize
  65703. * @param min max to normalize between
  65704. * @param max min to normalize between
  65705. * @returns the normalized value
  65706. */
  65707. static Normalize(value: number, min: number, max: number): number;
  65708. /**
  65709. * Denormalize the value from 0.0 and 1.0 using min and max values
  65710. * @param normalized value to denormalize
  65711. * @param min max to denormalize between
  65712. * @param max min to denormalize between
  65713. * @returns the denormalized value
  65714. */
  65715. static Denormalize(normalized: number, min: number, max: number): number;
  65716. /**
  65717. * Calculates the shortest difference between two given angles given in degrees.
  65718. * @param current current angle in degrees
  65719. * @param target target angle in degrees
  65720. * @returns the delta
  65721. */
  65722. static DeltaAngle(current: number, target: number): number;
  65723. /**
  65724. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  65725. * @param tx value
  65726. * @param length length
  65727. * @returns The returned value will move back and forth between 0 and length
  65728. */
  65729. static PingPong(tx: number, length: number): number;
  65730. /**
  65731. * Interpolates between min and max with smoothing at the limits.
  65732. *
  65733. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  65734. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  65735. * @param from from
  65736. * @param to to
  65737. * @param tx value
  65738. * @returns the smooth stepped value
  65739. */
  65740. static SmoothStep(from: number, to: number, tx: number): number;
  65741. /**
  65742. * Moves a value current towards target.
  65743. *
  65744. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  65745. * Negative values of maxDelta pushes the value away from target.
  65746. * @param current current value
  65747. * @param target target value
  65748. * @param maxDelta max distance to move
  65749. * @returns resulting value
  65750. */
  65751. static MoveTowards(current: number, target: number, maxDelta: number): number;
  65752. /**
  65753. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  65754. *
  65755. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  65756. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  65757. * @param current current value
  65758. * @param target target value
  65759. * @param maxDelta max distance to move
  65760. * @returns resulting angle
  65761. */
  65762. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  65763. /**
  65764. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  65765. * @param start start value
  65766. * @param end target value
  65767. * @param amount amount to lerp between
  65768. * @returns the lerped value
  65769. */
  65770. static Lerp(start: number, end: number, amount: number): number;
  65771. /**
  65772. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  65773. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  65774. * @param start start value
  65775. * @param end target value
  65776. * @param amount amount to lerp between
  65777. * @returns the lerped value
  65778. */
  65779. static LerpAngle(start: number, end: number, amount: number): number;
  65780. /**
  65781. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  65782. * @param a start value
  65783. * @param b target value
  65784. * @param value value between a and b
  65785. * @returns the inverseLerp value
  65786. */
  65787. static InverseLerp(a: number, b: number, value: number): number;
  65788. /**
  65789. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  65790. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  65791. * @param value1 spline value
  65792. * @param tangent1 spline value
  65793. * @param value2 spline value
  65794. * @param tangent2 spline value
  65795. * @param amount input value
  65796. * @returns hermite result
  65797. */
  65798. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  65799. /**
  65800. * Returns a random float number between and min and max values
  65801. * @param min min value of random
  65802. * @param max max value of random
  65803. * @returns random value
  65804. */
  65805. static RandomRange(min: number, max: number): number;
  65806. /**
  65807. * This function returns percentage of a number in a given range.
  65808. *
  65809. * RangeToPercent(40,20,60) will return 0.5 (50%)
  65810. * RangeToPercent(34,0,100) will return 0.34 (34%)
  65811. * @param number to convert to percentage
  65812. * @param min min range
  65813. * @param max max range
  65814. * @returns the percentage
  65815. */
  65816. static RangeToPercent(number: number, min: number, max: number): number;
  65817. /**
  65818. * This function returns number that corresponds to the percentage in a given range.
  65819. *
  65820. * PercentToRange(0.34,0,100) will return 34.
  65821. * @param percent to convert to number
  65822. * @param min min range
  65823. * @param max max range
  65824. * @returns the number
  65825. */
  65826. static PercentToRange(percent: number, min: number, max: number): number;
  65827. /**
  65828. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  65829. * @param angle The angle to normalize in radian.
  65830. * @return The converted angle.
  65831. */
  65832. static NormalizeRadians(angle: number): number;
  65833. }
  65834. }
  65835. declare module BABYLON {
  65836. /**
  65837. * Constant used to convert a value to gamma space
  65838. * @ignorenaming
  65839. */
  65840. export const ToGammaSpace: number;
  65841. /**
  65842. * Constant used to convert a value to linear space
  65843. * @ignorenaming
  65844. */
  65845. export const ToLinearSpace = 2.2;
  65846. /**
  65847. * Constant used to define the minimal number value in Babylon.js
  65848. * @ignorenaming
  65849. */
  65850. let Epsilon: number;
  65851. }
  65852. declare module BABYLON {
  65853. /**
  65854. * Class used to represent a viewport on screen
  65855. */
  65856. export class Viewport {
  65857. /** viewport left coordinate */
  65858. x: number;
  65859. /** viewport top coordinate */
  65860. y: number;
  65861. /**viewport width */
  65862. width: number;
  65863. /** viewport height */
  65864. height: number;
  65865. /**
  65866. * Creates a Viewport object located at (x, y) and sized (width, height)
  65867. * @param x defines viewport left coordinate
  65868. * @param y defines viewport top coordinate
  65869. * @param width defines the viewport width
  65870. * @param height defines the viewport height
  65871. */
  65872. constructor(
  65873. /** viewport left coordinate */
  65874. x: number,
  65875. /** viewport top coordinate */
  65876. y: number,
  65877. /**viewport width */
  65878. width: number,
  65879. /** viewport height */
  65880. height: number);
  65881. /**
  65882. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  65883. * @param renderWidth defines the rendering width
  65884. * @param renderHeight defines the rendering height
  65885. * @returns a new Viewport
  65886. */
  65887. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  65888. /**
  65889. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  65890. * @param renderWidth defines the rendering width
  65891. * @param renderHeight defines the rendering height
  65892. * @param ref defines the target viewport
  65893. * @returns the current viewport
  65894. */
  65895. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  65896. /**
  65897. * Returns a new Viewport copied from the current one
  65898. * @returns a new Viewport
  65899. */
  65900. clone(): Viewport;
  65901. }
  65902. }
  65903. declare module BABYLON {
  65904. /**
  65905. * Class containing a set of static utilities functions for arrays.
  65906. */
  65907. export class ArrayTools {
  65908. /**
  65909. * Returns an array of the given size filled with element built from the given constructor and the paramters
  65910. * @param size the number of element to construct and put in the array
  65911. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  65912. * @returns a new array filled with new objects
  65913. */
  65914. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  65915. }
  65916. }
  65917. declare module BABYLON {
  65918. /**
  65919. * @hidden
  65920. */
  65921. export interface IColor4Like {
  65922. r: float;
  65923. g: float;
  65924. b: float;
  65925. a: float;
  65926. }
  65927. /**
  65928. * @hidden
  65929. */
  65930. export interface IColor3Like {
  65931. r: float;
  65932. g: float;
  65933. b: float;
  65934. }
  65935. /**
  65936. * @hidden
  65937. */
  65938. export interface IVector4Like {
  65939. x: float;
  65940. y: float;
  65941. z: float;
  65942. w: float;
  65943. }
  65944. /**
  65945. * @hidden
  65946. */
  65947. export interface IVector3Like {
  65948. x: float;
  65949. y: float;
  65950. z: float;
  65951. }
  65952. /**
  65953. * @hidden
  65954. */
  65955. export interface IVector2Like {
  65956. x: float;
  65957. y: float;
  65958. }
  65959. /**
  65960. * @hidden
  65961. */
  65962. export interface IMatrixLike {
  65963. toArray(): DeepImmutable<Float32Array>;
  65964. updateFlag: int;
  65965. }
  65966. /**
  65967. * @hidden
  65968. */
  65969. export interface IViewportLike {
  65970. x: float;
  65971. y: float;
  65972. width: float;
  65973. height: float;
  65974. }
  65975. /**
  65976. * @hidden
  65977. */
  65978. export interface IPlaneLike {
  65979. normal: IVector3Like;
  65980. d: float;
  65981. normalize(): void;
  65982. }
  65983. }
  65984. declare module BABYLON {
  65985. /**
  65986. * Class representing a vector containing 2 coordinates
  65987. */
  65988. export class Vector2 {
  65989. /** defines the first coordinate */
  65990. x: number;
  65991. /** defines the second coordinate */
  65992. y: number;
  65993. /**
  65994. * Creates a new Vector2 from the given x and y coordinates
  65995. * @param x defines the first coordinate
  65996. * @param y defines the second coordinate
  65997. */
  65998. constructor(
  65999. /** defines the first coordinate */
  66000. x?: number,
  66001. /** defines the second coordinate */
  66002. y?: number);
  66003. /**
  66004. * Gets a string with the Vector2 coordinates
  66005. * @returns a string with the Vector2 coordinates
  66006. */
  66007. toString(): string;
  66008. /**
  66009. * Gets class name
  66010. * @returns the string "Vector2"
  66011. */
  66012. getClassName(): string;
  66013. /**
  66014. * Gets current vector hash code
  66015. * @returns the Vector2 hash code as a number
  66016. */
  66017. getHashCode(): number;
  66018. /**
  66019. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  66020. * @param array defines the source array
  66021. * @param index defines the offset in source array
  66022. * @returns the current Vector2
  66023. */
  66024. toArray(array: FloatArray, index?: number): Vector2;
  66025. /**
  66026. * Copy the current vector to an array
  66027. * @returns a new array with 2 elements: the Vector2 coordinates.
  66028. */
  66029. asArray(): number[];
  66030. /**
  66031. * Sets the Vector2 coordinates with the given Vector2 coordinates
  66032. * @param source defines the source Vector2
  66033. * @returns the current updated Vector2
  66034. */
  66035. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  66036. /**
  66037. * Sets the Vector2 coordinates with the given floats
  66038. * @param x defines the first coordinate
  66039. * @param y defines the second coordinate
  66040. * @returns the current updated Vector2
  66041. */
  66042. copyFromFloats(x: number, y: number): Vector2;
  66043. /**
  66044. * Sets the Vector2 coordinates with the given floats
  66045. * @param x defines the first coordinate
  66046. * @param y defines the second coordinate
  66047. * @returns the current updated Vector2
  66048. */
  66049. set(x: number, y: number): Vector2;
  66050. /**
  66051. * Add another vector with the current one
  66052. * @param otherVector defines the other vector
  66053. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  66054. */
  66055. add(otherVector: DeepImmutable<Vector2>): Vector2;
  66056. /**
  66057. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  66058. * @param otherVector defines the other vector
  66059. * @param result defines the target vector
  66060. * @returns the unmodified current Vector2
  66061. */
  66062. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66063. /**
  66064. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  66065. * @param otherVector defines the other vector
  66066. * @returns the current updated Vector2
  66067. */
  66068. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66069. /**
  66070. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  66071. * @param otherVector defines the other vector
  66072. * @returns a new Vector2
  66073. */
  66074. addVector3(otherVector: Vector3): Vector2;
  66075. /**
  66076. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  66077. * @param otherVector defines the other vector
  66078. * @returns a new Vector2
  66079. */
  66080. subtract(otherVector: Vector2): Vector2;
  66081. /**
  66082. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  66083. * @param otherVector defines the other vector
  66084. * @param result defines the target vector
  66085. * @returns the unmodified current Vector2
  66086. */
  66087. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66088. /**
  66089. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  66090. * @param otherVector defines the other vector
  66091. * @returns the current updated Vector2
  66092. */
  66093. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66094. /**
  66095. * Multiplies in place the current Vector2 coordinates by the given ones
  66096. * @param otherVector defines the other vector
  66097. * @returns the current updated Vector2
  66098. */
  66099. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66100. /**
  66101. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  66102. * @param otherVector defines the other vector
  66103. * @returns a new Vector2
  66104. */
  66105. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  66106. /**
  66107. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  66108. * @param otherVector defines the other vector
  66109. * @param result defines the target vector
  66110. * @returns the unmodified current Vector2
  66111. */
  66112. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66113. /**
  66114. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  66115. * @param x defines the first coordinate
  66116. * @param y defines the second coordinate
  66117. * @returns a new Vector2
  66118. */
  66119. multiplyByFloats(x: number, y: number): Vector2;
  66120. /**
  66121. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  66122. * @param otherVector defines the other vector
  66123. * @returns a new Vector2
  66124. */
  66125. divide(otherVector: Vector2): Vector2;
  66126. /**
  66127. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  66128. * @param otherVector defines the other vector
  66129. * @param result defines the target vector
  66130. * @returns the unmodified current Vector2
  66131. */
  66132. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66133. /**
  66134. * Divides the current Vector2 coordinates by the given ones
  66135. * @param otherVector defines the other vector
  66136. * @returns the current updated Vector2
  66137. */
  66138. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66139. /**
  66140. * Gets a new Vector2 with current Vector2 negated coordinates
  66141. * @returns a new Vector2
  66142. */
  66143. negate(): Vector2;
  66144. /**
  66145. * Multiply the Vector2 coordinates by scale
  66146. * @param scale defines the scaling factor
  66147. * @returns the current updated Vector2
  66148. */
  66149. scaleInPlace(scale: number): Vector2;
  66150. /**
  66151. * Returns a new Vector2 scaled by "scale" from the current Vector2
  66152. * @param scale defines the scaling factor
  66153. * @returns a new Vector2
  66154. */
  66155. scale(scale: number): Vector2;
  66156. /**
  66157. * Scale the current Vector2 values by a factor to a given Vector2
  66158. * @param scale defines the scale factor
  66159. * @param result defines the Vector2 object where to store the result
  66160. * @returns the unmodified current Vector2
  66161. */
  66162. scaleToRef(scale: number, result: Vector2): Vector2;
  66163. /**
  66164. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  66165. * @param scale defines the scale factor
  66166. * @param result defines the Vector2 object where to store the result
  66167. * @returns the unmodified current Vector2
  66168. */
  66169. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  66170. /**
  66171. * Gets a boolean if two vectors are equals
  66172. * @param otherVector defines the other vector
  66173. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  66174. */
  66175. equals(otherVector: DeepImmutable<Vector2>): boolean;
  66176. /**
  66177. * Gets a boolean if two vectors are equals (using an epsilon value)
  66178. * @param otherVector defines the other vector
  66179. * @param epsilon defines the minimal distance to consider equality
  66180. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  66181. */
  66182. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  66183. /**
  66184. * Gets a new Vector2 from current Vector2 floored values
  66185. * @returns a new Vector2
  66186. */
  66187. floor(): Vector2;
  66188. /**
  66189. * Gets a new Vector2 from current Vector2 floored values
  66190. * @returns a new Vector2
  66191. */
  66192. fract(): Vector2;
  66193. /**
  66194. * Gets the length of the vector
  66195. * @returns the vector length (float)
  66196. */
  66197. length(): number;
  66198. /**
  66199. * Gets the vector squared length
  66200. * @returns the vector squared length (float)
  66201. */
  66202. lengthSquared(): number;
  66203. /**
  66204. * Normalize the vector
  66205. * @returns the current updated Vector2
  66206. */
  66207. normalize(): Vector2;
  66208. /**
  66209. * Gets a new Vector2 copied from the Vector2
  66210. * @returns a new Vector2
  66211. */
  66212. clone(): Vector2;
  66213. /**
  66214. * Gets a new Vector2(0, 0)
  66215. * @returns a new Vector2
  66216. */
  66217. static Zero(): Vector2;
  66218. /**
  66219. * Gets a new Vector2(1, 1)
  66220. * @returns a new Vector2
  66221. */
  66222. static One(): Vector2;
  66223. /**
  66224. * Gets a new Vector2 set from the given index element of the given array
  66225. * @param array defines the data source
  66226. * @param offset defines the offset in the data source
  66227. * @returns a new Vector2
  66228. */
  66229. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  66230. /**
  66231. * Sets "result" from the given index element of the given array
  66232. * @param array defines the data source
  66233. * @param offset defines the offset in the data source
  66234. * @param result defines the target vector
  66235. */
  66236. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  66237. /**
  66238. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  66239. * @param value1 defines 1st point of control
  66240. * @param value2 defines 2nd point of control
  66241. * @param value3 defines 3rd point of control
  66242. * @param value4 defines 4th point of control
  66243. * @param amount defines the interpolation factor
  66244. * @returns a new Vector2
  66245. */
  66246. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  66247. /**
  66248. * 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".
  66249. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  66250. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  66251. * @param value defines the value to clamp
  66252. * @param min defines the lower limit
  66253. * @param max defines the upper limit
  66254. * @returns a new Vector2
  66255. */
  66256. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  66257. /**
  66258. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  66259. * @param value1 defines the 1st control point
  66260. * @param tangent1 defines the outgoing tangent
  66261. * @param value2 defines the 2nd control point
  66262. * @param tangent2 defines the incoming tangent
  66263. * @param amount defines the interpolation factor
  66264. * @returns a new Vector2
  66265. */
  66266. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  66267. /**
  66268. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  66269. * @param start defines the start vector
  66270. * @param end defines the end vector
  66271. * @param amount defines the interpolation factor
  66272. * @returns a new Vector2
  66273. */
  66274. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  66275. /**
  66276. * Gets the dot product of the vector "left" and the vector "right"
  66277. * @param left defines first vector
  66278. * @param right defines second vector
  66279. * @returns the dot product (float)
  66280. */
  66281. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  66282. /**
  66283. * Returns a new Vector2 equal to the normalized given vector
  66284. * @param vector defines the vector to normalize
  66285. * @returns a new Vector2
  66286. */
  66287. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  66288. /**
  66289. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  66290. * @param left defines 1st vector
  66291. * @param right defines 2nd vector
  66292. * @returns a new Vector2
  66293. */
  66294. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  66295. /**
  66296. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  66297. * @param left defines 1st vector
  66298. * @param right defines 2nd vector
  66299. * @returns a new Vector2
  66300. */
  66301. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  66302. /**
  66303. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  66304. * @param vector defines the vector to transform
  66305. * @param transformation defines the matrix to apply
  66306. * @returns a new Vector2
  66307. */
  66308. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  66309. /**
  66310. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  66311. * @param vector defines the vector to transform
  66312. * @param transformation defines the matrix to apply
  66313. * @param result defines the target vector
  66314. */
  66315. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  66316. /**
  66317. * Determines if a given vector is included in a triangle
  66318. * @param p defines the vector to test
  66319. * @param p0 defines 1st triangle point
  66320. * @param p1 defines 2nd triangle point
  66321. * @param p2 defines 3rd triangle point
  66322. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  66323. */
  66324. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  66325. /**
  66326. * Gets the distance between the vectors "value1" and "value2"
  66327. * @param value1 defines first vector
  66328. * @param value2 defines second vector
  66329. * @returns the distance between vectors
  66330. */
  66331. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  66332. /**
  66333. * Returns the squared distance between the vectors "value1" and "value2"
  66334. * @param value1 defines first vector
  66335. * @param value2 defines second vector
  66336. * @returns the squared distance between vectors
  66337. */
  66338. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  66339. /**
  66340. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  66341. * @param value1 defines first vector
  66342. * @param value2 defines second vector
  66343. * @returns a new Vector2
  66344. */
  66345. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  66346. /**
  66347. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  66348. * @param p defines the middle point
  66349. * @param segA defines one point of the segment
  66350. * @param segB defines the other point of the segment
  66351. * @returns the shortest distance
  66352. */
  66353. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  66354. }
  66355. /**
  66356. * Classed used to store (x,y,z) vector representation
  66357. * A Vector3 is the main object used in 3D geometry
  66358. * It can represent etiher the coordinates of a point the space, either a direction
  66359. * Reminder: js uses a left handed forward facing system
  66360. */
  66361. export class Vector3 {
  66362. /**
  66363. * Defines the first coordinates (on X axis)
  66364. */
  66365. x: number;
  66366. /**
  66367. * Defines the second coordinates (on Y axis)
  66368. */
  66369. y: number;
  66370. /**
  66371. * Defines the third coordinates (on Z axis)
  66372. */
  66373. z: number;
  66374. private static _UpReadOnly;
  66375. private static _ZeroReadOnly;
  66376. /**
  66377. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  66378. * @param x defines the first coordinates (on X axis)
  66379. * @param y defines the second coordinates (on Y axis)
  66380. * @param z defines the third coordinates (on Z axis)
  66381. */
  66382. constructor(
  66383. /**
  66384. * Defines the first coordinates (on X axis)
  66385. */
  66386. x?: number,
  66387. /**
  66388. * Defines the second coordinates (on Y axis)
  66389. */
  66390. y?: number,
  66391. /**
  66392. * Defines the third coordinates (on Z axis)
  66393. */
  66394. z?: number);
  66395. /**
  66396. * Creates a string representation of the Vector3
  66397. * @returns a string with the Vector3 coordinates.
  66398. */
  66399. toString(): string;
  66400. /**
  66401. * Gets the class name
  66402. * @returns the string "Vector3"
  66403. */
  66404. getClassName(): string;
  66405. /**
  66406. * Creates the Vector3 hash code
  66407. * @returns a number which tends to be unique between Vector3 instances
  66408. */
  66409. getHashCode(): number;
  66410. /**
  66411. * Creates an array containing three elements : the coordinates of the Vector3
  66412. * @returns a new array of numbers
  66413. */
  66414. asArray(): number[];
  66415. /**
  66416. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  66417. * @param array defines the destination array
  66418. * @param index defines the offset in the destination array
  66419. * @returns the current Vector3
  66420. */
  66421. toArray(array: FloatArray, index?: number): Vector3;
  66422. /**
  66423. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  66424. * @returns a new Quaternion object, computed from the Vector3 coordinates
  66425. */
  66426. toQuaternion(): Quaternion;
  66427. /**
  66428. * Adds the given vector to the current Vector3
  66429. * @param otherVector defines the second operand
  66430. * @returns the current updated Vector3
  66431. */
  66432. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  66433. /**
  66434. * Adds the given coordinates to the current Vector3
  66435. * @param x defines the x coordinate of the operand
  66436. * @param y defines the y coordinate of the operand
  66437. * @param z defines the z coordinate of the operand
  66438. * @returns the current updated Vector3
  66439. */
  66440. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  66441. /**
  66442. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  66443. * @param otherVector defines the second operand
  66444. * @returns the resulting Vector3
  66445. */
  66446. add(otherVector: DeepImmutable<Vector3>): Vector3;
  66447. /**
  66448. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  66449. * @param otherVector defines the second operand
  66450. * @param result defines the Vector3 object where to store the result
  66451. * @returns the current Vector3
  66452. */
  66453. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66454. /**
  66455. * Subtract the given vector from the current Vector3
  66456. * @param otherVector defines the second operand
  66457. * @returns the current updated Vector3
  66458. */
  66459. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  66460. /**
  66461. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  66462. * @param otherVector defines the second operand
  66463. * @returns the resulting Vector3
  66464. */
  66465. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  66466. /**
  66467. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  66468. * @param otherVector defines the second operand
  66469. * @param result defines the Vector3 object where to store the result
  66470. * @returns the current Vector3
  66471. */
  66472. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66473. /**
  66474. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  66475. * @param x defines the x coordinate of the operand
  66476. * @param y defines the y coordinate of the operand
  66477. * @param z defines the z coordinate of the operand
  66478. * @returns the resulting Vector3
  66479. */
  66480. subtractFromFloats(x: number, y: number, z: number): Vector3;
  66481. /**
  66482. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  66483. * @param x defines the x coordinate of the operand
  66484. * @param y defines the y coordinate of the operand
  66485. * @param z defines the z coordinate of the operand
  66486. * @param result defines the Vector3 object where to store the result
  66487. * @returns the current Vector3
  66488. */
  66489. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  66490. /**
  66491. * Gets a new Vector3 set with the current Vector3 negated coordinates
  66492. * @returns a new Vector3
  66493. */
  66494. negate(): Vector3;
  66495. /**
  66496. * Multiplies the Vector3 coordinates by the float "scale"
  66497. * @param scale defines the multiplier factor
  66498. * @returns the current updated Vector3
  66499. */
  66500. scaleInPlace(scale: number): Vector3;
  66501. /**
  66502. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  66503. * @param scale defines the multiplier factor
  66504. * @returns a new Vector3
  66505. */
  66506. scale(scale: number): Vector3;
  66507. /**
  66508. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  66509. * @param scale defines the multiplier factor
  66510. * @param result defines the Vector3 object where to store the result
  66511. * @returns the current Vector3
  66512. */
  66513. scaleToRef(scale: number, result: Vector3): Vector3;
  66514. /**
  66515. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  66516. * @param scale defines the scale factor
  66517. * @param result defines the Vector3 object where to store the result
  66518. * @returns the unmodified current Vector3
  66519. */
  66520. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  66521. /**
  66522. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  66523. * @param otherVector defines the second operand
  66524. * @returns true if both vectors are equals
  66525. */
  66526. equals(otherVector: DeepImmutable<Vector3>): boolean;
  66527. /**
  66528. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  66529. * @param otherVector defines the second operand
  66530. * @param epsilon defines the minimal distance to define values as equals
  66531. * @returns true if both vectors are distant less than epsilon
  66532. */
  66533. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  66534. /**
  66535. * Returns true if the current Vector3 coordinates equals the given floats
  66536. * @param x defines the x coordinate of the operand
  66537. * @param y defines the y coordinate of the operand
  66538. * @param z defines the z coordinate of the operand
  66539. * @returns true if both vectors are equals
  66540. */
  66541. equalsToFloats(x: number, y: number, z: number): boolean;
  66542. /**
  66543. * Multiplies the current Vector3 coordinates by the given ones
  66544. * @param otherVector defines the second operand
  66545. * @returns the current updated Vector3
  66546. */
  66547. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  66548. /**
  66549. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  66550. * @param otherVector defines the second operand
  66551. * @returns the new Vector3
  66552. */
  66553. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  66554. /**
  66555. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  66556. * @param otherVector defines the second operand
  66557. * @param result defines the Vector3 object where to store the result
  66558. * @returns the current Vector3
  66559. */
  66560. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66561. /**
  66562. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  66563. * @param x defines the x coordinate of the operand
  66564. * @param y defines the y coordinate of the operand
  66565. * @param z defines the z coordinate of the operand
  66566. * @returns the new Vector3
  66567. */
  66568. multiplyByFloats(x: number, y: number, z: number): Vector3;
  66569. /**
  66570. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  66571. * @param otherVector defines the second operand
  66572. * @returns the new Vector3
  66573. */
  66574. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  66575. /**
  66576. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  66577. * @param otherVector defines the second operand
  66578. * @param result defines the Vector3 object where to store the result
  66579. * @returns the current Vector3
  66580. */
  66581. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66582. /**
  66583. * Divides the current Vector3 coordinates by the given ones.
  66584. * @param otherVector defines the second operand
  66585. * @returns the current updated Vector3
  66586. */
  66587. divideInPlace(otherVector: Vector3): Vector3;
  66588. /**
  66589. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  66590. * @param other defines the second operand
  66591. * @returns the current updated Vector3
  66592. */
  66593. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  66594. /**
  66595. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  66596. * @param other defines the second operand
  66597. * @returns the current updated Vector3
  66598. */
  66599. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  66600. /**
  66601. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  66602. * @param x defines the x coordinate of the operand
  66603. * @param y defines the y coordinate of the operand
  66604. * @param z defines the z coordinate of the operand
  66605. * @returns the current updated Vector3
  66606. */
  66607. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  66608. /**
  66609. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  66610. * @param x defines the x coordinate of the operand
  66611. * @param y defines the y coordinate of the operand
  66612. * @param z defines the z coordinate of the operand
  66613. * @returns the current updated Vector3
  66614. */
  66615. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  66616. /**
  66617. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  66618. * Check if is non uniform within a certain amount of decimal places to account for this
  66619. * @param epsilon the amount the values can differ
  66620. * @returns if the the vector is non uniform to a certain number of decimal places
  66621. */
  66622. isNonUniformWithinEpsilon(epsilon: number): boolean;
  66623. /**
  66624. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  66625. */
  66626. readonly isNonUniform: boolean;
  66627. /**
  66628. * Gets a new Vector3 from current Vector3 floored values
  66629. * @returns a new Vector3
  66630. */
  66631. floor(): Vector3;
  66632. /**
  66633. * Gets a new Vector3 from current Vector3 floored values
  66634. * @returns a new Vector3
  66635. */
  66636. fract(): Vector3;
  66637. /**
  66638. * Gets the length of the Vector3
  66639. * @returns the length of the Vector3
  66640. */
  66641. length(): number;
  66642. /**
  66643. * Gets the squared length of the Vector3
  66644. * @returns squared length of the Vector3
  66645. */
  66646. lengthSquared(): number;
  66647. /**
  66648. * Normalize the current Vector3.
  66649. * Please note that this is an in place operation.
  66650. * @returns the current updated Vector3
  66651. */
  66652. normalize(): Vector3;
  66653. /**
  66654. * Reorders the x y z properties of the vector in place
  66655. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  66656. * @returns the current updated vector
  66657. */
  66658. reorderInPlace(order: string): this;
  66659. /**
  66660. * Rotates the vector around 0,0,0 by a quaternion
  66661. * @param quaternion the rotation quaternion
  66662. * @param result vector to store the result
  66663. * @returns the resulting vector
  66664. */
  66665. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  66666. /**
  66667. * Rotates a vector around a given point
  66668. * @param quaternion the rotation quaternion
  66669. * @param point the point to rotate around
  66670. * @param result vector to store the result
  66671. * @returns the resulting vector
  66672. */
  66673. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  66674. /**
  66675. * Normalize the current Vector3 with the given input length.
  66676. * Please note that this is an in place operation.
  66677. * @param len the length of the vector
  66678. * @returns the current updated Vector3
  66679. */
  66680. normalizeFromLength(len: number): Vector3;
  66681. /**
  66682. * Normalize the current Vector3 to a new vector
  66683. * @returns the new Vector3
  66684. */
  66685. normalizeToNew(): Vector3;
  66686. /**
  66687. * Normalize the current Vector3 to the reference
  66688. * @param reference define the Vector3 to update
  66689. * @returns the updated Vector3
  66690. */
  66691. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  66692. /**
  66693. * Creates a new Vector3 copied from the current Vector3
  66694. * @returns the new Vector3
  66695. */
  66696. clone(): Vector3;
  66697. /**
  66698. * Copies the given vector coordinates to the current Vector3 ones
  66699. * @param source defines the source Vector3
  66700. * @returns the current updated Vector3
  66701. */
  66702. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  66703. /**
  66704. * Copies the given floats to the current Vector3 coordinates
  66705. * @param x defines the x coordinate of the operand
  66706. * @param y defines the y coordinate of the operand
  66707. * @param z defines the z coordinate of the operand
  66708. * @returns the current updated Vector3
  66709. */
  66710. copyFromFloats(x: number, y: number, z: number): Vector3;
  66711. /**
  66712. * Copies the given floats to the current Vector3 coordinates
  66713. * @param x defines the x coordinate of the operand
  66714. * @param y defines the y coordinate of the operand
  66715. * @param z defines the z coordinate of the operand
  66716. * @returns the current updated Vector3
  66717. */
  66718. set(x: number, y: number, z: number): Vector3;
  66719. /**
  66720. * Copies the given float to the current Vector3 coordinates
  66721. * @param v defines the x, y and z coordinates of the operand
  66722. * @returns the current updated Vector3
  66723. */
  66724. setAll(v: number): Vector3;
  66725. /**
  66726. * Get the clip factor between two vectors
  66727. * @param vector0 defines the first operand
  66728. * @param vector1 defines the second operand
  66729. * @param axis defines the axis to use
  66730. * @param size defines the size along the axis
  66731. * @returns the clip factor
  66732. */
  66733. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  66734. /**
  66735. * Get angle between two vectors
  66736. * @param vector0 angle between vector0 and vector1
  66737. * @param vector1 angle between vector0 and vector1
  66738. * @param normal direction of the normal
  66739. * @return the angle between vector0 and vector1
  66740. */
  66741. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  66742. /**
  66743. * Returns a new Vector3 set from the index "offset" of the given array
  66744. * @param array defines the source array
  66745. * @param offset defines the offset in the source array
  66746. * @returns the new Vector3
  66747. */
  66748. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  66749. /**
  66750. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  66751. * This function is deprecated. Use FromArray instead
  66752. * @param array defines the source array
  66753. * @param offset defines the offset in the source array
  66754. * @returns the new Vector3
  66755. */
  66756. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  66757. /**
  66758. * Sets the given vector "result" with the element values from the index "offset" of the given array
  66759. * @param array defines the source array
  66760. * @param offset defines the offset in the source array
  66761. * @param result defines the Vector3 where to store the result
  66762. */
  66763. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  66764. /**
  66765. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  66766. * This function is deprecated. Use FromArrayToRef instead.
  66767. * @param array defines the source array
  66768. * @param offset defines the offset in the source array
  66769. * @param result defines the Vector3 where to store the result
  66770. */
  66771. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  66772. /**
  66773. * Sets the given vector "result" with the given floats.
  66774. * @param x defines the x coordinate of the source
  66775. * @param y defines the y coordinate of the source
  66776. * @param z defines the z coordinate of the source
  66777. * @param result defines the Vector3 where to store the result
  66778. */
  66779. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  66780. /**
  66781. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  66782. * @returns a new empty Vector3
  66783. */
  66784. static Zero(): Vector3;
  66785. /**
  66786. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  66787. * @returns a new unit Vector3
  66788. */
  66789. static One(): Vector3;
  66790. /**
  66791. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  66792. * @returns a new up Vector3
  66793. */
  66794. static Up(): Vector3;
  66795. /**
  66796. * Gets a up Vector3 that must not be updated
  66797. */
  66798. static readonly UpReadOnly: DeepImmutable<Vector3>;
  66799. /**
  66800. * Gets a zero Vector3 that must not be updated
  66801. */
  66802. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  66803. /**
  66804. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  66805. * @returns a new down Vector3
  66806. */
  66807. static Down(): Vector3;
  66808. /**
  66809. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  66810. * @returns a new forward Vector3
  66811. */
  66812. static Forward(): Vector3;
  66813. /**
  66814. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  66815. * @returns a new forward Vector3
  66816. */
  66817. static Backward(): Vector3;
  66818. /**
  66819. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  66820. * @returns a new right Vector3
  66821. */
  66822. static Right(): Vector3;
  66823. /**
  66824. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  66825. * @returns a new left Vector3
  66826. */
  66827. static Left(): Vector3;
  66828. /**
  66829. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  66830. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  66831. * @param vector defines the Vector3 to transform
  66832. * @param transformation defines the transformation matrix
  66833. * @returns the transformed Vector3
  66834. */
  66835. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  66836. /**
  66837. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  66838. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  66839. * @param vector defines the Vector3 to transform
  66840. * @param transformation defines the transformation matrix
  66841. * @param result defines the Vector3 where to store the result
  66842. */
  66843. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66844. /**
  66845. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  66846. * This method computes tranformed coordinates only, not transformed direction vectors
  66847. * @param x define the x coordinate of the source vector
  66848. * @param y define the y coordinate of the source vector
  66849. * @param z define the z coordinate of the source vector
  66850. * @param transformation defines the transformation matrix
  66851. * @param result defines the Vector3 where to store the result
  66852. */
  66853. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66854. /**
  66855. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  66856. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66857. * @param vector defines the Vector3 to transform
  66858. * @param transformation defines the transformation matrix
  66859. * @returns the new Vector3
  66860. */
  66861. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  66862. /**
  66863. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  66864. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66865. * @param vector defines the Vector3 to transform
  66866. * @param transformation defines the transformation matrix
  66867. * @param result defines the Vector3 where to store the result
  66868. */
  66869. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66870. /**
  66871. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  66872. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66873. * @param x define the x coordinate of the source vector
  66874. * @param y define the y coordinate of the source vector
  66875. * @param z define the z coordinate of the source vector
  66876. * @param transformation defines the transformation matrix
  66877. * @param result defines the Vector3 where to store the result
  66878. */
  66879. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66880. /**
  66881. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  66882. * @param value1 defines the first control point
  66883. * @param value2 defines the second control point
  66884. * @param value3 defines the third control point
  66885. * @param value4 defines the fourth control point
  66886. * @param amount defines the amount on the spline to use
  66887. * @returns the new Vector3
  66888. */
  66889. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  66890. /**
  66891. * 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"
  66892. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  66893. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  66894. * @param value defines the current value
  66895. * @param min defines the lower range value
  66896. * @param max defines the upper range value
  66897. * @returns the new Vector3
  66898. */
  66899. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  66900. /**
  66901. * 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"
  66902. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  66903. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  66904. * @param value defines the current value
  66905. * @param min defines the lower range value
  66906. * @param max defines the upper range value
  66907. * @param result defines the Vector3 where to store the result
  66908. */
  66909. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  66910. /**
  66911. * Checks if a given vector is inside a specific range
  66912. * @param v defines the vector to test
  66913. * @param min defines the minimum range
  66914. * @param max defines the maximum range
  66915. */
  66916. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  66917. /**
  66918. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  66919. * @param value1 defines the first control point
  66920. * @param tangent1 defines the first tangent vector
  66921. * @param value2 defines the second control point
  66922. * @param tangent2 defines the second tangent vector
  66923. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  66924. * @returns the new Vector3
  66925. */
  66926. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  66927. /**
  66928. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  66929. * @param start defines the start value
  66930. * @param end defines the end value
  66931. * @param amount max defines amount between both (between 0 and 1)
  66932. * @returns the new Vector3
  66933. */
  66934. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  66935. /**
  66936. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  66937. * @param start defines the start value
  66938. * @param end defines the end value
  66939. * @param amount max defines amount between both (between 0 and 1)
  66940. * @param result defines the Vector3 where to store the result
  66941. */
  66942. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  66943. /**
  66944. * Returns the dot product (float) between the vectors "left" and "right"
  66945. * @param left defines the left operand
  66946. * @param right defines the right operand
  66947. * @returns the dot product
  66948. */
  66949. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  66950. /**
  66951. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  66952. * The cross product is then orthogonal to both "left" and "right"
  66953. * @param left defines the left operand
  66954. * @param right defines the right operand
  66955. * @returns the cross product
  66956. */
  66957. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66958. /**
  66959. * Sets the given vector "result" with the cross product of "left" and "right"
  66960. * The cross product is then orthogonal to both "left" and "right"
  66961. * @param left defines the left operand
  66962. * @param right defines the right operand
  66963. * @param result defines the Vector3 where to store the result
  66964. */
  66965. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  66966. /**
  66967. * Returns a new Vector3 as the normalization of the given vector
  66968. * @param vector defines the Vector3 to normalize
  66969. * @returns the new Vector3
  66970. */
  66971. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  66972. /**
  66973. * Sets the given vector "result" with the normalization of the given first vector
  66974. * @param vector defines the Vector3 to normalize
  66975. * @param result defines the Vector3 where to store the result
  66976. */
  66977. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  66978. /**
  66979. * Project a Vector3 onto screen space
  66980. * @param vector defines the Vector3 to project
  66981. * @param world defines the world matrix to use
  66982. * @param transform defines the transform (view x projection) matrix to use
  66983. * @param viewport defines the screen viewport to use
  66984. * @returns the new Vector3
  66985. */
  66986. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  66987. /** @hidden */
  66988. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  66989. /**
  66990. * Unproject from screen space to object space
  66991. * @param source defines the screen space Vector3 to use
  66992. * @param viewportWidth defines the current width of the viewport
  66993. * @param viewportHeight defines the current height of the viewport
  66994. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66995. * @param transform defines the transform (view x projection) matrix to use
  66996. * @returns the new Vector3
  66997. */
  66998. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  66999. /**
  67000. * Unproject from screen space to object space
  67001. * @param source defines the screen space Vector3 to use
  67002. * @param viewportWidth defines the current width of the viewport
  67003. * @param viewportHeight defines the current height of the viewport
  67004. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67005. * @param view defines the view matrix to use
  67006. * @param projection defines the projection matrix to use
  67007. * @returns the new Vector3
  67008. */
  67009. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  67010. /**
  67011. * Unproject from screen space to object space
  67012. * @param source defines the screen space Vector3 to use
  67013. * @param viewportWidth defines the current width of the viewport
  67014. * @param viewportHeight defines the current height of the viewport
  67015. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67016. * @param view defines the view matrix to use
  67017. * @param projection defines the projection matrix to use
  67018. * @param result defines the Vector3 where to store the result
  67019. */
  67020. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  67021. /**
  67022. * Unproject from screen space to object space
  67023. * @param sourceX defines the screen space x coordinate to use
  67024. * @param sourceY defines the screen space y coordinate to use
  67025. * @param sourceZ defines the screen space z coordinate to use
  67026. * @param viewportWidth defines the current width of the viewport
  67027. * @param viewportHeight defines the current height of the viewport
  67028. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67029. * @param view defines the view matrix to use
  67030. * @param projection defines the projection matrix to use
  67031. * @param result defines the Vector3 where to store the result
  67032. */
  67033. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  67034. /**
  67035. * Gets the minimal coordinate values between two Vector3
  67036. * @param left defines the first operand
  67037. * @param right defines the second operand
  67038. * @returns the new Vector3
  67039. */
  67040. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  67041. /**
  67042. * Gets the maximal coordinate values between two Vector3
  67043. * @param left defines the first operand
  67044. * @param right defines the second operand
  67045. * @returns the new Vector3
  67046. */
  67047. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  67048. /**
  67049. * Returns the distance between the vectors "value1" and "value2"
  67050. * @param value1 defines the first operand
  67051. * @param value2 defines the second operand
  67052. * @returns the distance
  67053. */
  67054. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  67055. /**
  67056. * Returns the squared distance between the vectors "value1" and "value2"
  67057. * @param value1 defines the first operand
  67058. * @param value2 defines the second operand
  67059. * @returns the squared distance
  67060. */
  67061. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  67062. /**
  67063. * Returns a new Vector3 located at the center between "value1" and "value2"
  67064. * @param value1 defines the first operand
  67065. * @param value2 defines the second operand
  67066. * @returns the new Vector3
  67067. */
  67068. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  67069. /**
  67070. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  67071. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  67072. * to something in order to rotate it from its local system to the given target system
  67073. * Note: axis1, axis2 and axis3 are normalized during this operation
  67074. * @param axis1 defines the first axis
  67075. * @param axis2 defines the second axis
  67076. * @param axis3 defines the third axis
  67077. * @returns a new Vector3
  67078. */
  67079. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  67080. /**
  67081. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  67082. * @param axis1 defines the first axis
  67083. * @param axis2 defines the second axis
  67084. * @param axis3 defines the third axis
  67085. * @param ref defines the Vector3 where to store the result
  67086. */
  67087. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  67088. }
  67089. /**
  67090. * Vector4 class created for EulerAngle class conversion to Quaternion
  67091. */
  67092. export class Vector4 {
  67093. /** x value of the vector */
  67094. x: number;
  67095. /** y value of the vector */
  67096. y: number;
  67097. /** z value of the vector */
  67098. z: number;
  67099. /** w value of the vector */
  67100. w: number;
  67101. /**
  67102. * Creates a Vector4 object from the given floats.
  67103. * @param x x value of the vector
  67104. * @param y y value of the vector
  67105. * @param z z value of the vector
  67106. * @param w w value of the vector
  67107. */
  67108. constructor(
  67109. /** x value of the vector */
  67110. x: number,
  67111. /** y value of the vector */
  67112. y: number,
  67113. /** z value of the vector */
  67114. z: number,
  67115. /** w value of the vector */
  67116. w: number);
  67117. /**
  67118. * Returns the string with the Vector4 coordinates.
  67119. * @returns a string containing all the vector values
  67120. */
  67121. toString(): string;
  67122. /**
  67123. * Returns the string "Vector4".
  67124. * @returns "Vector4"
  67125. */
  67126. getClassName(): string;
  67127. /**
  67128. * Returns the Vector4 hash code.
  67129. * @returns a unique hash code
  67130. */
  67131. getHashCode(): number;
  67132. /**
  67133. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  67134. * @returns the resulting array
  67135. */
  67136. asArray(): number[];
  67137. /**
  67138. * Populates the given array from the given index with the Vector4 coordinates.
  67139. * @param array array to populate
  67140. * @param index index of the array to start at (default: 0)
  67141. * @returns the Vector4.
  67142. */
  67143. toArray(array: FloatArray, index?: number): Vector4;
  67144. /**
  67145. * Adds the given vector to the current Vector4.
  67146. * @param otherVector the vector to add
  67147. * @returns the updated Vector4.
  67148. */
  67149. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  67150. /**
  67151. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  67152. * @param otherVector the vector to add
  67153. * @returns the resulting vector
  67154. */
  67155. add(otherVector: DeepImmutable<Vector4>): Vector4;
  67156. /**
  67157. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  67158. * @param otherVector the vector to add
  67159. * @param result the vector to store the result
  67160. * @returns the current Vector4.
  67161. */
  67162. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  67163. /**
  67164. * Subtract in place the given vector from the current Vector4.
  67165. * @param otherVector the vector to subtract
  67166. * @returns the updated Vector4.
  67167. */
  67168. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  67169. /**
  67170. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  67171. * @param otherVector the vector to add
  67172. * @returns the new vector with the result
  67173. */
  67174. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  67175. /**
  67176. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  67177. * @param otherVector the vector to subtract
  67178. * @param result the vector to store the result
  67179. * @returns the current Vector4.
  67180. */
  67181. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  67182. /**
  67183. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  67184. */
  67185. /**
  67186. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  67187. * @param x value to subtract
  67188. * @param y value to subtract
  67189. * @param z value to subtract
  67190. * @param w value to subtract
  67191. * @returns new vector containing the result
  67192. */
  67193. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  67194. /**
  67195. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  67196. * @param x value to subtract
  67197. * @param y value to subtract
  67198. * @param z value to subtract
  67199. * @param w value to subtract
  67200. * @param result the vector to store the result in
  67201. * @returns the current Vector4.
  67202. */
  67203. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  67204. /**
  67205. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  67206. * @returns a new vector with the negated values
  67207. */
  67208. negate(): Vector4;
  67209. /**
  67210. * Multiplies the current Vector4 coordinates by scale (float).
  67211. * @param scale the number to scale with
  67212. * @returns the updated Vector4.
  67213. */
  67214. scaleInPlace(scale: number): Vector4;
  67215. /**
  67216. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  67217. * @param scale the number to scale with
  67218. * @returns a new vector with the result
  67219. */
  67220. scale(scale: number): Vector4;
  67221. /**
  67222. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  67223. * @param scale the number to scale with
  67224. * @param result a vector to store the result in
  67225. * @returns the current Vector4.
  67226. */
  67227. scaleToRef(scale: number, result: Vector4): Vector4;
  67228. /**
  67229. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  67230. * @param scale defines the scale factor
  67231. * @param result defines the Vector4 object where to store the result
  67232. * @returns the unmodified current Vector4
  67233. */
  67234. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  67235. /**
  67236. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  67237. * @param otherVector the vector to compare against
  67238. * @returns true if they are equal
  67239. */
  67240. equals(otherVector: DeepImmutable<Vector4>): boolean;
  67241. /**
  67242. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  67243. * @param otherVector vector to compare against
  67244. * @param epsilon (Default: very small number)
  67245. * @returns true if they are equal
  67246. */
  67247. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  67248. /**
  67249. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  67250. * @param x x value to compare against
  67251. * @param y y value to compare against
  67252. * @param z z value to compare against
  67253. * @param w w value to compare against
  67254. * @returns true if equal
  67255. */
  67256. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  67257. /**
  67258. * Multiplies in place the current Vector4 by the given one.
  67259. * @param otherVector vector to multiple with
  67260. * @returns the updated Vector4.
  67261. */
  67262. multiplyInPlace(otherVector: Vector4): Vector4;
  67263. /**
  67264. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  67265. * @param otherVector vector to multiple with
  67266. * @returns resulting new vector
  67267. */
  67268. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  67269. /**
  67270. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  67271. * @param otherVector vector to multiple with
  67272. * @param result vector to store the result
  67273. * @returns the current Vector4.
  67274. */
  67275. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  67276. /**
  67277. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  67278. * @param x x value multiply with
  67279. * @param y y value multiply with
  67280. * @param z z value multiply with
  67281. * @param w w value multiply with
  67282. * @returns resulting new vector
  67283. */
  67284. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  67285. /**
  67286. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  67287. * @param otherVector vector to devide with
  67288. * @returns resulting new vector
  67289. */
  67290. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  67291. /**
  67292. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  67293. * @param otherVector vector to devide with
  67294. * @param result vector to store the result
  67295. * @returns the current Vector4.
  67296. */
  67297. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  67298. /**
  67299. * Divides the current Vector3 coordinates by the given ones.
  67300. * @param otherVector vector to devide with
  67301. * @returns the updated Vector3.
  67302. */
  67303. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  67304. /**
  67305. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  67306. * @param other defines the second operand
  67307. * @returns the current updated Vector4
  67308. */
  67309. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  67310. /**
  67311. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  67312. * @param other defines the second operand
  67313. * @returns the current updated Vector4
  67314. */
  67315. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  67316. /**
  67317. * Gets a new Vector4 from current Vector4 floored values
  67318. * @returns a new Vector4
  67319. */
  67320. floor(): Vector4;
  67321. /**
  67322. * Gets a new Vector4 from current Vector3 floored values
  67323. * @returns a new Vector4
  67324. */
  67325. fract(): Vector4;
  67326. /**
  67327. * Returns the Vector4 length (float).
  67328. * @returns the length
  67329. */
  67330. length(): number;
  67331. /**
  67332. * Returns the Vector4 squared length (float).
  67333. * @returns the length squared
  67334. */
  67335. lengthSquared(): number;
  67336. /**
  67337. * Normalizes in place the Vector4.
  67338. * @returns the updated Vector4.
  67339. */
  67340. normalize(): Vector4;
  67341. /**
  67342. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  67343. * @returns this converted to a new vector3
  67344. */
  67345. toVector3(): Vector3;
  67346. /**
  67347. * Returns a new Vector4 copied from the current one.
  67348. * @returns the new cloned vector
  67349. */
  67350. clone(): Vector4;
  67351. /**
  67352. * Updates the current Vector4 with the given one coordinates.
  67353. * @param source the source vector to copy from
  67354. * @returns the updated Vector4.
  67355. */
  67356. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  67357. /**
  67358. * Updates the current Vector4 coordinates with the given floats.
  67359. * @param x float to copy from
  67360. * @param y float to copy from
  67361. * @param z float to copy from
  67362. * @param w float to copy from
  67363. * @returns the updated Vector4.
  67364. */
  67365. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  67366. /**
  67367. * Updates the current Vector4 coordinates with the given floats.
  67368. * @param x float to set from
  67369. * @param y float to set from
  67370. * @param z float to set from
  67371. * @param w float to set from
  67372. * @returns the updated Vector4.
  67373. */
  67374. set(x: number, y: number, z: number, w: number): Vector4;
  67375. /**
  67376. * Copies the given float to the current Vector3 coordinates
  67377. * @param v defines the x, y, z and w coordinates of the operand
  67378. * @returns the current updated Vector3
  67379. */
  67380. setAll(v: number): Vector4;
  67381. /**
  67382. * Returns a new Vector4 set from the starting index of the given array.
  67383. * @param array the array to pull values from
  67384. * @param offset the offset into the array to start at
  67385. * @returns the new vector
  67386. */
  67387. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  67388. /**
  67389. * Updates the given vector "result" from the starting index of the given array.
  67390. * @param array the array to pull values from
  67391. * @param offset the offset into the array to start at
  67392. * @param result the vector to store the result in
  67393. */
  67394. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  67395. /**
  67396. * Updates the given vector "result" from the starting index of the given Float32Array.
  67397. * @param array the array to pull values from
  67398. * @param offset the offset into the array to start at
  67399. * @param result the vector to store the result in
  67400. */
  67401. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  67402. /**
  67403. * Updates the given vector "result" coordinates from the given floats.
  67404. * @param x float to set from
  67405. * @param y float to set from
  67406. * @param z float to set from
  67407. * @param w float to set from
  67408. * @param result the vector to the floats in
  67409. */
  67410. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  67411. /**
  67412. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  67413. * @returns the new vector
  67414. */
  67415. static Zero(): Vector4;
  67416. /**
  67417. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  67418. * @returns the new vector
  67419. */
  67420. static One(): Vector4;
  67421. /**
  67422. * Returns a new normalized Vector4 from the given one.
  67423. * @param vector the vector to normalize
  67424. * @returns the vector
  67425. */
  67426. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  67427. /**
  67428. * Updates the given vector "result" from the normalization of the given one.
  67429. * @param vector the vector to normalize
  67430. * @param result the vector to store the result in
  67431. */
  67432. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  67433. /**
  67434. * Returns a vector with the minimum values from the left and right vectors
  67435. * @param left left vector to minimize
  67436. * @param right right vector to minimize
  67437. * @returns a new vector with the minimum of the left and right vector values
  67438. */
  67439. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  67440. /**
  67441. * Returns a vector with the maximum values from the left and right vectors
  67442. * @param left left vector to maximize
  67443. * @param right right vector to maximize
  67444. * @returns a new vector with the maximum of the left and right vector values
  67445. */
  67446. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  67447. /**
  67448. * Returns the distance (float) between the vectors "value1" and "value2".
  67449. * @param value1 value to calulate the distance between
  67450. * @param value2 value to calulate the distance between
  67451. * @return the distance between the two vectors
  67452. */
  67453. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  67454. /**
  67455. * Returns the squared distance (float) between the vectors "value1" and "value2".
  67456. * @param value1 value to calulate the distance between
  67457. * @param value2 value to calulate the distance between
  67458. * @return the distance between the two vectors squared
  67459. */
  67460. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  67461. /**
  67462. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  67463. * @param value1 value to calulate the center between
  67464. * @param value2 value to calulate the center between
  67465. * @return the center between the two vectors
  67466. */
  67467. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  67468. /**
  67469. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  67470. * This methods computes transformed normalized direction vectors only.
  67471. * @param vector the vector to transform
  67472. * @param transformation the transformation matrix to apply
  67473. * @returns the new vector
  67474. */
  67475. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  67476. /**
  67477. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  67478. * This methods computes transformed normalized direction vectors only.
  67479. * @param vector the vector to transform
  67480. * @param transformation the transformation matrix to apply
  67481. * @param result the vector to store the result in
  67482. */
  67483. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  67484. /**
  67485. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  67486. * This methods computes transformed normalized direction vectors only.
  67487. * @param x value to transform
  67488. * @param y value to transform
  67489. * @param z value to transform
  67490. * @param w value to transform
  67491. * @param transformation the transformation matrix to apply
  67492. * @param result the vector to store the results in
  67493. */
  67494. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  67495. /**
  67496. * Creates a new Vector4 from a Vector3
  67497. * @param source defines the source data
  67498. * @param w defines the 4th component (default is 0)
  67499. * @returns a new Vector4
  67500. */
  67501. static FromVector3(source: Vector3, w?: number): Vector4;
  67502. }
  67503. /**
  67504. * Class used to store quaternion data
  67505. * @see https://en.wikipedia.org/wiki/Quaternion
  67506. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  67507. */
  67508. export class Quaternion {
  67509. /** defines the first component (0 by default) */
  67510. x: number;
  67511. /** defines the second component (0 by default) */
  67512. y: number;
  67513. /** defines the third component (0 by default) */
  67514. z: number;
  67515. /** defines the fourth component (1.0 by default) */
  67516. w: number;
  67517. /**
  67518. * Creates a new Quaternion from the given floats
  67519. * @param x defines the first component (0 by default)
  67520. * @param y defines the second component (0 by default)
  67521. * @param z defines the third component (0 by default)
  67522. * @param w defines the fourth component (1.0 by default)
  67523. */
  67524. constructor(
  67525. /** defines the first component (0 by default) */
  67526. x?: number,
  67527. /** defines the second component (0 by default) */
  67528. y?: number,
  67529. /** defines the third component (0 by default) */
  67530. z?: number,
  67531. /** defines the fourth component (1.0 by default) */
  67532. w?: number);
  67533. /**
  67534. * Gets a string representation for the current quaternion
  67535. * @returns a string with the Quaternion coordinates
  67536. */
  67537. toString(): string;
  67538. /**
  67539. * Gets the class name of the quaternion
  67540. * @returns the string "Quaternion"
  67541. */
  67542. getClassName(): string;
  67543. /**
  67544. * Gets a hash code for this quaternion
  67545. * @returns the quaternion hash code
  67546. */
  67547. getHashCode(): number;
  67548. /**
  67549. * Copy the quaternion to an array
  67550. * @returns a new array populated with 4 elements from the quaternion coordinates
  67551. */
  67552. asArray(): number[];
  67553. /**
  67554. * Check if two quaternions are equals
  67555. * @param otherQuaternion defines the second operand
  67556. * @return true if the current quaternion and the given one coordinates are strictly equals
  67557. */
  67558. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  67559. /**
  67560. * Clone the current quaternion
  67561. * @returns a new quaternion copied from the current one
  67562. */
  67563. clone(): Quaternion;
  67564. /**
  67565. * Copy a quaternion to the current one
  67566. * @param other defines the other quaternion
  67567. * @returns the updated current quaternion
  67568. */
  67569. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  67570. /**
  67571. * Updates the current quaternion with the given float coordinates
  67572. * @param x defines the x coordinate
  67573. * @param y defines the y coordinate
  67574. * @param z defines the z coordinate
  67575. * @param w defines the w coordinate
  67576. * @returns the updated current quaternion
  67577. */
  67578. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  67579. /**
  67580. * Updates the current quaternion from the given float coordinates
  67581. * @param x defines the x coordinate
  67582. * @param y defines the y coordinate
  67583. * @param z defines the z coordinate
  67584. * @param w defines the w coordinate
  67585. * @returns the updated current quaternion
  67586. */
  67587. set(x: number, y: number, z: number, w: number): Quaternion;
  67588. /**
  67589. * Adds two quaternions
  67590. * @param other defines the second operand
  67591. * @returns a new quaternion as the addition result of the given one and the current quaternion
  67592. */
  67593. add(other: DeepImmutable<Quaternion>): Quaternion;
  67594. /**
  67595. * Add a quaternion to the current one
  67596. * @param other defines the quaternion to add
  67597. * @returns the current quaternion
  67598. */
  67599. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  67600. /**
  67601. * Subtract two quaternions
  67602. * @param other defines the second operand
  67603. * @returns a new quaternion as the subtraction result of the given one from the current one
  67604. */
  67605. subtract(other: Quaternion): Quaternion;
  67606. /**
  67607. * Multiplies the current quaternion by a scale factor
  67608. * @param value defines the scale factor
  67609. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  67610. */
  67611. scale(value: number): Quaternion;
  67612. /**
  67613. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  67614. * @param scale defines the scale factor
  67615. * @param result defines the Quaternion object where to store the result
  67616. * @returns the unmodified current quaternion
  67617. */
  67618. scaleToRef(scale: number, result: Quaternion): Quaternion;
  67619. /**
  67620. * Multiplies in place the current quaternion by a scale factor
  67621. * @param value defines the scale factor
  67622. * @returns the current modified quaternion
  67623. */
  67624. scaleInPlace(value: number): Quaternion;
  67625. /**
  67626. * Scale the current quaternion values by a factor and add the result to a given quaternion
  67627. * @param scale defines the scale factor
  67628. * @param result defines the Quaternion object where to store the result
  67629. * @returns the unmodified current quaternion
  67630. */
  67631. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  67632. /**
  67633. * Multiplies two quaternions
  67634. * @param q1 defines the second operand
  67635. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  67636. */
  67637. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  67638. /**
  67639. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  67640. * @param q1 defines the second operand
  67641. * @param result defines the target quaternion
  67642. * @returns the current quaternion
  67643. */
  67644. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  67645. /**
  67646. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  67647. * @param q1 defines the second operand
  67648. * @returns the currentupdated quaternion
  67649. */
  67650. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  67651. /**
  67652. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  67653. * @param ref defines the target quaternion
  67654. * @returns the current quaternion
  67655. */
  67656. conjugateToRef(ref: Quaternion): Quaternion;
  67657. /**
  67658. * Conjugates in place (1-q) the current quaternion
  67659. * @returns the current updated quaternion
  67660. */
  67661. conjugateInPlace(): Quaternion;
  67662. /**
  67663. * Conjugates in place (1-q) the current quaternion
  67664. * @returns a new quaternion
  67665. */
  67666. conjugate(): Quaternion;
  67667. /**
  67668. * Gets length of current quaternion
  67669. * @returns the quaternion length (float)
  67670. */
  67671. length(): number;
  67672. /**
  67673. * Normalize in place the current quaternion
  67674. * @returns the current updated quaternion
  67675. */
  67676. normalize(): Quaternion;
  67677. /**
  67678. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  67679. * @param order is a reserved parameter and is ignore for now
  67680. * @returns a new Vector3 containing the Euler angles
  67681. */
  67682. toEulerAngles(order?: string): Vector3;
  67683. /**
  67684. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  67685. * @param result defines the vector which will be filled with the Euler angles
  67686. * @param order is a reserved parameter and is ignore for now
  67687. * @returns the current unchanged quaternion
  67688. */
  67689. toEulerAnglesToRef(result: Vector3): Quaternion;
  67690. /**
  67691. * Updates the given rotation matrix with the current quaternion values
  67692. * @param result defines the target matrix
  67693. * @returns the current unchanged quaternion
  67694. */
  67695. toRotationMatrix(result: Matrix): Quaternion;
  67696. /**
  67697. * Updates the current quaternion from the given rotation matrix values
  67698. * @param matrix defines the source matrix
  67699. * @returns the current updated quaternion
  67700. */
  67701. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  67702. /**
  67703. * Creates a new quaternion from a rotation matrix
  67704. * @param matrix defines the source matrix
  67705. * @returns a new quaternion created from the given rotation matrix values
  67706. */
  67707. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  67708. /**
  67709. * Updates the given quaternion with the given rotation matrix values
  67710. * @param matrix defines the source matrix
  67711. * @param result defines the target quaternion
  67712. */
  67713. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  67714. /**
  67715. * Returns the dot product (float) between the quaternions "left" and "right"
  67716. * @param left defines the left operand
  67717. * @param right defines the right operand
  67718. * @returns the dot product
  67719. */
  67720. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  67721. /**
  67722. * Checks if the two quaternions are close to each other
  67723. * @param quat0 defines the first quaternion to check
  67724. * @param quat1 defines the second quaternion to check
  67725. * @returns true if the two quaternions are close to each other
  67726. */
  67727. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  67728. /**
  67729. * Creates an empty quaternion
  67730. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  67731. */
  67732. static Zero(): Quaternion;
  67733. /**
  67734. * Inverse a given quaternion
  67735. * @param q defines the source quaternion
  67736. * @returns a new quaternion as the inverted current quaternion
  67737. */
  67738. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  67739. /**
  67740. * Inverse a given quaternion
  67741. * @param q defines the source quaternion
  67742. * @param result the quaternion the result will be stored in
  67743. * @returns the result quaternion
  67744. */
  67745. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  67746. /**
  67747. * Creates an identity quaternion
  67748. * @returns the identity quaternion
  67749. */
  67750. static Identity(): Quaternion;
  67751. /**
  67752. * Gets a boolean indicating if the given quaternion is identity
  67753. * @param quaternion defines the quaternion to check
  67754. * @returns true if the quaternion is identity
  67755. */
  67756. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  67757. /**
  67758. * Creates a quaternion from a rotation around an axis
  67759. * @param axis defines the axis to use
  67760. * @param angle defines the angle to use
  67761. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  67762. */
  67763. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  67764. /**
  67765. * Creates a rotation around an axis and stores it into the given quaternion
  67766. * @param axis defines the axis to use
  67767. * @param angle defines the angle to use
  67768. * @param result defines the target quaternion
  67769. * @returns the target quaternion
  67770. */
  67771. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  67772. /**
  67773. * Creates a new quaternion from data stored into an array
  67774. * @param array defines the data source
  67775. * @param offset defines the offset in the source array where the data starts
  67776. * @returns a new quaternion
  67777. */
  67778. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  67779. /**
  67780. * Create a quaternion from Euler rotation angles
  67781. * @param x Pitch
  67782. * @param y Yaw
  67783. * @param z Roll
  67784. * @returns the new Quaternion
  67785. */
  67786. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  67787. /**
  67788. * Updates a quaternion from Euler rotation angles
  67789. * @param x Pitch
  67790. * @param y Yaw
  67791. * @param z Roll
  67792. * @param result the quaternion to store the result
  67793. * @returns the updated quaternion
  67794. */
  67795. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  67796. /**
  67797. * Create a quaternion from Euler rotation vector
  67798. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  67799. * @returns the new Quaternion
  67800. */
  67801. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  67802. /**
  67803. * Updates a quaternion from Euler rotation vector
  67804. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  67805. * @param result the quaternion to store the result
  67806. * @returns the updated quaternion
  67807. */
  67808. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  67809. /**
  67810. * Creates a new quaternion from the given Euler float angles (y, x, z)
  67811. * @param yaw defines the rotation around Y axis
  67812. * @param pitch defines the rotation around X axis
  67813. * @param roll defines the rotation around Z axis
  67814. * @returns the new quaternion
  67815. */
  67816. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  67817. /**
  67818. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  67819. * @param yaw defines the rotation around Y axis
  67820. * @param pitch defines the rotation around X axis
  67821. * @param roll defines the rotation around Z axis
  67822. * @param result defines the target quaternion
  67823. */
  67824. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  67825. /**
  67826. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  67827. * @param alpha defines the rotation around first axis
  67828. * @param beta defines the rotation around second axis
  67829. * @param gamma defines the rotation around third axis
  67830. * @returns the new quaternion
  67831. */
  67832. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  67833. /**
  67834. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  67835. * @param alpha defines the rotation around first axis
  67836. * @param beta defines the rotation around second axis
  67837. * @param gamma defines the rotation around third axis
  67838. * @param result defines the target quaternion
  67839. */
  67840. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  67841. /**
  67842. * 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)
  67843. * @param axis1 defines the first axis
  67844. * @param axis2 defines the second axis
  67845. * @param axis3 defines the third axis
  67846. * @returns the new quaternion
  67847. */
  67848. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  67849. /**
  67850. * 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
  67851. * @param axis1 defines the first axis
  67852. * @param axis2 defines the second axis
  67853. * @param axis3 defines the third axis
  67854. * @param ref defines the target quaternion
  67855. */
  67856. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  67857. /**
  67858. * Interpolates between two quaternions
  67859. * @param left defines first quaternion
  67860. * @param right defines second quaternion
  67861. * @param amount defines the gradient to use
  67862. * @returns the new interpolated quaternion
  67863. */
  67864. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  67865. /**
  67866. * Interpolates between two quaternions and stores it into a target quaternion
  67867. * @param left defines first quaternion
  67868. * @param right defines second quaternion
  67869. * @param amount defines the gradient to use
  67870. * @param result defines the target quaternion
  67871. */
  67872. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  67873. /**
  67874. * Interpolate between two quaternions using Hermite interpolation
  67875. * @param value1 defines first quaternion
  67876. * @param tangent1 defines the incoming tangent
  67877. * @param value2 defines second quaternion
  67878. * @param tangent2 defines the outgoing tangent
  67879. * @param amount defines the target quaternion
  67880. * @returns the new interpolated quaternion
  67881. */
  67882. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  67883. }
  67884. /**
  67885. * Class used to store matrix data (4x4)
  67886. */
  67887. export class Matrix {
  67888. private static _updateFlagSeed;
  67889. private static _identityReadOnly;
  67890. private _isIdentity;
  67891. private _isIdentityDirty;
  67892. private _isIdentity3x2;
  67893. private _isIdentity3x2Dirty;
  67894. /**
  67895. * Gets the update flag of the matrix which is an unique number for the matrix.
  67896. * It will be incremented every time the matrix data change.
  67897. * You can use it to speed the comparison between two versions of the same matrix.
  67898. */
  67899. updateFlag: number;
  67900. private readonly _m;
  67901. /**
  67902. * Gets the internal data of the matrix
  67903. */
  67904. readonly m: DeepImmutable<Float32Array>;
  67905. /** @hidden */
  67906. _markAsUpdated(): void;
  67907. /** @hidden */
  67908. private _updateIdentityStatus;
  67909. /**
  67910. * Creates an empty matrix (filled with zeros)
  67911. */
  67912. constructor();
  67913. /**
  67914. * Check if the current matrix is identity
  67915. * @returns true is the matrix is the identity matrix
  67916. */
  67917. isIdentity(): boolean;
  67918. /**
  67919. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  67920. * @returns true is the matrix is the identity matrix
  67921. */
  67922. isIdentityAs3x2(): boolean;
  67923. /**
  67924. * Gets the determinant of the matrix
  67925. * @returns the matrix determinant
  67926. */
  67927. determinant(): number;
  67928. /**
  67929. * Returns the matrix as a Float32Array
  67930. * @returns the matrix underlying array
  67931. */
  67932. toArray(): DeepImmutable<Float32Array>;
  67933. /**
  67934. * Returns the matrix as a Float32Array
  67935. * @returns the matrix underlying array.
  67936. */
  67937. asArray(): DeepImmutable<Float32Array>;
  67938. /**
  67939. * Inverts the current matrix in place
  67940. * @returns the current inverted matrix
  67941. */
  67942. invert(): Matrix;
  67943. /**
  67944. * Sets all the matrix elements to zero
  67945. * @returns the current matrix
  67946. */
  67947. reset(): Matrix;
  67948. /**
  67949. * Adds the current matrix with a second one
  67950. * @param other defines the matrix to add
  67951. * @returns a new matrix as the addition of the current matrix and the given one
  67952. */
  67953. add(other: DeepImmutable<Matrix>): Matrix;
  67954. /**
  67955. * Sets the given matrix "result" to the addition of the current matrix and the given one
  67956. * @param other defines the matrix to add
  67957. * @param result defines the target matrix
  67958. * @returns the current matrix
  67959. */
  67960. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  67961. /**
  67962. * Adds in place the given matrix to the current matrix
  67963. * @param other defines the second operand
  67964. * @returns the current updated matrix
  67965. */
  67966. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  67967. /**
  67968. * Sets the given matrix to the current inverted Matrix
  67969. * @param other defines the target matrix
  67970. * @returns the unmodified current matrix
  67971. */
  67972. invertToRef(other: Matrix): Matrix;
  67973. /**
  67974. * add a value at the specified position in the current Matrix
  67975. * @param index the index of the value within the matrix. between 0 and 15.
  67976. * @param value the value to be added
  67977. * @returns the current updated matrix
  67978. */
  67979. addAtIndex(index: number, value: number): Matrix;
  67980. /**
  67981. * mutiply the specified position in the current Matrix by a value
  67982. * @param index the index of the value within the matrix. between 0 and 15.
  67983. * @param value the value to be added
  67984. * @returns the current updated matrix
  67985. */
  67986. multiplyAtIndex(index: number, value: number): Matrix;
  67987. /**
  67988. * Inserts the translation vector (using 3 floats) in the current matrix
  67989. * @param x defines the 1st component of the translation
  67990. * @param y defines the 2nd component of the translation
  67991. * @param z defines the 3rd component of the translation
  67992. * @returns the current updated matrix
  67993. */
  67994. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  67995. /**
  67996. * Adds the translation vector (using 3 floats) in the current matrix
  67997. * @param x defines the 1st component of the translation
  67998. * @param y defines the 2nd component of the translation
  67999. * @param z defines the 3rd component of the translation
  68000. * @returns the current updated matrix
  68001. */
  68002. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  68003. /**
  68004. * Inserts the translation vector in the current matrix
  68005. * @param vector3 defines the translation to insert
  68006. * @returns the current updated matrix
  68007. */
  68008. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  68009. /**
  68010. * Gets the translation value of the current matrix
  68011. * @returns a new Vector3 as the extracted translation from the matrix
  68012. */
  68013. getTranslation(): Vector3;
  68014. /**
  68015. * Fill a Vector3 with the extracted translation from the matrix
  68016. * @param result defines the Vector3 where to store the translation
  68017. * @returns the current matrix
  68018. */
  68019. getTranslationToRef(result: Vector3): Matrix;
  68020. /**
  68021. * Remove rotation and scaling part from the matrix
  68022. * @returns the updated matrix
  68023. */
  68024. removeRotationAndScaling(): Matrix;
  68025. /**
  68026. * Multiply two matrices
  68027. * @param other defines the second operand
  68028. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  68029. */
  68030. multiply(other: DeepImmutable<Matrix>): Matrix;
  68031. /**
  68032. * Copy the current matrix from the given one
  68033. * @param other defines the source matrix
  68034. * @returns the current updated matrix
  68035. */
  68036. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  68037. /**
  68038. * Populates the given array from the starting index with the current matrix values
  68039. * @param array defines the target array
  68040. * @param offset defines the offset in the target array where to start storing values
  68041. * @returns the current matrix
  68042. */
  68043. copyToArray(array: Float32Array, offset?: number): Matrix;
  68044. /**
  68045. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  68046. * @param other defines the second operand
  68047. * @param result defines the matrix where to store the multiplication
  68048. * @returns the current matrix
  68049. */
  68050. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  68051. /**
  68052. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  68053. * @param other defines the second operand
  68054. * @param result defines the array where to store the multiplication
  68055. * @param offset defines the offset in the target array where to start storing values
  68056. * @returns the current matrix
  68057. */
  68058. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  68059. /**
  68060. * Check equality between this matrix and a second one
  68061. * @param value defines the second matrix to compare
  68062. * @returns true is the current matrix and the given one values are strictly equal
  68063. */
  68064. equals(value: DeepImmutable<Matrix>): boolean;
  68065. /**
  68066. * Clone the current matrix
  68067. * @returns a new matrix from the current matrix
  68068. */
  68069. clone(): Matrix;
  68070. /**
  68071. * Returns the name of the current matrix class
  68072. * @returns the string "Matrix"
  68073. */
  68074. getClassName(): string;
  68075. /**
  68076. * Gets the hash code of the current matrix
  68077. * @returns the hash code
  68078. */
  68079. getHashCode(): number;
  68080. /**
  68081. * Decomposes the current Matrix into a translation, rotation and scaling components
  68082. * @param scale defines the scale vector3 given as a reference to update
  68083. * @param rotation defines the rotation quaternion given as a reference to update
  68084. * @param translation defines the translation vector3 given as a reference to update
  68085. * @returns true if operation was successful
  68086. */
  68087. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  68088. /**
  68089. * Gets specific row of the matrix
  68090. * @param index defines the number of the row to get
  68091. * @returns the index-th row of the current matrix as a new Vector4
  68092. */
  68093. getRow(index: number): Nullable<Vector4>;
  68094. /**
  68095. * Sets the index-th row of the current matrix to the vector4 values
  68096. * @param index defines the number of the row to set
  68097. * @param row defines the target vector4
  68098. * @returns the updated current matrix
  68099. */
  68100. setRow(index: number, row: Vector4): Matrix;
  68101. /**
  68102. * Compute the transpose of the matrix
  68103. * @returns the new transposed matrix
  68104. */
  68105. transpose(): Matrix;
  68106. /**
  68107. * Compute the transpose of the matrix and store it in a given matrix
  68108. * @param result defines the target matrix
  68109. * @returns the current matrix
  68110. */
  68111. transposeToRef(result: Matrix): Matrix;
  68112. /**
  68113. * Sets the index-th row of the current matrix with the given 4 x float values
  68114. * @param index defines the row index
  68115. * @param x defines the x component to set
  68116. * @param y defines the y component to set
  68117. * @param z defines the z component to set
  68118. * @param w defines the w component to set
  68119. * @returns the updated current matrix
  68120. */
  68121. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  68122. /**
  68123. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  68124. * @param scale defines the scale factor
  68125. * @returns a new matrix
  68126. */
  68127. scale(scale: number): Matrix;
  68128. /**
  68129. * Scale the current matrix values by a factor to a given result matrix
  68130. * @param scale defines the scale factor
  68131. * @param result defines the matrix to store the result
  68132. * @returns the current matrix
  68133. */
  68134. scaleToRef(scale: number, result: Matrix): Matrix;
  68135. /**
  68136. * Scale the current matrix values by a factor and add the result to a given matrix
  68137. * @param scale defines the scale factor
  68138. * @param result defines the Matrix to store the result
  68139. * @returns the current matrix
  68140. */
  68141. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  68142. /**
  68143. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  68144. * @param ref matrix to store the result
  68145. */
  68146. toNormalMatrix(ref: Matrix): void;
  68147. /**
  68148. * Gets only rotation part of the current matrix
  68149. * @returns a new matrix sets to the extracted rotation matrix from the current one
  68150. */
  68151. getRotationMatrix(): Matrix;
  68152. /**
  68153. * Extracts the rotation matrix from the current one and sets it as the given "result"
  68154. * @param result defines the target matrix to store data to
  68155. * @returns the current matrix
  68156. */
  68157. getRotationMatrixToRef(result: Matrix): Matrix;
  68158. /**
  68159. * Toggles model matrix from being right handed to left handed in place and vice versa
  68160. */
  68161. toggleModelMatrixHandInPlace(): void;
  68162. /**
  68163. * Toggles projection matrix from being right handed to left handed in place and vice versa
  68164. */
  68165. toggleProjectionMatrixHandInPlace(): void;
  68166. /**
  68167. * Creates a matrix from an array
  68168. * @param array defines the source array
  68169. * @param offset defines an offset in the source array
  68170. * @returns a new Matrix set from the starting index of the given array
  68171. */
  68172. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  68173. /**
  68174. * Copy the content of an array into a given matrix
  68175. * @param array defines the source array
  68176. * @param offset defines an offset in the source array
  68177. * @param result defines the target matrix
  68178. */
  68179. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  68180. /**
  68181. * Stores an array into a matrix after having multiplied each component by a given factor
  68182. * @param array defines the source array
  68183. * @param offset defines the offset in the source array
  68184. * @param scale defines the scaling factor
  68185. * @param result defines the target matrix
  68186. */
  68187. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  68188. /**
  68189. * Gets an identity matrix that must not be updated
  68190. */
  68191. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  68192. /**
  68193. * Stores a list of values (16) inside a given matrix
  68194. * @param initialM11 defines 1st value of 1st row
  68195. * @param initialM12 defines 2nd value of 1st row
  68196. * @param initialM13 defines 3rd value of 1st row
  68197. * @param initialM14 defines 4th value of 1st row
  68198. * @param initialM21 defines 1st value of 2nd row
  68199. * @param initialM22 defines 2nd value of 2nd row
  68200. * @param initialM23 defines 3rd value of 2nd row
  68201. * @param initialM24 defines 4th value of 2nd row
  68202. * @param initialM31 defines 1st value of 3rd row
  68203. * @param initialM32 defines 2nd value of 3rd row
  68204. * @param initialM33 defines 3rd value of 3rd row
  68205. * @param initialM34 defines 4th value of 3rd row
  68206. * @param initialM41 defines 1st value of 4th row
  68207. * @param initialM42 defines 2nd value of 4th row
  68208. * @param initialM43 defines 3rd value of 4th row
  68209. * @param initialM44 defines 4th value of 4th row
  68210. * @param result defines the target matrix
  68211. */
  68212. 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;
  68213. /**
  68214. * Creates new matrix from a list of values (16)
  68215. * @param initialM11 defines 1st value of 1st row
  68216. * @param initialM12 defines 2nd value of 1st row
  68217. * @param initialM13 defines 3rd value of 1st row
  68218. * @param initialM14 defines 4th value of 1st row
  68219. * @param initialM21 defines 1st value of 2nd row
  68220. * @param initialM22 defines 2nd value of 2nd row
  68221. * @param initialM23 defines 3rd value of 2nd row
  68222. * @param initialM24 defines 4th value of 2nd row
  68223. * @param initialM31 defines 1st value of 3rd row
  68224. * @param initialM32 defines 2nd value of 3rd row
  68225. * @param initialM33 defines 3rd value of 3rd row
  68226. * @param initialM34 defines 4th value of 3rd row
  68227. * @param initialM41 defines 1st value of 4th row
  68228. * @param initialM42 defines 2nd value of 4th row
  68229. * @param initialM43 defines 3rd value of 4th row
  68230. * @param initialM44 defines 4th value of 4th row
  68231. * @returns the new matrix
  68232. */
  68233. 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;
  68234. /**
  68235. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  68236. * @param scale defines the scale vector3
  68237. * @param rotation defines the rotation quaternion
  68238. * @param translation defines the translation vector3
  68239. * @returns a new matrix
  68240. */
  68241. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  68242. /**
  68243. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  68244. * @param scale defines the scale vector3
  68245. * @param rotation defines the rotation quaternion
  68246. * @param translation defines the translation vector3
  68247. * @param result defines the target matrix
  68248. */
  68249. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  68250. /**
  68251. * Creates a new identity matrix
  68252. * @returns a new identity matrix
  68253. */
  68254. static Identity(): Matrix;
  68255. /**
  68256. * Creates a new identity matrix and stores the result in a given matrix
  68257. * @param result defines the target matrix
  68258. */
  68259. static IdentityToRef(result: Matrix): void;
  68260. /**
  68261. * Creates a new zero matrix
  68262. * @returns a new zero matrix
  68263. */
  68264. static Zero(): Matrix;
  68265. /**
  68266. * Creates a new rotation matrix for "angle" radians around the X axis
  68267. * @param angle defines the angle (in radians) to use
  68268. * @return the new matrix
  68269. */
  68270. static RotationX(angle: number): Matrix;
  68271. /**
  68272. * Creates a new matrix as the invert of a given matrix
  68273. * @param source defines the source matrix
  68274. * @returns the new matrix
  68275. */
  68276. static Invert(source: DeepImmutable<Matrix>): Matrix;
  68277. /**
  68278. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  68279. * @param angle defines the angle (in radians) to use
  68280. * @param result defines the target matrix
  68281. */
  68282. static RotationXToRef(angle: number, result: Matrix): void;
  68283. /**
  68284. * Creates a new rotation matrix for "angle" radians around the Y axis
  68285. * @param angle defines the angle (in radians) to use
  68286. * @return the new matrix
  68287. */
  68288. static RotationY(angle: number): Matrix;
  68289. /**
  68290. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  68291. * @param angle defines the angle (in radians) to use
  68292. * @param result defines the target matrix
  68293. */
  68294. static RotationYToRef(angle: number, result: Matrix): void;
  68295. /**
  68296. * Creates a new rotation matrix for "angle" radians around the Z axis
  68297. * @param angle defines the angle (in radians) to use
  68298. * @return the new matrix
  68299. */
  68300. static RotationZ(angle: number): Matrix;
  68301. /**
  68302. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  68303. * @param angle defines the angle (in radians) to use
  68304. * @param result defines the target matrix
  68305. */
  68306. static RotationZToRef(angle: number, result: Matrix): void;
  68307. /**
  68308. * Creates a new rotation matrix for "angle" radians around the given axis
  68309. * @param axis defines the axis to use
  68310. * @param angle defines the angle (in radians) to use
  68311. * @return the new matrix
  68312. */
  68313. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  68314. /**
  68315. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  68316. * @param axis defines the axis to use
  68317. * @param angle defines the angle (in radians) to use
  68318. * @param result defines the target matrix
  68319. */
  68320. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  68321. /**
  68322. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  68323. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  68324. * @param from defines the vector to align
  68325. * @param to defines the vector to align to
  68326. * @param result defines the target matrix
  68327. */
  68328. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  68329. /**
  68330. * Creates a rotation matrix
  68331. * @param yaw defines the yaw angle in radians (Y axis)
  68332. * @param pitch defines the pitch angle in radians (X axis)
  68333. * @param roll defines the roll angle in radians (X axis)
  68334. * @returns the new rotation matrix
  68335. */
  68336. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  68337. /**
  68338. * Creates a rotation matrix and stores it in a given matrix
  68339. * @param yaw defines the yaw angle in radians (Y axis)
  68340. * @param pitch defines the pitch angle in radians (X axis)
  68341. * @param roll defines the roll angle in radians (X axis)
  68342. * @param result defines the target matrix
  68343. */
  68344. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  68345. /**
  68346. * Creates a scaling matrix
  68347. * @param x defines the scale factor on X axis
  68348. * @param y defines the scale factor on Y axis
  68349. * @param z defines the scale factor on Z axis
  68350. * @returns the new matrix
  68351. */
  68352. static Scaling(x: number, y: number, z: number): Matrix;
  68353. /**
  68354. * Creates a scaling matrix and stores it in a given matrix
  68355. * @param x defines the scale factor on X axis
  68356. * @param y defines the scale factor on Y axis
  68357. * @param z defines the scale factor on Z axis
  68358. * @param result defines the target matrix
  68359. */
  68360. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  68361. /**
  68362. * Creates a translation matrix
  68363. * @param x defines the translation on X axis
  68364. * @param y defines the translation on Y axis
  68365. * @param z defines the translationon Z axis
  68366. * @returns the new matrix
  68367. */
  68368. static Translation(x: number, y: number, z: number): Matrix;
  68369. /**
  68370. * Creates a translation matrix and stores it in a given matrix
  68371. * @param x defines the translation on X axis
  68372. * @param y defines the translation on Y axis
  68373. * @param z defines the translationon Z axis
  68374. * @param result defines the target matrix
  68375. */
  68376. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  68377. /**
  68378. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  68379. * @param startValue defines the start value
  68380. * @param endValue defines the end value
  68381. * @param gradient defines the gradient factor
  68382. * @returns the new matrix
  68383. */
  68384. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  68385. /**
  68386. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  68387. * @param startValue defines the start value
  68388. * @param endValue defines the end value
  68389. * @param gradient defines the gradient factor
  68390. * @param result defines the Matrix object where to store data
  68391. */
  68392. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  68393. /**
  68394. * Builds a new matrix whose values are computed by:
  68395. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  68396. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  68397. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  68398. * @param startValue defines the first matrix
  68399. * @param endValue defines the second matrix
  68400. * @param gradient defines the gradient between the two matrices
  68401. * @returns the new matrix
  68402. */
  68403. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  68404. /**
  68405. * Update a matrix to values which are computed by:
  68406. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  68407. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  68408. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  68409. * @param startValue defines the first matrix
  68410. * @param endValue defines the second matrix
  68411. * @param gradient defines the gradient between the two matrices
  68412. * @param result defines the target matrix
  68413. */
  68414. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  68415. /**
  68416. * 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"
  68417. * This function works in left handed mode
  68418. * @param eye defines the final position of the entity
  68419. * @param target defines where the entity should look at
  68420. * @param up defines the up vector for the entity
  68421. * @returns the new matrix
  68422. */
  68423. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  68424. /**
  68425. * 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".
  68426. * This function works in left handed mode
  68427. * @param eye defines the final position of the entity
  68428. * @param target defines where the entity should look at
  68429. * @param up defines the up vector for the entity
  68430. * @param result defines the target matrix
  68431. */
  68432. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  68433. /**
  68434. * 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"
  68435. * This function works in right handed mode
  68436. * @param eye defines the final position of the entity
  68437. * @param target defines where the entity should look at
  68438. * @param up defines the up vector for the entity
  68439. * @returns the new matrix
  68440. */
  68441. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  68442. /**
  68443. * 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".
  68444. * This function works in right handed mode
  68445. * @param eye defines the final position of the entity
  68446. * @param target defines where the entity should look at
  68447. * @param up defines the up vector for the entity
  68448. * @param result defines the target matrix
  68449. */
  68450. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  68451. /**
  68452. * Create a left-handed orthographic projection matrix
  68453. * @param width defines the viewport width
  68454. * @param height defines the viewport height
  68455. * @param znear defines the near clip plane
  68456. * @param zfar defines the far clip plane
  68457. * @returns a new matrix as a left-handed orthographic projection matrix
  68458. */
  68459. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  68460. /**
  68461. * Store a left-handed orthographic projection to a given matrix
  68462. * @param width defines the viewport width
  68463. * @param height defines the viewport height
  68464. * @param znear defines the near clip plane
  68465. * @param zfar defines the far clip plane
  68466. * @param result defines the target matrix
  68467. */
  68468. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  68469. /**
  68470. * Create a left-handed orthographic projection matrix
  68471. * @param left defines the viewport left coordinate
  68472. * @param right defines the viewport right coordinate
  68473. * @param bottom defines the viewport bottom coordinate
  68474. * @param top defines the viewport top coordinate
  68475. * @param znear defines the near clip plane
  68476. * @param zfar defines the far clip plane
  68477. * @returns a new matrix as a left-handed orthographic projection matrix
  68478. */
  68479. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  68480. /**
  68481. * Stores a left-handed orthographic projection into a given matrix
  68482. * @param left defines the viewport left coordinate
  68483. * @param right defines the viewport right coordinate
  68484. * @param bottom defines the viewport bottom coordinate
  68485. * @param top defines the viewport top coordinate
  68486. * @param znear defines the near clip plane
  68487. * @param zfar defines the far clip plane
  68488. * @param result defines the target matrix
  68489. */
  68490. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  68491. /**
  68492. * Creates a right-handed orthographic projection matrix
  68493. * @param left defines the viewport left coordinate
  68494. * @param right defines the viewport right coordinate
  68495. * @param bottom defines the viewport bottom coordinate
  68496. * @param top defines the viewport top coordinate
  68497. * @param znear defines the near clip plane
  68498. * @param zfar defines the far clip plane
  68499. * @returns a new matrix as a right-handed orthographic projection matrix
  68500. */
  68501. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  68502. /**
  68503. * Stores a right-handed orthographic projection into a given matrix
  68504. * @param left defines the viewport left coordinate
  68505. * @param right defines the viewport right coordinate
  68506. * @param bottom defines the viewport bottom coordinate
  68507. * @param top defines the viewport top coordinate
  68508. * @param znear defines the near clip plane
  68509. * @param zfar defines the far clip plane
  68510. * @param result defines the target matrix
  68511. */
  68512. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  68513. /**
  68514. * Creates a left-handed perspective projection matrix
  68515. * @param width defines the viewport width
  68516. * @param height defines the viewport height
  68517. * @param znear defines the near clip plane
  68518. * @param zfar defines the far clip plane
  68519. * @returns a new matrix as a left-handed perspective projection matrix
  68520. */
  68521. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  68522. /**
  68523. * Creates a left-handed perspective projection matrix
  68524. * @param fov defines the horizontal field of view
  68525. * @param aspect defines the aspect ratio
  68526. * @param znear defines the near clip plane
  68527. * @param zfar defines the far clip plane
  68528. * @returns a new matrix as a left-handed perspective projection matrix
  68529. */
  68530. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  68531. /**
  68532. * Stores a left-handed perspective projection into a given matrix
  68533. * @param fov defines the horizontal field of view
  68534. * @param aspect defines the aspect ratio
  68535. * @param znear defines the near clip plane
  68536. * @param zfar defines the far clip plane
  68537. * @param result defines the target matrix
  68538. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  68539. */
  68540. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  68541. /**
  68542. * Creates a right-handed perspective projection matrix
  68543. * @param fov defines the horizontal field of view
  68544. * @param aspect defines the aspect ratio
  68545. * @param znear defines the near clip plane
  68546. * @param zfar defines the far clip plane
  68547. * @returns a new matrix as a right-handed perspective projection matrix
  68548. */
  68549. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  68550. /**
  68551. * Stores a right-handed perspective projection into a given matrix
  68552. * @param fov defines the horizontal field of view
  68553. * @param aspect defines the aspect ratio
  68554. * @param znear defines the near clip plane
  68555. * @param zfar defines the far clip plane
  68556. * @param result defines the target matrix
  68557. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  68558. */
  68559. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  68560. /**
  68561. * Stores a perspective projection for WebVR info a given matrix
  68562. * @param fov defines the field of view
  68563. * @param znear defines the near clip plane
  68564. * @param zfar defines the far clip plane
  68565. * @param result defines the target matrix
  68566. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  68567. */
  68568. static PerspectiveFovWebVRToRef(fov: {
  68569. upDegrees: number;
  68570. downDegrees: number;
  68571. leftDegrees: number;
  68572. rightDegrees: number;
  68573. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  68574. /**
  68575. * Computes a complete transformation matrix
  68576. * @param viewport defines the viewport to use
  68577. * @param world defines the world matrix
  68578. * @param view defines the view matrix
  68579. * @param projection defines the projection matrix
  68580. * @param zmin defines the near clip plane
  68581. * @param zmax defines the far clip plane
  68582. * @returns the transformation matrix
  68583. */
  68584. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  68585. /**
  68586. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  68587. * @param matrix defines the matrix to use
  68588. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  68589. */
  68590. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  68591. /**
  68592. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  68593. * @param matrix defines the matrix to use
  68594. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  68595. */
  68596. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  68597. /**
  68598. * Compute the transpose of a given matrix
  68599. * @param matrix defines the matrix to transpose
  68600. * @returns the new matrix
  68601. */
  68602. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  68603. /**
  68604. * Compute the transpose of a matrix and store it in a target matrix
  68605. * @param matrix defines the matrix to transpose
  68606. * @param result defines the target matrix
  68607. */
  68608. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  68609. /**
  68610. * Computes a reflection matrix from a plane
  68611. * @param plane defines the reflection plane
  68612. * @returns a new matrix
  68613. */
  68614. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  68615. /**
  68616. * Computes a reflection matrix from a plane
  68617. * @param plane defines the reflection plane
  68618. * @param result defines the target matrix
  68619. */
  68620. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  68621. /**
  68622. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  68623. * @param xaxis defines the value of the 1st axis
  68624. * @param yaxis defines the value of the 2nd axis
  68625. * @param zaxis defines the value of the 3rd axis
  68626. * @param result defines the target matrix
  68627. */
  68628. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  68629. /**
  68630. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  68631. * @param quat defines the quaternion to use
  68632. * @param result defines the target matrix
  68633. */
  68634. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  68635. }
  68636. /**
  68637. * @hidden
  68638. */
  68639. export class TmpVectors {
  68640. static Vector2: Vector2[];
  68641. static Vector3: Vector3[];
  68642. static Vector4: Vector4[];
  68643. static Quaternion: Quaternion[];
  68644. static Matrix: Matrix[];
  68645. }
  68646. }
  68647. declare module BABYLON {
  68648. /** Defines the cross module used constants to avoid circular dependncies */
  68649. export class Constants {
  68650. /** Defines that alpha blending is disabled */
  68651. static readonly ALPHA_DISABLE: number;
  68652. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  68653. static readonly ALPHA_ADD: number;
  68654. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  68655. static readonly ALPHA_COMBINE: number;
  68656. /** Defines that alpha blending to DEST - SRC * DEST */
  68657. static readonly ALPHA_SUBTRACT: number;
  68658. /** Defines that alpha blending to SRC * DEST */
  68659. static readonly ALPHA_MULTIPLY: number;
  68660. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  68661. static readonly ALPHA_MAXIMIZED: number;
  68662. /** Defines that alpha blending to SRC + DEST */
  68663. static readonly ALPHA_ONEONE: number;
  68664. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  68665. static readonly ALPHA_PREMULTIPLIED: number;
  68666. /**
  68667. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  68668. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  68669. */
  68670. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  68671. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  68672. static readonly ALPHA_INTERPOLATE: number;
  68673. /**
  68674. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  68675. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  68676. */
  68677. static readonly ALPHA_SCREENMODE: number;
  68678. /** Defines that the ressource is not delayed*/
  68679. static readonly DELAYLOADSTATE_NONE: number;
  68680. /** Defines that the ressource was successfully delay loaded */
  68681. static readonly DELAYLOADSTATE_LOADED: number;
  68682. /** Defines that the ressource is currently delay loading */
  68683. static readonly DELAYLOADSTATE_LOADING: number;
  68684. /** Defines that the ressource is delayed and has not started loading */
  68685. static readonly DELAYLOADSTATE_NOTLOADED: number;
  68686. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  68687. static readonly NEVER: number;
  68688. /** 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 */
  68689. static readonly ALWAYS: number;
  68690. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  68691. static readonly LESS: number;
  68692. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  68693. static readonly EQUAL: number;
  68694. /** 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 */
  68695. static readonly LEQUAL: number;
  68696. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  68697. static readonly GREATER: number;
  68698. /** 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 */
  68699. static readonly GEQUAL: number;
  68700. /** 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 */
  68701. static readonly NOTEQUAL: number;
  68702. /** Passed to stencilOperation to specify that stencil value must be kept */
  68703. static readonly KEEP: number;
  68704. /** Passed to stencilOperation to specify that stencil value must be replaced */
  68705. static readonly REPLACE: number;
  68706. /** Passed to stencilOperation to specify that stencil value must be incremented */
  68707. static readonly INCR: number;
  68708. /** Passed to stencilOperation to specify that stencil value must be decremented */
  68709. static readonly DECR: number;
  68710. /** Passed to stencilOperation to specify that stencil value must be inverted */
  68711. static readonly INVERT: number;
  68712. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  68713. static readonly INCR_WRAP: number;
  68714. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  68715. static readonly DECR_WRAP: number;
  68716. /** Texture is not repeating outside of 0..1 UVs */
  68717. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  68718. /** Texture is repeating outside of 0..1 UVs */
  68719. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  68720. /** Texture is repeating and mirrored */
  68721. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  68722. /** ALPHA */
  68723. static readonly TEXTUREFORMAT_ALPHA: number;
  68724. /** LUMINANCE */
  68725. static readonly TEXTUREFORMAT_LUMINANCE: number;
  68726. /** LUMINANCE_ALPHA */
  68727. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  68728. /** RGB */
  68729. static readonly TEXTUREFORMAT_RGB: number;
  68730. /** RGBA */
  68731. static readonly TEXTUREFORMAT_RGBA: number;
  68732. /** RED */
  68733. static readonly TEXTUREFORMAT_RED: number;
  68734. /** RED (2nd reference) */
  68735. static readonly TEXTUREFORMAT_R: number;
  68736. /** RG */
  68737. static readonly TEXTUREFORMAT_RG: number;
  68738. /** RED_INTEGER */
  68739. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  68740. /** RED_INTEGER (2nd reference) */
  68741. static readonly TEXTUREFORMAT_R_INTEGER: number;
  68742. /** RG_INTEGER */
  68743. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  68744. /** RGB_INTEGER */
  68745. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  68746. /** RGBA_INTEGER */
  68747. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  68748. /** UNSIGNED_BYTE */
  68749. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  68750. /** UNSIGNED_BYTE (2nd reference) */
  68751. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  68752. /** FLOAT */
  68753. static readonly TEXTURETYPE_FLOAT: number;
  68754. /** HALF_FLOAT */
  68755. static readonly TEXTURETYPE_HALF_FLOAT: number;
  68756. /** BYTE */
  68757. static readonly TEXTURETYPE_BYTE: number;
  68758. /** SHORT */
  68759. static readonly TEXTURETYPE_SHORT: number;
  68760. /** UNSIGNED_SHORT */
  68761. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  68762. /** INT */
  68763. static readonly TEXTURETYPE_INT: number;
  68764. /** UNSIGNED_INT */
  68765. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  68766. /** UNSIGNED_SHORT_4_4_4_4 */
  68767. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  68768. /** UNSIGNED_SHORT_5_5_5_1 */
  68769. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  68770. /** UNSIGNED_SHORT_5_6_5 */
  68771. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  68772. /** UNSIGNED_INT_2_10_10_10_REV */
  68773. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  68774. /** UNSIGNED_INT_24_8 */
  68775. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  68776. /** UNSIGNED_INT_10F_11F_11F_REV */
  68777. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  68778. /** UNSIGNED_INT_5_9_9_9_REV */
  68779. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  68780. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  68781. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  68782. /** nearest is mag = nearest and min = nearest and mip = linear */
  68783. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  68784. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68785. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  68786. /** Trilinear is mag = linear and min = linear and mip = linear */
  68787. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  68788. /** nearest is mag = nearest and min = nearest and mip = linear */
  68789. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  68790. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68791. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  68792. /** Trilinear is mag = linear and min = linear and mip = linear */
  68793. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  68794. /** mag = nearest and min = nearest and mip = nearest */
  68795. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  68796. /** mag = nearest and min = linear and mip = nearest */
  68797. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  68798. /** mag = nearest and min = linear and mip = linear */
  68799. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  68800. /** mag = nearest and min = linear and mip = none */
  68801. static readonly TEXTURE_NEAREST_LINEAR: number;
  68802. /** mag = nearest and min = nearest and mip = none */
  68803. static readonly TEXTURE_NEAREST_NEAREST: number;
  68804. /** mag = linear and min = nearest and mip = nearest */
  68805. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  68806. /** mag = linear and min = nearest and mip = linear */
  68807. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  68808. /** mag = linear and min = linear and mip = none */
  68809. static readonly TEXTURE_LINEAR_LINEAR: number;
  68810. /** mag = linear and min = nearest and mip = none */
  68811. static readonly TEXTURE_LINEAR_NEAREST: number;
  68812. /** Explicit coordinates mode */
  68813. static readonly TEXTURE_EXPLICIT_MODE: number;
  68814. /** Spherical coordinates mode */
  68815. static readonly TEXTURE_SPHERICAL_MODE: number;
  68816. /** Planar coordinates mode */
  68817. static readonly TEXTURE_PLANAR_MODE: number;
  68818. /** Cubic coordinates mode */
  68819. static readonly TEXTURE_CUBIC_MODE: number;
  68820. /** Projection coordinates mode */
  68821. static readonly TEXTURE_PROJECTION_MODE: number;
  68822. /** Skybox coordinates mode */
  68823. static readonly TEXTURE_SKYBOX_MODE: number;
  68824. /** Inverse Cubic coordinates mode */
  68825. static readonly TEXTURE_INVCUBIC_MODE: number;
  68826. /** Equirectangular coordinates mode */
  68827. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  68828. /** Equirectangular Fixed coordinates mode */
  68829. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  68830. /** Equirectangular Fixed Mirrored coordinates mode */
  68831. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  68832. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  68833. static readonly SCALEMODE_FLOOR: number;
  68834. /** Defines that texture rescaling will look for the nearest power of 2 size */
  68835. static readonly SCALEMODE_NEAREST: number;
  68836. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  68837. static readonly SCALEMODE_CEILING: number;
  68838. /**
  68839. * The dirty texture flag value
  68840. */
  68841. static readonly MATERIAL_TextureDirtyFlag: number;
  68842. /**
  68843. * The dirty light flag value
  68844. */
  68845. static readonly MATERIAL_LightDirtyFlag: number;
  68846. /**
  68847. * The dirty fresnel flag value
  68848. */
  68849. static readonly MATERIAL_FresnelDirtyFlag: number;
  68850. /**
  68851. * The dirty attribute flag value
  68852. */
  68853. static readonly MATERIAL_AttributesDirtyFlag: number;
  68854. /**
  68855. * The dirty misc flag value
  68856. */
  68857. static readonly MATERIAL_MiscDirtyFlag: number;
  68858. /**
  68859. * The all dirty flag value
  68860. */
  68861. static readonly MATERIAL_AllDirtyFlag: number;
  68862. /**
  68863. * Returns the triangle fill mode
  68864. */
  68865. static readonly MATERIAL_TriangleFillMode: number;
  68866. /**
  68867. * Returns the wireframe mode
  68868. */
  68869. static readonly MATERIAL_WireFrameFillMode: number;
  68870. /**
  68871. * Returns the point fill mode
  68872. */
  68873. static readonly MATERIAL_PointFillMode: number;
  68874. /**
  68875. * Returns the point list draw mode
  68876. */
  68877. static readonly MATERIAL_PointListDrawMode: number;
  68878. /**
  68879. * Returns the line list draw mode
  68880. */
  68881. static readonly MATERIAL_LineListDrawMode: number;
  68882. /**
  68883. * Returns the line loop draw mode
  68884. */
  68885. static readonly MATERIAL_LineLoopDrawMode: number;
  68886. /**
  68887. * Returns the line strip draw mode
  68888. */
  68889. static readonly MATERIAL_LineStripDrawMode: number;
  68890. /**
  68891. * Returns the triangle strip draw mode
  68892. */
  68893. static readonly MATERIAL_TriangleStripDrawMode: number;
  68894. /**
  68895. * Returns the triangle fan draw mode
  68896. */
  68897. static readonly MATERIAL_TriangleFanDrawMode: number;
  68898. /**
  68899. * Stores the clock-wise side orientation
  68900. */
  68901. static readonly MATERIAL_ClockWiseSideOrientation: number;
  68902. /**
  68903. * Stores the counter clock-wise side orientation
  68904. */
  68905. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  68906. /**
  68907. * Nothing
  68908. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68909. */
  68910. static readonly ACTION_NothingTrigger: number;
  68911. /**
  68912. * On pick
  68913. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68914. */
  68915. static readonly ACTION_OnPickTrigger: number;
  68916. /**
  68917. * On left pick
  68918. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68919. */
  68920. static readonly ACTION_OnLeftPickTrigger: number;
  68921. /**
  68922. * On right pick
  68923. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68924. */
  68925. static readonly ACTION_OnRightPickTrigger: number;
  68926. /**
  68927. * On center pick
  68928. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68929. */
  68930. static readonly ACTION_OnCenterPickTrigger: number;
  68931. /**
  68932. * On pick down
  68933. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68934. */
  68935. static readonly ACTION_OnPickDownTrigger: number;
  68936. /**
  68937. * On double pick
  68938. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68939. */
  68940. static readonly ACTION_OnDoublePickTrigger: number;
  68941. /**
  68942. * On pick up
  68943. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68944. */
  68945. static readonly ACTION_OnPickUpTrigger: number;
  68946. /**
  68947. * On pick out.
  68948. * This trigger will only be raised if you also declared a OnPickDown
  68949. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68950. */
  68951. static readonly ACTION_OnPickOutTrigger: number;
  68952. /**
  68953. * On long press
  68954. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68955. */
  68956. static readonly ACTION_OnLongPressTrigger: number;
  68957. /**
  68958. * On pointer over
  68959. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68960. */
  68961. static readonly ACTION_OnPointerOverTrigger: number;
  68962. /**
  68963. * On pointer out
  68964. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68965. */
  68966. static readonly ACTION_OnPointerOutTrigger: number;
  68967. /**
  68968. * On every frame
  68969. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68970. */
  68971. static readonly ACTION_OnEveryFrameTrigger: number;
  68972. /**
  68973. * On intersection enter
  68974. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68975. */
  68976. static readonly ACTION_OnIntersectionEnterTrigger: number;
  68977. /**
  68978. * On intersection exit
  68979. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68980. */
  68981. static readonly ACTION_OnIntersectionExitTrigger: number;
  68982. /**
  68983. * On key down
  68984. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68985. */
  68986. static readonly ACTION_OnKeyDownTrigger: number;
  68987. /**
  68988. * On key up
  68989. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68990. */
  68991. static readonly ACTION_OnKeyUpTrigger: number;
  68992. /**
  68993. * Billboard mode will only apply to Y axis
  68994. */
  68995. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  68996. /**
  68997. * Billboard mode will apply to all axes
  68998. */
  68999. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  69000. /**
  69001. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  69002. */
  69003. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  69004. /**
  69005. * Gets or sets base Assets URL
  69006. */
  69007. static PARTICLES_BaseAssetsUrl: string;
  69008. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  69009. * Test order :
  69010. * Is the bounding sphere outside the frustum ?
  69011. * If not, are the bounding box vertices outside the frustum ?
  69012. * It not, then the cullable object is in the frustum.
  69013. */
  69014. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  69015. /** Culling strategy : Bounding Sphere Only.
  69016. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  69017. * It's also less accurate than the standard because some not visible objects can still be selected.
  69018. * Test : is the bounding sphere outside the frustum ?
  69019. * If not, then the cullable object is in the frustum.
  69020. */
  69021. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  69022. /** Culling strategy : Optimistic Inclusion.
  69023. * This in an inclusion test first, then the standard exclusion test.
  69024. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  69025. * 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.
  69026. * Anyway, it's as accurate as the standard strategy.
  69027. * Test :
  69028. * Is the cullable object bounding sphere center in the frustum ?
  69029. * If not, apply the default culling strategy.
  69030. */
  69031. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  69032. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  69033. * This in an inclusion test first, then the bounding sphere only exclusion test.
  69034. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  69035. * 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.
  69036. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  69037. * Test :
  69038. * Is the cullable object bounding sphere center in the frustum ?
  69039. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  69040. */
  69041. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  69042. /**
  69043. * No logging while loading
  69044. */
  69045. static readonly SCENELOADER_NO_LOGGING: number;
  69046. /**
  69047. * Minimal logging while loading
  69048. */
  69049. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  69050. /**
  69051. * Summary logging while loading
  69052. */
  69053. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  69054. /**
  69055. * Detailled logging while loading
  69056. */
  69057. static readonly SCENELOADER_DETAILED_LOGGING: number;
  69058. }
  69059. }
  69060. declare module BABYLON {
  69061. /**
  69062. * Class used to store and describe the pipeline context associated with an effect
  69063. */
  69064. export interface IPipelineContext {
  69065. /**
  69066. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  69067. */
  69068. isAsync: boolean;
  69069. /**
  69070. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  69071. */
  69072. isReady: boolean;
  69073. /** @hidden */
  69074. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  69075. }
  69076. }
  69077. declare module BABYLON {
  69078. /** @hidden */
  69079. export interface IShaderProcessor {
  69080. attributeProcessor?: (attribute: string) => string;
  69081. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  69082. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  69083. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  69084. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  69085. lineProcessor?: (line: string, isFragment: boolean) => string;
  69086. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69087. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69088. }
  69089. }
  69090. declare module BABYLON {
  69091. /** @hidden */
  69092. export interface ProcessingOptions {
  69093. defines: string[];
  69094. indexParameters: any;
  69095. isFragment: boolean;
  69096. shouldUseHighPrecisionShader: boolean;
  69097. supportsUniformBuffers: boolean;
  69098. shadersRepository: string;
  69099. includesShadersStore: {
  69100. [key: string]: string;
  69101. };
  69102. processor?: IShaderProcessor;
  69103. version: string;
  69104. platformName: string;
  69105. lookForClosingBracketForUniformBuffer?: boolean;
  69106. }
  69107. }
  69108. declare module BABYLON {
  69109. /**
  69110. * Helper to manipulate strings
  69111. */
  69112. export class StringTools {
  69113. /**
  69114. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  69115. * @param str Source string
  69116. * @param suffix Suffix to search for in the source string
  69117. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  69118. */
  69119. static EndsWith(str: string, suffix: string): boolean;
  69120. /**
  69121. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  69122. * @param str Source string
  69123. * @param suffix Suffix to search for in the source string
  69124. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  69125. */
  69126. static StartsWith(str: string, suffix: string): boolean;
  69127. }
  69128. }
  69129. declare module BABYLON {
  69130. /** @hidden */
  69131. export class ShaderCodeNode {
  69132. line: string;
  69133. children: ShaderCodeNode[];
  69134. additionalDefineKey?: string;
  69135. additionalDefineValue?: string;
  69136. isValid(preprocessors: {
  69137. [key: string]: string;
  69138. }): boolean;
  69139. process(preprocessors: {
  69140. [key: string]: string;
  69141. }, options: ProcessingOptions): string;
  69142. }
  69143. }
  69144. declare module BABYLON {
  69145. /** @hidden */
  69146. export class ShaderCodeCursor {
  69147. private _lines;
  69148. lineIndex: number;
  69149. readonly currentLine: string;
  69150. readonly canRead: boolean;
  69151. lines: string[];
  69152. }
  69153. }
  69154. declare module BABYLON {
  69155. /** @hidden */
  69156. export class ShaderCodeConditionNode extends ShaderCodeNode {
  69157. process(preprocessors: {
  69158. [key: string]: string;
  69159. }, options: ProcessingOptions): string;
  69160. }
  69161. }
  69162. declare module BABYLON {
  69163. /** @hidden */
  69164. export class ShaderDefineExpression {
  69165. isTrue(preprocessors: {
  69166. [key: string]: string;
  69167. }): boolean;
  69168. }
  69169. }
  69170. declare module BABYLON {
  69171. /** @hidden */
  69172. export class ShaderCodeTestNode extends ShaderCodeNode {
  69173. testExpression: ShaderDefineExpression;
  69174. isValid(preprocessors: {
  69175. [key: string]: string;
  69176. }): boolean;
  69177. }
  69178. }
  69179. declare module BABYLON {
  69180. /** @hidden */
  69181. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  69182. define: string;
  69183. not: boolean;
  69184. constructor(define: string, not?: boolean);
  69185. isTrue(preprocessors: {
  69186. [key: string]: string;
  69187. }): boolean;
  69188. }
  69189. }
  69190. declare module BABYLON {
  69191. /** @hidden */
  69192. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  69193. leftOperand: ShaderDefineExpression;
  69194. rightOperand: ShaderDefineExpression;
  69195. isTrue(preprocessors: {
  69196. [key: string]: string;
  69197. }): boolean;
  69198. }
  69199. }
  69200. declare module BABYLON {
  69201. /** @hidden */
  69202. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  69203. leftOperand: ShaderDefineExpression;
  69204. rightOperand: ShaderDefineExpression;
  69205. isTrue(preprocessors: {
  69206. [key: string]: string;
  69207. }): boolean;
  69208. }
  69209. }
  69210. declare module BABYLON {
  69211. /** @hidden */
  69212. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  69213. define: string;
  69214. operand: string;
  69215. testValue: string;
  69216. constructor(define: string, operand: string, testValue: string);
  69217. isTrue(preprocessors: {
  69218. [key: string]: string;
  69219. }): boolean;
  69220. }
  69221. }
  69222. declare module BABYLON {
  69223. /**
  69224. * @ignore
  69225. * Application error to support additional information when loading a file
  69226. */
  69227. export class LoadFileError extends Error {
  69228. /** defines the optional web request */
  69229. request?: WebRequest | undefined;
  69230. private static _setPrototypeOf;
  69231. /**
  69232. * Creates a new LoadFileError
  69233. * @param message defines the message of the error
  69234. * @param request defines the optional web request
  69235. */
  69236. constructor(message: string,
  69237. /** defines the optional web request */
  69238. request?: WebRequest | undefined);
  69239. }
  69240. }
  69241. declare module BABYLON {
  69242. /**
  69243. * Class used to enable access to offline support
  69244. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  69245. */
  69246. export interface IOfflineProvider {
  69247. /**
  69248. * Gets a boolean indicating if scene must be saved in the database
  69249. */
  69250. enableSceneOffline: boolean;
  69251. /**
  69252. * Gets a boolean indicating if textures must be saved in the database
  69253. */
  69254. enableTexturesOffline: boolean;
  69255. /**
  69256. * Open the offline support and make it available
  69257. * @param successCallback defines the callback to call on success
  69258. * @param errorCallback defines the callback to call on error
  69259. */
  69260. open(successCallback: () => void, errorCallback: () => void): void;
  69261. /**
  69262. * Loads an image from the offline support
  69263. * @param url defines the url to load from
  69264. * @param image defines the target DOM image
  69265. */
  69266. loadImage(url: string, image: HTMLImageElement): void;
  69267. /**
  69268. * Loads a file from offline support
  69269. * @param url defines the URL to load from
  69270. * @param sceneLoaded defines a callback to call on success
  69271. * @param progressCallBack defines a callback to call when progress changed
  69272. * @param errorCallback defines a callback to call on error
  69273. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  69274. */
  69275. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  69276. }
  69277. }
  69278. declare module BABYLON {
  69279. /**
  69280. * Class used to help managing file picking and drag'n'drop
  69281. * File Storage
  69282. */
  69283. export class FilesInputStore {
  69284. /**
  69285. * List of files ready to be loaded
  69286. */
  69287. static FilesToLoad: {
  69288. [key: string]: File;
  69289. };
  69290. }
  69291. }
  69292. declare module BABYLON {
  69293. /**
  69294. * Class used to define a retry strategy when error happens while loading assets
  69295. */
  69296. export class RetryStrategy {
  69297. /**
  69298. * Function used to defines an exponential back off strategy
  69299. * @param maxRetries defines the maximum number of retries (3 by default)
  69300. * @param baseInterval defines the interval between retries
  69301. * @returns the strategy function to use
  69302. */
  69303. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  69304. }
  69305. }
  69306. declare module BABYLON {
  69307. /**
  69308. * @hidden
  69309. */
  69310. export class FileTools {
  69311. /**
  69312. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  69313. */
  69314. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  69315. /**
  69316. * Gets or sets the base URL to use to load assets
  69317. */
  69318. static BaseUrl: string;
  69319. /**
  69320. * Default behaviour for cors in the application.
  69321. * It can be a string if the expected behavior is identical in the entire app.
  69322. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  69323. */
  69324. static CorsBehavior: string | ((url: string | string[]) => string);
  69325. /**
  69326. * Gets or sets a function used to pre-process url before using them to load assets
  69327. */
  69328. static PreprocessUrl: (url: string) => string;
  69329. /**
  69330. * Removes unwanted characters from an url
  69331. * @param url defines the url to clean
  69332. * @returns the cleaned url
  69333. */
  69334. private static _CleanUrl;
  69335. /**
  69336. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  69337. * @param url define the url we are trying
  69338. * @param element define the dom element where to configure the cors policy
  69339. */
  69340. static SetCorsBehavior(url: string | string[], element: {
  69341. crossOrigin: string | null;
  69342. }): void;
  69343. /**
  69344. * Loads an image as an HTMLImageElement.
  69345. * @param input url string, ArrayBuffer, or Blob to load
  69346. * @param onLoad callback called when the image successfully loads
  69347. * @param onError callback called when the image fails to load
  69348. * @param offlineProvider offline provider for caching
  69349. * @returns the HTMLImageElement of the loaded image
  69350. */
  69351. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  69352. /**
  69353. * Loads a file
  69354. * @param fileToLoad defines the file to load
  69355. * @param callback defines the callback to call when data is loaded
  69356. * @param progressCallBack defines the callback to call during loading process
  69357. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  69358. * @returns a file request object
  69359. */
  69360. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  69361. /**
  69362. * Loads a file
  69363. * @param url url string, ArrayBuffer, or Blob to load
  69364. * @param onSuccess callback called when the file successfully loads
  69365. * @param onProgress callback called while file is loading (if the server supports this mode)
  69366. * @param offlineProvider defines the offline provider for caching
  69367. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69368. * @param onError callback called when the file fails to load
  69369. * @returns a file request object
  69370. */
  69371. 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;
  69372. /**
  69373. * Checks if the loaded document was accessed via `file:`-Protocol.
  69374. * @returns boolean
  69375. */
  69376. static IsFileURL(): boolean;
  69377. }
  69378. }
  69379. declare module BABYLON {
  69380. /** @hidden */
  69381. export class ShaderProcessor {
  69382. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  69383. private static _ProcessPrecision;
  69384. private static _ExtractOperation;
  69385. private static _BuildSubExpression;
  69386. private static _BuildExpression;
  69387. private static _MoveCursorWithinIf;
  69388. private static _MoveCursor;
  69389. private static _EvaluatePreProcessors;
  69390. private static _PreparePreProcessors;
  69391. private static _ProcessShaderConversion;
  69392. private static _ProcessIncludes;
  69393. }
  69394. }
  69395. declare module BABYLON {
  69396. /**
  69397. * Class used to hold a RBG color
  69398. */
  69399. export class Color3 {
  69400. /**
  69401. * Defines the red component (between 0 and 1, default is 0)
  69402. */
  69403. r: number;
  69404. /**
  69405. * Defines the green component (between 0 and 1, default is 0)
  69406. */
  69407. g: number;
  69408. /**
  69409. * Defines the blue component (between 0 and 1, default is 0)
  69410. */
  69411. b: number;
  69412. /**
  69413. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  69414. * @param r defines the red component (between 0 and 1, default is 0)
  69415. * @param g defines the green component (between 0 and 1, default is 0)
  69416. * @param b defines the blue component (between 0 and 1, default is 0)
  69417. */
  69418. constructor(
  69419. /**
  69420. * Defines the red component (between 0 and 1, default is 0)
  69421. */
  69422. r?: number,
  69423. /**
  69424. * Defines the green component (between 0 and 1, default is 0)
  69425. */
  69426. g?: number,
  69427. /**
  69428. * Defines the blue component (between 0 and 1, default is 0)
  69429. */
  69430. b?: number);
  69431. /**
  69432. * Creates a string with the Color3 current values
  69433. * @returns the string representation of the Color3 object
  69434. */
  69435. toString(): string;
  69436. /**
  69437. * Returns the string "Color3"
  69438. * @returns "Color3"
  69439. */
  69440. getClassName(): string;
  69441. /**
  69442. * Compute the Color3 hash code
  69443. * @returns an unique number that can be used to hash Color3 objects
  69444. */
  69445. getHashCode(): number;
  69446. /**
  69447. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  69448. * @param array defines the array where to store the r,g,b components
  69449. * @param index defines an optional index in the target array to define where to start storing values
  69450. * @returns the current Color3 object
  69451. */
  69452. toArray(array: FloatArray, index?: number): Color3;
  69453. /**
  69454. * Returns a new Color4 object from the current Color3 and the given alpha
  69455. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  69456. * @returns a new Color4 object
  69457. */
  69458. toColor4(alpha?: number): Color4;
  69459. /**
  69460. * Returns a new array populated with 3 numeric elements : red, green and blue values
  69461. * @returns the new array
  69462. */
  69463. asArray(): number[];
  69464. /**
  69465. * Returns the luminance value
  69466. * @returns a float value
  69467. */
  69468. toLuminance(): number;
  69469. /**
  69470. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  69471. * @param otherColor defines the second operand
  69472. * @returns the new Color3 object
  69473. */
  69474. multiply(otherColor: DeepImmutable<Color3>): Color3;
  69475. /**
  69476. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  69477. * @param otherColor defines the second operand
  69478. * @param result defines the Color3 object where to store the result
  69479. * @returns the current Color3
  69480. */
  69481. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  69482. /**
  69483. * Determines equality between Color3 objects
  69484. * @param otherColor defines the second operand
  69485. * @returns true if the rgb values are equal to the given ones
  69486. */
  69487. equals(otherColor: DeepImmutable<Color3>): boolean;
  69488. /**
  69489. * Determines equality between the current Color3 object and a set of r,b,g values
  69490. * @param r defines the red component to check
  69491. * @param g defines the green component to check
  69492. * @param b defines the blue component to check
  69493. * @returns true if the rgb values are equal to the given ones
  69494. */
  69495. equalsFloats(r: number, g: number, b: number): boolean;
  69496. /**
  69497. * Multiplies in place each rgb value by scale
  69498. * @param scale defines the scaling factor
  69499. * @returns the updated Color3
  69500. */
  69501. scale(scale: number): Color3;
  69502. /**
  69503. * Multiplies the rgb values by scale and stores the result into "result"
  69504. * @param scale defines the scaling factor
  69505. * @param result defines the Color3 object where to store the result
  69506. * @returns the unmodified current Color3
  69507. */
  69508. scaleToRef(scale: number, result: Color3): Color3;
  69509. /**
  69510. * Scale the current Color3 values by a factor and add the result to a given Color3
  69511. * @param scale defines the scale factor
  69512. * @param result defines color to store the result into
  69513. * @returns the unmodified current Color3
  69514. */
  69515. scaleAndAddToRef(scale: number, result: Color3): Color3;
  69516. /**
  69517. * Clamps the rgb values by the min and max values and stores the result into "result"
  69518. * @param min defines minimum clamping value (default is 0)
  69519. * @param max defines maximum clamping value (default is 1)
  69520. * @param result defines color to store the result into
  69521. * @returns the original Color3
  69522. */
  69523. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  69524. /**
  69525. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  69526. * @param otherColor defines the second operand
  69527. * @returns the new Color3
  69528. */
  69529. add(otherColor: DeepImmutable<Color3>): Color3;
  69530. /**
  69531. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  69532. * @param otherColor defines the second operand
  69533. * @param result defines Color3 object to store the result into
  69534. * @returns the unmodified current Color3
  69535. */
  69536. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  69537. /**
  69538. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  69539. * @param otherColor defines the second operand
  69540. * @returns the new Color3
  69541. */
  69542. subtract(otherColor: DeepImmutable<Color3>): Color3;
  69543. /**
  69544. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  69545. * @param otherColor defines the second operand
  69546. * @param result defines Color3 object to store the result into
  69547. * @returns the unmodified current Color3
  69548. */
  69549. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  69550. /**
  69551. * Copy the current object
  69552. * @returns a new Color3 copied the current one
  69553. */
  69554. clone(): Color3;
  69555. /**
  69556. * Copies the rgb values from the source in the current Color3
  69557. * @param source defines the source Color3 object
  69558. * @returns the updated Color3 object
  69559. */
  69560. copyFrom(source: DeepImmutable<Color3>): Color3;
  69561. /**
  69562. * Updates the Color3 rgb values from the given floats
  69563. * @param r defines the red component to read from
  69564. * @param g defines the green component to read from
  69565. * @param b defines the blue component to read from
  69566. * @returns the current Color3 object
  69567. */
  69568. copyFromFloats(r: number, g: number, b: number): Color3;
  69569. /**
  69570. * Updates the Color3 rgb values from the given floats
  69571. * @param r defines the red component to read from
  69572. * @param g defines the green component to read from
  69573. * @param b defines the blue component to read from
  69574. * @returns the current Color3 object
  69575. */
  69576. set(r: number, g: number, b: number): Color3;
  69577. /**
  69578. * Compute the Color3 hexadecimal code as a string
  69579. * @returns a string containing the hexadecimal representation of the Color3 object
  69580. */
  69581. toHexString(): string;
  69582. /**
  69583. * Computes a new Color3 converted from the current one to linear space
  69584. * @returns a new Color3 object
  69585. */
  69586. toLinearSpace(): Color3;
  69587. /**
  69588. * Converts current color in rgb space to HSV values
  69589. * @returns a new color3 representing the HSV values
  69590. */
  69591. toHSV(): Color3;
  69592. /**
  69593. * Converts current color in rgb space to HSV values
  69594. * @param result defines the Color3 where to store the HSV values
  69595. */
  69596. toHSVToRef(result: Color3): void;
  69597. /**
  69598. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  69599. * @param convertedColor defines the Color3 object where to store the linear space version
  69600. * @returns the unmodified Color3
  69601. */
  69602. toLinearSpaceToRef(convertedColor: Color3): Color3;
  69603. /**
  69604. * Computes a new Color3 converted from the current one to gamma space
  69605. * @returns a new Color3 object
  69606. */
  69607. toGammaSpace(): Color3;
  69608. /**
  69609. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  69610. * @param convertedColor defines the Color3 object where to store the gamma space version
  69611. * @returns the unmodified Color3
  69612. */
  69613. toGammaSpaceToRef(convertedColor: Color3): Color3;
  69614. private static _BlackReadOnly;
  69615. /**
  69616. * Convert Hue, saturation and value to a Color3 (RGB)
  69617. * @param hue defines the hue
  69618. * @param saturation defines the saturation
  69619. * @param value defines the value
  69620. * @param result defines the Color3 where to store the RGB values
  69621. */
  69622. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  69623. /**
  69624. * Creates a new Color3 from the string containing valid hexadecimal values
  69625. * @param hex defines a string containing valid hexadecimal values
  69626. * @returns a new Color3 object
  69627. */
  69628. static FromHexString(hex: string): Color3;
  69629. /**
  69630. * Creates a new Color3 from the starting index of the given array
  69631. * @param array defines the source array
  69632. * @param offset defines an offset in the source array
  69633. * @returns a new Color3 object
  69634. */
  69635. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  69636. /**
  69637. * Creates a new Color3 from integer values (< 256)
  69638. * @param r defines the red component to read from (value between 0 and 255)
  69639. * @param g defines the green component to read from (value between 0 and 255)
  69640. * @param b defines the blue component to read from (value between 0 and 255)
  69641. * @returns a new Color3 object
  69642. */
  69643. static FromInts(r: number, g: number, b: number): Color3;
  69644. /**
  69645. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  69646. * @param start defines the start Color3 value
  69647. * @param end defines the end Color3 value
  69648. * @param amount defines the gradient value between start and end
  69649. * @returns a new Color3 object
  69650. */
  69651. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  69652. /**
  69653. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  69654. * @param left defines the start value
  69655. * @param right defines the end value
  69656. * @param amount defines the gradient factor
  69657. * @param result defines the Color3 object where to store the result
  69658. */
  69659. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  69660. /**
  69661. * Returns a Color3 value containing a red color
  69662. * @returns a new Color3 object
  69663. */
  69664. static Red(): Color3;
  69665. /**
  69666. * Returns a Color3 value containing a green color
  69667. * @returns a new Color3 object
  69668. */
  69669. static Green(): Color3;
  69670. /**
  69671. * Returns a Color3 value containing a blue color
  69672. * @returns a new Color3 object
  69673. */
  69674. static Blue(): Color3;
  69675. /**
  69676. * Returns a Color3 value containing a black color
  69677. * @returns a new Color3 object
  69678. */
  69679. static Black(): Color3;
  69680. /**
  69681. * Gets a Color3 value containing a black color that must not be updated
  69682. */
  69683. static readonly BlackReadOnly: DeepImmutable<Color3>;
  69684. /**
  69685. * Returns a Color3 value containing a white color
  69686. * @returns a new Color3 object
  69687. */
  69688. static White(): Color3;
  69689. /**
  69690. * Returns a Color3 value containing a purple color
  69691. * @returns a new Color3 object
  69692. */
  69693. static Purple(): Color3;
  69694. /**
  69695. * Returns a Color3 value containing a magenta color
  69696. * @returns a new Color3 object
  69697. */
  69698. static Magenta(): Color3;
  69699. /**
  69700. * Returns a Color3 value containing a yellow color
  69701. * @returns a new Color3 object
  69702. */
  69703. static Yellow(): Color3;
  69704. /**
  69705. * Returns a Color3 value containing a gray color
  69706. * @returns a new Color3 object
  69707. */
  69708. static Gray(): Color3;
  69709. /**
  69710. * Returns a Color3 value containing a teal color
  69711. * @returns a new Color3 object
  69712. */
  69713. static Teal(): Color3;
  69714. /**
  69715. * Returns a Color3 value containing a random color
  69716. * @returns a new Color3 object
  69717. */
  69718. static Random(): Color3;
  69719. }
  69720. /**
  69721. * Class used to hold a RBGA color
  69722. */
  69723. export class Color4 {
  69724. /**
  69725. * Defines the red component (between 0 and 1, default is 0)
  69726. */
  69727. r: number;
  69728. /**
  69729. * Defines the green component (between 0 and 1, default is 0)
  69730. */
  69731. g: number;
  69732. /**
  69733. * Defines the blue component (between 0 and 1, default is 0)
  69734. */
  69735. b: number;
  69736. /**
  69737. * Defines the alpha component (between 0 and 1, default is 1)
  69738. */
  69739. a: number;
  69740. /**
  69741. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  69742. * @param r defines the red component (between 0 and 1, default is 0)
  69743. * @param g defines the green component (between 0 and 1, default is 0)
  69744. * @param b defines the blue component (between 0 and 1, default is 0)
  69745. * @param a defines the alpha component (between 0 and 1, default is 1)
  69746. */
  69747. constructor(
  69748. /**
  69749. * Defines the red component (between 0 and 1, default is 0)
  69750. */
  69751. r?: number,
  69752. /**
  69753. * Defines the green component (between 0 and 1, default is 0)
  69754. */
  69755. g?: number,
  69756. /**
  69757. * Defines the blue component (between 0 and 1, default is 0)
  69758. */
  69759. b?: number,
  69760. /**
  69761. * Defines the alpha component (between 0 and 1, default is 1)
  69762. */
  69763. a?: number);
  69764. /**
  69765. * Adds in place the given Color4 values to the current Color4 object
  69766. * @param right defines the second operand
  69767. * @returns the current updated Color4 object
  69768. */
  69769. addInPlace(right: DeepImmutable<Color4>): Color4;
  69770. /**
  69771. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  69772. * @returns the new array
  69773. */
  69774. asArray(): number[];
  69775. /**
  69776. * Stores from the starting index in the given array the Color4 successive values
  69777. * @param array defines the array where to store the r,g,b components
  69778. * @param index defines an optional index in the target array to define where to start storing values
  69779. * @returns the current Color4 object
  69780. */
  69781. toArray(array: number[], index?: number): Color4;
  69782. /**
  69783. * Determines equality between Color4 objects
  69784. * @param otherColor defines the second operand
  69785. * @returns true if the rgba values are equal to the given ones
  69786. */
  69787. equals(otherColor: DeepImmutable<Color4>): boolean;
  69788. /**
  69789. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  69790. * @param right defines the second operand
  69791. * @returns a new Color4 object
  69792. */
  69793. add(right: DeepImmutable<Color4>): Color4;
  69794. /**
  69795. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  69796. * @param right defines the second operand
  69797. * @returns a new Color4 object
  69798. */
  69799. subtract(right: DeepImmutable<Color4>): Color4;
  69800. /**
  69801. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  69802. * @param right defines the second operand
  69803. * @param result defines the Color4 object where to store the result
  69804. * @returns the current Color4 object
  69805. */
  69806. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  69807. /**
  69808. * Creates a new Color4 with the current Color4 values multiplied by scale
  69809. * @param scale defines the scaling factor to apply
  69810. * @returns a new Color4 object
  69811. */
  69812. scale(scale: number): Color4;
  69813. /**
  69814. * Multiplies the current Color4 values by scale and stores the result in "result"
  69815. * @param scale defines the scaling factor to apply
  69816. * @param result defines the Color4 object where to store the result
  69817. * @returns the current unmodified Color4
  69818. */
  69819. scaleToRef(scale: number, result: Color4): Color4;
  69820. /**
  69821. * Scale the current Color4 values by a factor and add the result to a given Color4
  69822. * @param scale defines the scale factor
  69823. * @param result defines the Color4 object where to store the result
  69824. * @returns the unmodified current Color4
  69825. */
  69826. scaleAndAddToRef(scale: number, result: Color4): Color4;
  69827. /**
  69828. * Clamps the rgb values by the min and max values and stores the result into "result"
  69829. * @param min defines minimum clamping value (default is 0)
  69830. * @param max defines maximum clamping value (default is 1)
  69831. * @param result defines color to store the result into.
  69832. * @returns the cuurent Color4
  69833. */
  69834. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  69835. /**
  69836. * Multipy an Color4 value by another and return a new Color4 object
  69837. * @param color defines the Color4 value to multiply by
  69838. * @returns a new Color4 object
  69839. */
  69840. multiply(color: Color4): Color4;
  69841. /**
  69842. * Multipy a Color4 value by another and push the result in a reference value
  69843. * @param color defines the Color4 value to multiply by
  69844. * @param result defines the Color4 to fill the result in
  69845. * @returns the result Color4
  69846. */
  69847. multiplyToRef(color: Color4, result: Color4): Color4;
  69848. /**
  69849. * Creates a string with the Color4 current values
  69850. * @returns the string representation of the Color4 object
  69851. */
  69852. toString(): string;
  69853. /**
  69854. * Returns the string "Color4"
  69855. * @returns "Color4"
  69856. */
  69857. getClassName(): string;
  69858. /**
  69859. * Compute the Color4 hash code
  69860. * @returns an unique number that can be used to hash Color4 objects
  69861. */
  69862. getHashCode(): number;
  69863. /**
  69864. * Creates a new Color4 copied from the current one
  69865. * @returns a new Color4 object
  69866. */
  69867. clone(): Color4;
  69868. /**
  69869. * Copies the given Color4 values into the current one
  69870. * @param source defines the source Color4 object
  69871. * @returns the current updated Color4 object
  69872. */
  69873. copyFrom(source: Color4): Color4;
  69874. /**
  69875. * Copies the given float values into the current one
  69876. * @param r defines the red component to read from
  69877. * @param g defines the green component to read from
  69878. * @param b defines the blue component to read from
  69879. * @param a defines the alpha component to read from
  69880. * @returns the current updated Color4 object
  69881. */
  69882. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  69883. /**
  69884. * Copies the given float values into the current one
  69885. * @param r defines the red component to read from
  69886. * @param g defines the green component to read from
  69887. * @param b defines the blue component to read from
  69888. * @param a defines the alpha component to read from
  69889. * @returns the current updated Color4 object
  69890. */
  69891. set(r: number, g: number, b: number, a: number): Color4;
  69892. /**
  69893. * Compute the Color4 hexadecimal code as a string
  69894. * @returns a string containing the hexadecimal representation of the Color4 object
  69895. */
  69896. toHexString(): string;
  69897. /**
  69898. * Computes a new Color4 converted from the current one to linear space
  69899. * @returns a new Color4 object
  69900. */
  69901. toLinearSpace(): Color4;
  69902. /**
  69903. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  69904. * @param convertedColor defines the Color4 object where to store the linear space version
  69905. * @returns the unmodified Color4
  69906. */
  69907. toLinearSpaceToRef(convertedColor: Color4): Color4;
  69908. /**
  69909. * Computes a new Color4 converted from the current one to gamma space
  69910. * @returns a new Color4 object
  69911. */
  69912. toGammaSpace(): Color4;
  69913. /**
  69914. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  69915. * @param convertedColor defines the Color4 object where to store the gamma space version
  69916. * @returns the unmodified Color4
  69917. */
  69918. toGammaSpaceToRef(convertedColor: Color4): Color4;
  69919. /**
  69920. * Creates a new Color4 from the string containing valid hexadecimal values
  69921. * @param hex defines a string containing valid hexadecimal values
  69922. * @returns a new Color4 object
  69923. */
  69924. static FromHexString(hex: string): Color4;
  69925. /**
  69926. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  69927. * @param left defines the start value
  69928. * @param right defines the end value
  69929. * @param amount defines the gradient factor
  69930. * @returns a new Color4 object
  69931. */
  69932. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  69933. /**
  69934. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  69935. * @param left defines the start value
  69936. * @param right defines the end value
  69937. * @param amount defines the gradient factor
  69938. * @param result defines the Color4 object where to store data
  69939. */
  69940. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  69941. /**
  69942. * Creates a new Color4 from a Color3 and an alpha value
  69943. * @param color3 defines the source Color3 to read from
  69944. * @param alpha defines the alpha component (1.0 by default)
  69945. * @returns a new Color4 object
  69946. */
  69947. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  69948. /**
  69949. * Creates a new Color4 from the starting index element of the given array
  69950. * @param array defines the source array to read from
  69951. * @param offset defines the offset in the source array
  69952. * @returns a new Color4 object
  69953. */
  69954. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  69955. /**
  69956. * Creates a new Color3 from integer values (< 256)
  69957. * @param r defines the red component to read from (value between 0 and 255)
  69958. * @param g defines the green component to read from (value between 0 and 255)
  69959. * @param b defines the blue component to read from (value between 0 and 255)
  69960. * @param a defines the alpha component to read from (value between 0 and 255)
  69961. * @returns a new Color3 object
  69962. */
  69963. static FromInts(r: number, g: number, b: number, a: number): Color4;
  69964. /**
  69965. * Check the content of a given array and convert it to an array containing RGBA data
  69966. * If the original array was already containing count * 4 values then it is returned directly
  69967. * @param colors defines the array to check
  69968. * @param count defines the number of RGBA data to expect
  69969. * @returns an array containing count * 4 values (RGBA)
  69970. */
  69971. static CheckColors4(colors: number[], count: number): number[];
  69972. }
  69973. /**
  69974. * @hidden
  69975. */
  69976. export class TmpColors {
  69977. static Color3: Color3[];
  69978. static Color4: Color4[];
  69979. }
  69980. }
  69981. declare module BABYLON {
  69982. /**
  69983. * Class representing spherical harmonics coefficients to the 3rd degree
  69984. */
  69985. export class SphericalHarmonics {
  69986. /**
  69987. * Defines whether or not the harmonics have been prescaled for rendering.
  69988. */
  69989. preScaled: boolean;
  69990. /**
  69991. * The l0,0 coefficients of the spherical harmonics
  69992. */
  69993. l00: Vector3;
  69994. /**
  69995. * The l1,-1 coefficients of the spherical harmonics
  69996. */
  69997. l1_1: Vector3;
  69998. /**
  69999. * The l1,0 coefficients of the spherical harmonics
  70000. */
  70001. l10: Vector3;
  70002. /**
  70003. * The l1,1 coefficients of the spherical harmonics
  70004. */
  70005. l11: Vector3;
  70006. /**
  70007. * The l2,-2 coefficients of the spherical harmonics
  70008. */
  70009. l2_2: Vector3;
  70010. /**
  70011. * The l2,-1 coefficients of the spherical harmonics
  70012. */
  70013. l2_1: Vector3;
  70014. /**
  70015. * The l2,0 coefficients of the spherical harmonics
  70016. */
  70017. l20: Vector3;
  70018. /**
  70019. * The l2,1 coefficients of the spherical harmonics
  70020. */
  70021. l21: Vector3;
  70022. /**
  70023. * The l2,2 coefficients of the spherical harmonics
  70024. */
  70025. l22: Vector3;
  70026. /**
  70027. * Adds a light to the spherical harmonics
  70028. * @param direction the direction of the light
  70029. * @param color the color of the light
  70030. * @param deltaSolidAngle the delta solid angle of the light
  70031. */
  70032. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  70033. /**
  70034. * Scales the spherical harmonics by the given amount
  70035. * @param scale the amount to scale
  70036. */
  70037. scaleInPlace(scale: number): void;
  70038. /**
  70039. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  70040. *
  70041. * ```
  70042. * E_lm = A_l * L_lm
  70043. * ```
  70044. *
  70045. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  70046. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  70047. * the scaling factors are given in equation 9.
  70048. */
  70049. convertIncidentRadianceToIrradiance(): void;
  70050. /**
  70051. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  70052. *
  70053. * ```
  70054. * L = (1/pi) * E * rho
  70055. * ```
  70056. *
  70057. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  70058. */
  70059. convertIrradianceToLambertianRadiance(): void;
  70060. /**
  70061. * Integrates the reconstruction coefficients directly in to the SH preventing further
  70062. * required operations at run time.
  70063. *
  70064. * This is simply done by scaling back the SH with Ylm constants parameter.
  70065. * The trigonometric part being applied by the shader at run time.
  70066. */
  70067. preScaleForRendering(): void;
  70068. /**
  70069. * Constructs a spherical harmonics from an array.
  70070. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  70071. * @returns the spherical harmonics
  70072. */
  70073. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  70074. /**
  70075. * Gets the spherical harmonics from polynomial
  70076. * @param polynomial the spherical polynomial
  70077. * @returns the spherical harmonics
  70078. */
  70079. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  70080. }
  70081. /**
  70082. * Class representing spherical polynomial coefficients to the 3rd degree
  70083. */
  70084. export class SphericalPolynomial {
  70085. private _harmonics;
  70086. /**
  70087. * The spherical harmonics used to create the polynomials.
  70088. */
  70089. readonly preScaledHarmonics: SphericalHarmonics;
  70090. /**
  70091. * The x coefficients of the spherical polynomial
  70092. */
  70093. x: Vector3;
  70094. /**
  70095. * The y coefficients of the spherical polynomial
  70096. */
  70097. y: Vector3;
  70098. /**
  70099. * The z coefficients of the spherical polynomial
  70100. */
  70101. z: Vector3;
  70102. /**
  70103. * The xx coefficients of the spherical polynomial
  70104. */
  70105. xx: Vector3;
  70106. /**
  70107. * The yy coefficients of the spherical polynomial
  70108. */
  70109. yy: Vector3;
  70110. /**
  70111. * The zz coefficients of the spherical polynomial
  70112. */
  70113. zz: Vector3;
  70114. /**
  70115. * The xy coefficients of the spherical polynomial
  70116. */
  70117. xy: Vector3;
  70118. /**
  70119. * The yz coefficients of the spherical polynomial
  70120. */
  70121. yz: Vector3;
  70122. /**
  70123. * The zx coefficients of the spherical polynomial
  70124. */
  70125. zx: Vector3;
  70126. /**
  70127. * Adds an ambient color to the spherical polynomial
  70128. * @param color the color to add
  70129. */
  70130. addAmbient(color: Color3): void;
  70131. /**
  70132. * Scales the spherical polynomial by the given amount
  70133. * @param scale the amount to scale
  70134. */
  70135. scaleInPlace(scale: number): void;
  70136. /**
  70137. * Gets the spherical polynomial from harmonics
  70138. * @param harmonics the spherical harmonics
  70139. * @returns the spherical polynomial
  70140. */
  70141. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  70142. /**
  70143. * Constructs a spherical polynomial from an array.
  70144. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  70145. * @returns the spherical polynomial
  70146. */
  70147. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  70148. }
  70149. }
  70150. declare module BABYLON {
  70151. /**
  70152. * Define options used to create a render target texture
  70153. */
  70154. export class RenderTargetCreationOptions {
  70155. /**
  70156. * Specifies is mipmaps must be generated
  70157. */
  70158. generateMipMaps?: boolean;
  70159. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  70160. generateDepthBuffer?: boolean;
  70161. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  70162. generateStencilBuffer?: boolean;
  70163. /** Defines texture type (int by default) */
  70164. type?: number;
  70165. /** Defines sampling mode (trilinear by default) */
  70166. samplingMode?: number;
  70167. /** Defines format (RGBA by default) */
  70168. format?: number;
  70169. }
  70170. }
  70171. declare module BABYLON {
  70172. /**
  70173. * @hidden
  70174. **/
  70175. export class _AlphaState {
  70176. private _isAlphaBlendDirty;
  70177. private _isBlendFunctionParametersDirty;
  70178. private _isBlendEquationParametersDirty;
  70179. private _isBlendConstantsDirty;
  70180. private _alphaBlend;
  70181. private _blendFunctionParameters;
  70182. private _blendEquationParameters;
  70183. private _blendConstants;
  70184. /**
  70185. * Initializes the state.
  70186. */
  70187. constructor();
  70188. readonly isDirty: boolean;
  70189. alphaBlend: boolean;
  70190. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  70191. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  70192. setAlphaEquationParameters(rgb: number, alpha: number): void;
  70193. reset(): void;
  70194. apply(gl: WebGLRenderingContext): void;
  70195. }
  70196. }
  70197. declare module BABYLON {
  70198. /**
  70199. * @hidden
  70200. **/
  70201. export class _DepthCullingState {
  70202. private _isDepthTestDirty;
  70203. private _isDepthMaskDirty;
  70204. private _isDepthFuncDirty;
  70205. private _isCullFaceDirty;
  70206. private _isCullDirty;
  70207. private _isZOffsetDirty;
  70208. private _isFrontFaceDirty;
  70209. private _depthTest;
  70210. private _depthMask;
  70211. private _depthFunc;
  70212. private _cull;
  70213. private _cullFace;
  70214. private _zOffset;
  70215. private _frontFace;
  70216. /**
  70217. * Initializes the state.
  70218. */
  70219. constructor();
  70220. readonly isDirty: boolean;
  70221. zOffset: number;
  70222. cullFace: Nullable<number>;
  70223. cull: Nullable<boolean>;
  70224. depthFunc: Nullable<number>;
  70225. depthMask: boolean;
  70226. depthTest: boolean;
  70227. frontFace: Nullable<number>;
  70228. reset(): void;
  70229. apply(gl: WebGLRenderingContext): void;
  70230. }
  70231. }
  70232. declare module BABYLON {
  70233. /**
  70234. * @hidden
  70235. **/
  70236. export class _StencilState {
  70237. /** 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 */
  70238. static readonly ALWAYS: number;
  70239. /** Passed to stencilOperation to specify that stencil value must be kept */
  70240. static readonly KEEP: number;
  70241. /** Passed to stencilOperation to specify that stencil value must be replaced */
  70242. static readonly REPLACE: number;
  70243. private _isStencilTestDirty;
  70244. private _isStencilMaskDirty;
  70245. private _isStencilFuncDirty;
  70246. private _isStencilOpDirty;
  70247. private _stencilTest;
  70248. private _stencilMask;
  70249. private _stencilFunc;
  70250. private _stencilFuncRef;
  70251. private _stencilFuncMask;
  70252. private _stencilOpStencilFail;
  70253. private _stencilOpDepthFail;
  70254. private _stencilOpStencilDepthPass;
  70255. readonly isDirty: boolean;
  70256. stencilFunc: number;
  70257. stencilFuncRef: number;
  70258. stencilFuncMask: number;
  70259. stencilOpStencilFail: number;
  70260. stencilOpDepthFail: number;
  70261. stencilOpStencilDepthPass: number;
  70262. stencilMask: number;
  70263. stencilTest: boolean;
  70264. constructor();
  70265. reset(): void;
  70266. apply(gl: WebGLRenderingContext): void;
  70267. }
  70268. }
  70269. declare module BABYLON {
  70270. /**
  70271. * @hidden
  70272. **/
  70273. export class _TimeToken {
  70274. _startTimeQuery: Nullable<WebGLQuery>;
  70275. _endTimeQuery: Nullable<WebGLQuery>;
  70276. _timeElapsedQuery: Nullable<WebGLQuery>;
  70277. _timeElapsedQueryEnded: boolean;
  70278. }
  70279. }
  70280. declare module BABYLON {
  70281. /**
  70282. * Class used to evalaute queries containing `and` and `or` operators
  70283. */
  70284. export class AndOrNotEvaluator {
  70285. /**
  70286. * Evaluate a query
  70287. * @param query defines the query to evaluate
  70288. * @param evaluateCallback defines the callback used to filter result
  70289. * @returns true if the query matches
  70290. */
  70291. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  70292. private static _HandleParenthesisContent;
  70293. private static _SimplifyNegation;
  70294. }
  70295. }
  70296. declare module BABYLON {
  70297. /**
  70298. * Class used to store custom tags
  70299. */
  70300. export class Tags {
  70301. /**
  70302. * Adds support for tags on the given object
  70303. * @param obj defines the object to use
  70304. */
  70305. static EnableFor(obj: any): void;
  70306. /**
  70307. * Removes tags support
  70308. * @param obj defines the object to use
  70309. */
  70310. static DisableFor(obj: any): void;
  70311. /**
  70312. * Gets a boolean indicating if the given object has tags
  70313. * @param obj defines the object to use
  70314. * @returns a boolean
  70315. */
  70316. static HasTags(obj: any): boolean;
  70317. /**
  70318. * Gets the tags available on a given object
  70319. * @param obj defines the object to use
  70320. * @param asString defines if the tags must be returned as a string instead of an array of strings
  70321. * @returns the tags
  70322. */
  70323. static GetTags(obj: any, asString?: boolean): any;
  70324. /**
  70325. * Adds tags to an object
  70326. * @param obj defines the object to use
  70327. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  70328. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  70329. */
  70330. static AddTagsTo(obj: any, tagsString: string): void;
  70331. /**
  70332. * @hidden
  70333. */
  70334. static _AddTagTo(obj: any, tag: string): void;
  70335. /**
  70336. * Removes specific tags from a specific object
  70337. * @param obj defines the object to use
  70338. * @param tagsString defines the tags to remove
  70339. */
  70340. static RemoveTagsFrom(obj: any, tagsString: string): void;
  70341. /**
  70342. * @hidden
  70343. */
  70344. static _RemoveTagFrom(obj: any, tag: string): void;
  70345. /**
  70346. * Defines if tags hosted on an object match a given query
  70347. * @param obj defines the object to use
  70348. * @param tagsQuery defines the tag query
  70349. * @returns a boolean
  70350. */
  70351. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  70352. }
  70353. }
  70354. declare module BABYLON {
  70355. /**
  70356. * Defines potential orientation for back face culling
  70357. */
  70358. export enum Orientation {
  70359. /**
  70360. * Clockwise
  70361. */
  70362. CW = 0,
  70363. /** Counter clockwise */
  70364. CCW = 1
  70365. }
  70366. /** Class used to represent a Bezier curve */
  70367. export class BezierCurve {
  70368. /**
  70369. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  70370. * @param t defines the time
  70371. * @param x1 defines the left coordinate on X axis
  70372. * @param y1 defines the left coordinate on Y axis
  70373. * @param x2 defines the right coordinate on X axis
  70374. * @param y2 defines the right coordinate on Y axis
  70375. * @returns the interpolated value
  70376. */
  70377. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  70378. }
  70379. /**
  70380. * Defines angle representation
  70381. */
  70382. export class Angle {
  70383. private _radians;
  70384. /**
  70385. * Creates an Angle object of "radians" radians (float).
  70386. * @param radians the angle in radians
  70387. */
  70388. constructor(radians: number);
  70389. /**
  70390. * Get value in degrees
  70391. * @returns the Angle value in degrees (float)
  70392. */
  70393. degrees(): number;
  70394. /**
  70395. * Get value in radians
  70396. * @returns the Angle value in radians (float)
  70397. */
  70398. radians(): number;
  70399. /**
  70400. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  70401. * @param a defines first vector
  70402. * @param b defines second vector
  70403. * @returns a new Angle
  70404. */
  70405. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  70406. /**
  70407. * Gets a new Angle object from the given float in radians
  70408. * @param radians defines the angle value in radians
  70409. * @returns a new Angle
  70410. */
  70411. static FromRadians(radians: number): Angle;
  70412. /**
  70413. * Gets a new Angle object from the given float in degrees
  70414. * @param degrees defines the angle value in degrees
  70415. * @returns a new Angle
  70416. */
  70417. static FromDegrees(degrees: number): Angle;
  70418. }
  70419. /**
  70420. * This represents an arc in a 2d space.
  70421. */
  70422. export class Arc2 {
  70423. /** Defines the start point of the arc */
  70424. startPoint: Vector2;
  70425. /** Defines the mid point of the arc */
  70426. midPoint: Vector2;
  70427. /** Defines the end point of the arc */
  70428. endPoint: Vector2;
  70429. /**
  70430. * Defines the center point of the arc.
  70431. */
  70432. centerPoint: Vector2;
  70433. /**
  70434. * Defines the radius of the arc.
  70435. */
  70436. radius: number;
  70437. /**
  70438. * Defines the angle of the arc (from mid point to end point).
  70439. */
  70440. angle: Angle;
  70441. /**
  70442. * Defines the start angle of the arc (from start point to middle point).
  70443. */
  70444. startAngle: Angle;
  70445. /**
  70446. * Defines the orientation of the arc (clock wise/counter clock wise).
  70447. */
  70448. orientation: Orientation;
  70449. /**
  70450. * Creates an Arc object from the three given points : start, middle and end.
  70451. * @param startPoint Defines the start point of the arc
  70452. * @param midPoint Defines the midlle point of the arc
  70453. * @param endPoint Defines the end point of the arc
  70454. */
  70455. constructor(
  70456. /** Defines the start point of the arc */
  70457. startPoint: Vector2,
  70458. /** Defines the mid point of the arc */
  70459. midPoint: Vector2,
  70460. /** Defines the end point of the arc */
  70461. endPoint: Vector2);
  70462. }
  70463. /**
  70464. * Represents a 2D path made up of multiple 2D points
  70465. */
  70466. export class Path2 {
  70467. private _points;
  70468. private _length;
  70469. /**
  70470. * If the path start and end point are the same
  70471. */
  70472. closed: boolean;
  70473. /**
  70474. * Creates a Path2 object from the starting 2D coordinates x and y.
  70475. * @param x the starting points x value
  70476. * @param y the starting points y value
  70477. */
  70478. constructor(x: number, y: number);
  70479. /**
  70480. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  70481. * @param x the added points x value
  70482. * @param y the added points y value
  70483. * @returns the updated Path2.
  70484. */
  70485. addLineTo(x: number, y: number): Path2;
  70486. /**
  70487. * 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.
  70488. * @param midX middle point x value
  70489. * @param midY middle point y value
  70490. * @param endX end point x value
  70491. * @param endY end point y value
  70492. * @param numberOfSegments (default: 36)
  70493. * @returns the updated Path2.
  70494. */
  70495. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  70496. /**
  70497. * Closes the Path2.
  70498. * @returns the Path2.
  70499. */
  70500. close(): Path2;
  70501. /**
  70502. * Gets the sum of the distance between each sequential point in the path
  70503. * @returns the Path2 total length (float).
  70504. */
  70505. length(): number;
  70506. /**
  70507. * Gets the points which construct the path
  70508. * @returns the Path2 internal array of points.
  70509. */
  70510. getPoints(): Vector2[];
  70511. /**
  70512. * Retreives the point at the distance aways from the starting point
  70513. * @param normalizedLengthPosition the length along the path to retreive the point from
  70514. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  70515. */
  70516. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  70517. /**
  70518. * Creates a new path starting from an x and y position
  70519. * @param x starting x value
  70520. * @param y starting y value
  70521. * @returns a new Path2 starting at the coordinates (x, y).
  70522. */
  70523. static StartingAt(x: number, y: number): Path2;
  70524. }
  70525. /**
  70526. * Represents a 3D path made up of multiple 3D points
  70527. */
  70528. export class Path3D {
  70529. /**
  70530. * an array of Vector3, the curve axis of the Path3D
  70531. */
  70532. path: Vector3[];
  70533. private _curve;
  70534. private _distances;
  70535. private _tangents;
  70536. private _normals;
  70537. private _binormals;
  70538. private _raw;
  70539. /**
  70540. * new Path3D(path, normal, raw)
  70541. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  70542. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  70543. * @param path an array of Vector3, the curve axis of the Path3D
  70544. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  70545. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  70546. */
  70547. constructor(
  70548. /**
  70549. * an array of Vector3, the curve axis of the Path3D
  70550. */
  70551. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  70552. /**
  70553. * Returns the Path3D array of successive Vector3 designing its curve.
  70554. * @returns the Path3D array of successive Vector3 designing its curve.
  70555. */
  70556. getCurve(): Vector3[];
  70557. /**
  70558. * Returns an array populated with tangent vectors on each Path3D curve point.
  70559. * @returns an array populated with tangent vectors on each Path3D curve point.
  70560. */
  70561. getTangents(): Vector3[];
  70562. /**
  70563. * Returns an array populated with normal vectors on each Path3D curve point.
  70564. * @returns an array populated with normal vectors on each Path3D curve point.
  70565. */
  70566. getNormals(): Vector3[];
  70567. /**
  70568. * Returns an array populated with binormal vectors on each Path3D curve point.
  70569. * @returns an array populated with binormal vectors on each Path3D curve point.
  70570. */
  70571. getBinormals(): Vector3[];
  70572. /**
  70573. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  70574. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  70575. */
  70576. getDistances(): number[];
  70577. /**
  70578. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  70579. * @param path path which all values are copied into the curves points
  70580. * @param firstNormal which should be projected onto the curve
  70581. * @returns the same object updated.
  70582. */
  70583. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  70584. private _compute;
  70585. private _getFirstNonNullVector;
  70586. private _getLastNonNullVector;
  70587. private _normalVector;
  70588. }
  70589. /**
  70590. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  70591. * A Curve3 is designed from a series of successive Vector3.
  70592. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  70593. */
  70594. export class Curve3 {
  70595. private _points;
  70596. private _length;
  70597. /**
  70598. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  70599. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  70600. * @param v1 (Vector3) the control point
  70601. * @param v2 (Vector3) the end point of the Quadratic Bezier
  70602. * @param nbPoints (integer) the wanted number of points in the curve
  70603. * @returns the created Curve3
  70604. */
  70605. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  70606. /**
  70607. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  70608. * @param v0 (Vector3) the origin point of the Cubic Bezier
  70609. * @param v1 (Vector3) the first control point
  70610. * @param v2 (Vector3) the second control point
  70611. * @param v3 (Vector3) the end point of the Cubic Bezier
  70612. * @param nbPoints (integer) the wanted number of points in the curve
  70613. * @returns the created Curve3
  70614. */
  70615. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  70616. /**
  70617. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  70618. * @param p1 (Vector3) the origin point of the Hermite Spline
  70619. * @param t1 (Vector3) the tangent vector at the origin point
  70620. * @param p2 (Vector3) the end point of the Hermite Spline
  70621. * @param t2 (Vector3) the tangent vector at the end point
  70622. * @param nbPoints (integer) the wanted number of points in the curve
  70623. * @returns the created Curve3
  70624. */
  70625. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  70626. /**
  70627. * Returns a Curve3 object along a CatmullRom Spline curve :
  70628. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  70629. * @param nbPoints (integer) the wanted number of points between each curve control points
  70630. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  70631. * @returns the created Curve3
  70632. */
  70633. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  70634. /**
  70635. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  70636. * A Curve3 is designed from a series of successive Vector3.
  70637. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  70638. * @param points points which make up the curve
  70639. */
  70640. constructor(points: Vector3[]);
  70641. /**
  70642. * @returns the Curve3 stored array of successive Vector3
  70643. */
  70644. getPoints(): Vector3[];
  70645. /**
  70646. * @returns the computed length (float) of the curve.
  70647. */
  70648. length(): number;
  70649. /**
  70650. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  70651. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  70652. * curveA and curveB keep unchanged.
  70653. * @param curve the curve to continue from this curve
  70654. * @returns the newly constructed curve
  70655. */
  70656. continue(curve: DeepImmutable<Curve3>): Curve3;
  70657. private _computeLength;
  70658. }
  70659. }
  70660. declare module BABYLON {
  70661. /**
  70662. * This represents the main contract an easing function should follow.
  70663. * Easing functions are used throughout the animation system.
  70664. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70665. */
  70666. export interface IEasingFunction {
  70667. /**
  70668. * Given an input gradient between 0 and 1, this returns the corrseponding value
  70669. * of the easing function.
  70670. * The link below provides some of the most common examples of easing functions.
  70671. * @see https://easings.net/
  70672. * @param gradient Defines the value between 0 and 1 we want the easing value for
  70673. * @returns the corresponding value on the curve defined by the easing function
  70674. */
  70675. ease(gradient: number): number;
  70676. }
  70677. /**
  70678. * Base class used for every default easing function.
  70679. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70680. */
  70681. export class EasingFunction implements IEasingFunction {
  70682. /**
  70683. * Interpolation follows the mathematical formula associated with the easing function.
  70684. */
  70685. static readonly EASINGMODE_EASEIN: number;
  70686. /**
  70687. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  70688. */
  70689. static readonly EASINGMODE_EASEOUT: number;
  70690. /**
  70691. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  70692. */
  70693. static readonly EASINGMODE_EASEINOUT: number;
  70694. private _easingMode;
  70695. /**
  70696. * Sets the easing mode of the current function.
  70697. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  70698. */
  70699. setEasingMode(easingMode: number): void;
  70700. /**
  70701. * Gets the current easing mode.
  70702. * @returns the easing mode
  70703. */
  70704. getEasingMode(): number;
  70705. /**
  70706. * @hidden
  70707. */
  70708. easeInCore(gradient: number): number;
  70709. /**
  70710. * Given an input gradient between 0 and 1, this returns the corresponding value
  70711. * of the easing function.
  70712. * @param gradient Defines the value between 0 and 1 we want the easing value for
  70713. * @returns the corresponding value on the curve defined by the easing function
  70714. */
  70715. ease(gradient: number): number;
  70716. }
  70717. /**
  70718. * Easing function with a circle shape (see link below).
  70719. * @see https://easings.net/#easeInCirc
  70720. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70721. */
  70722. export class CircleEase extends EasingFunction implements IEasingFunction {
  70723. /** @hidden */
  70724. easeInCore(gradient: number): number;
  70725. }
  70726. /**
  70727. * Easing function with a ease back shape (see link below).
  70728. * @see https://easings.net/#easeInBack
  70729. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70730. */
  70731. export class BackEase extends EasingFunction implements IEasingFunction {
  70732. /** Defines the amplitude of the function */
  70733. amplitude: number;
  70734. /**
  70735. * Instantiates a back ease easing
  70736. * @see https://easings.net/#easeInBack
  70737. * @param amplitude Defines the amplitude of the function
  70738. */
  70739. constructor(
  70740. /** Defines the amplitude of the function */
  70741. amplitude?: number);
  70742. /** @hidden */
  70743. easeInCore(gradient: number): number;
  70744. }
  70745. /**
  70746. * Easing function with a bouncing shape (see link below).
  70747. * @see https://easings.net/#easeInBounce
  70748. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70749. */
  70750. export class BounceEase extends EasingFunction implements IEasingFunction {
  70751. /** Defines the number of bounces */
  70752. bounces: number;
  70753. /** Defines the amplitude of the bounce */
  70754. bounciness: number;
  70755. /**
  70756. * Instantiates a bounce easing
  70757. * @see https://easings.net/#easeInBounce
  70758. * @param bounces Defines the number of bounces
  70759. * @param bounciness Defines the amplitude of the bounce
  70760. */
  70761. constructor(
  70762. /** Defines the number of bounces */
  70763. bounces?: number,
  70764. /** Defines the amplitude of the bounce */
  70765. bounciness?: number);
  70766. /** @hidden */
  70767. easeInCore(gradient: number): number;
  70768. }
  70769. /**
  70770. * Easing function with a power of 3 shape (see link below).
  70771. * @see https://easings.net/#easeInCubic
  70772. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70773. */
  70774. export class CubicEase extends EasingFunction implements IEasingFunction {
  70775. /** @hidden */
  70776. easeInCore(gradient: number): number;
  70777. }
  70778. /**
  70779. * Easing function with an elastic shape (see link below).
  70780. * @see https://easings.net/#easeInElastic
  70781. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70782. */
  70783. export class ElasticEase extends EasingFunction implements IEasingFunction {
  70784. /** Defines the number of oscillations*/
  70785. oscillations: number;
  70786. /** Defines the amplitude of the oscillations*/
  70787. springiness: number;
  70788. /**
  70789. * Instantiates an elastic easing function
  70790. * @see https://easings.net/#easeInElastic
  70791. * @param oscillations Defines the number of oscillations
  70792. * @param springiness Defines the amplitude of the oscillations
  70793. */
  70794. constructor(
  70795. /** Defines the number of oscillations*/
  70796. oscillations?: number,
  70797. /** Defines the amplitude of the oscillations*/
  70798. springiness?: number);
  70799. /** @hidden */
  70800. easeInCore(gradient: number): number;
  70801. }
  70802. /**
  70803. * Easing function with an exponential shape (see link below).
  70804. * @see https://easings.net/#easeInExpo
  70805. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70806. */
  70807. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  70808. /** Defines the exponent of the function */
  70809. exponent: number;
  70810. /**
  70811. * Instantiates an exponential easing function
  70812. * @see https://easings.net/#easeInExpo
  70813. * @param exponent Defines the exponent of the function
  70814. */
  70815. constructor(
  70816. /** Defines the exponent of the function */
  70817. exponent?: number);
  70818. /** @hidden */
  70819. easeInCore(gradient: number): number;
  70820. }
  70821. /**
  70822. * Easing function with a power shape (see link below).
  70823. * @see https://easings.net/#easeInQuad
  70824. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70825. */
  70826. export class PowerEase extends EasingFunction implements IEasingFunction {
  70827. /** Defines the power of the function */
  70828. power: number;
  70829. /**
  70830. * Instantiates an power base easing function
  70831. * @see https://easings.net/#easeInQuad
  70832. * @param power Defines the power of the function
  70833. */
  70834. constructor(
  70835. /** Defines the power of the function */
  70836. power?: number);
  70837. /** @hidden */
  70838. easeInCore(gradient: number): number;
  70839. }
  70840. /**
  70841. * Easing function with a power of 2 shape (see link below).
  70842. * @see https://easings.net/#easeInQuad
  70843. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70844. */
  70845. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  70846. /** @hidden */
  70847. easeInCore(gradient: number): number;
  70848. }
  70849. /**
  70850. * Easing function with a power of 4 shape (see link below).
  70851. * @see https://easings.net/#easeInQuart
  70852. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70853. */
  70854. export class QuarticEase extends EasingFunction implements IEasingFunction {
  70855. /** @hidden */
  70856. easeInCore(gradient: number): number;
  70857. }
  70858. /**
  70859. * Easing function with a power of 5 shape (see link below).
  70860. * @see https://easings.net/#easeInQuint
  70861. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70862. */
  70863. export class QuinticEase extends EasingFunction implements IEasingFunction {
  70864. /** @hidden */
  70865. easeInCore(gradient: number): number;
  70866. }
  70867. /**
  70868. * Easing function with a sin shape (see link below).
  70869. * @see https://easings.net/#easeInSine
  70870. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70871. */
  70872. export class SineEase extends EasingFunction implements IEasingFunction {
  70873. /** @hidden */
  70874. easeInCore(gradient: number): number;
  70875. }
  70876. /**
  70877. * Easing function with a bezier shape (see link below).
  70878. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  70879. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70880. */
  70881. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  70882. /** Defines the x component of the start tangent in the bezier curve */
  70883. x1: number;
  70884. /** Defines the y component of the start tangent in the bezier curve */
  70885. y1: number;
  70886. /** Defines the x component of the end tangent in the bezier curve */
  70887. x2: number;
  70888. /** Defines the y component of the end tangent in the bezier curve */
  70889. y2: number;
  70890. /**
  70891. * Instantiates a bezier function
  70892. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  70893. * @param x1 Defines the x component of the start tangent in the bezier curve
  70894. * @param y1 Defines the y component of the start tangent in the bezier curve
  70895. * @param x2 Defines the x component of the end tangent in the bezier curve
  70896. * @param y2 Defines the y component of the end tangent in the bezier curve
  70897. */
  70898. constructor(
  70899. /** Defines the x component of the start tangent in the bezier curve */
  70900. x1?: number,
  70901. /** Defines the y component of the start tangent in the bezier curve */
  70902. y1?: number,
  70903. /** Defines the x component of the end tangent in the bezier curve */
  70904. x2?: number,
  70905. /** Defines the y component of the end tangent in the bezier curve */
  70906. y2?: number);
  70907. /** @hidden */
  70908. easeInCore(gradient: number): number;
  70909. }
  70910. }
  70911. declare module BABYLON {
  70912. /**
  70913. * Defines an interface which represents an animation key frame
  70914. */
  70915. export interface IAnimationKey {
  70916. /**
  70917. * Frame of the key frame
  70918. */
  70919. frame: number;
  70920. /**
  70921. * Value at the specifies key frame
  70922. */
  70923. value: any;
  70924. /**
  70925. * The input tangent for the cubic hermite spline
  70926. */
  70927. inTangent?: any;
  70928. /**
  70929. * The output tangent for the cubic hermite spline
  70930. */
  70931. outTangent?: any;
  70932. /**
  70933. * The animation interpolation type
  70934. */
  70935. interpolation?: AnimationKeyInterpolation;
  70936. }
  70937. /**
  70938. * Enum for the animation key frame interpolation type
  70939. */
  70940. export enum AnimationKeyInterpolation {
  70941. /**
  70942. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  70943. */
  70944. STEP = 1
  70945. }
  70946. }
  70947. declare module BABYLON {
  70948. /**
  70949. * Represents the range of an animation
  70950. */
  70951. export class AnimationRange {
  70952. /**The name of the animation range**/
  70953. name: string;
  70954. /**The starting frame of the animation */
  70955. from: number;
  70956. /**The ending frame of the animation*/
  70957. to: number;
  70958. /**
  70959. * Initializes the range of an animation
  70960. * @param name The name of the animation range
  70961. * @param from The starting frame of the animation
  70962. * @param to The ending frame of the animation
  70963. */
  70964. constructor(
  70965. /**The name of the animation range**/
  70966. name: string,
  70967. /**The starting frame of the animation */
  70968. from: number,
  70969. /**The ending frame of the animation*/
  70970. to: number);
  70971. /**
  70972. * Makes a copy of the animation range
  70973. * @returns A copy of the animation range
  70974. */
  70975. clone(): AnimationRange;
  70976. }
  70977. }
  70978. declare module BABYLON {
  70979. /**
  70980. * Composed of a frame, and an action function
  70981. */
  70982. export class AnimationEvent {
  70983. /** The frame for which the event is triggered **/
  70984. frame: number;
  70985. /** The event to perform when triggered **/
  70986. action: (currentFrame: number) => void;
  70987. /** Specifies if the event should be triggered only once**/
  70988. onlyOnce?: boolean | undefined;
  70989. /**
  70990. * Specifies if the animation event is done
  70991. */
  70992. isDone: boolean;
  70993. /**
  70994. * Initializes the animation event
  70995. * @param frame The frame for which the event is triggered
  70996. * @param action The event to perform when triggered
  70997. * @param onlyOnce Specifies if the event should be triggered only once
  70998. */
  70999. constructor(
  71000. /** The frame for which the event is triggered **/
  71001. frame: number,
  71002. /** The event to perform when triggered **/
  71003. action: (currentFrame: number) => void,
  71004. /** Specifies if the event should be triggered only once**/
  71005. onlyOnce?: boolean | undefined);
  71006. /** @hidden */
  71007. _clone(): AnimationEvent;
  71008. }
  71009. }
  71010. declare module BABYLON {
  71011. /**
  71012. * Interface used to define a behavior
  71013. */
  71014. export interface Behavior<T> {
  71015. /** gets or sets behavior's name */
  71016. name: string;
  71017. /**
  71018. * Function called when the behavior needs to be initialized (after attaching it to a target)
  71019. */
  71020. init(): void;
  71021. /**
  71022. * Called when the behavior is attached to a target
  71023. * @param target defines the target where the behavior is attached to
  71024. */
  71025. attach(target: T): void;
  71026. /**
  71027. * Called when the behavior is detached from its target
  71028. */
  71029. detach(): void;
  71030. }
  71031. /**
  71032. * Interface implemented by classes supporting behaviors
  71033. */
  71034. export interface IBehaviorAware<T> {
  71035. /**
  71036. * Attach a behavior
  71037. * @param behavior defines the behavior to attach
  71038. * @returns the current host
  71039. */
  71040. addBehavior(behavior: Behavior<T>): T;
  71041. /**
  71042. * Remove a behavior from the current object
  71043. * @param behavior defines the behavior to detach
  71044. * @returns the current host
  71045. */
  71046. removeBehavior(behavior: Behavior<T>): T;
  71047. /**
  71048. * Gets a behavior using its name to search
  71049. * @param name defines the name to search
  71050. * @returns the behavior or null if not found
  71051. */
  71052. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  71053. }
  71054. }
  71055. declare module BABYLON {
  71056. /**
  71057. * Defines an array and its length.
  71058. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  71059. */
  71060. export interface ISmartArrayLike<T> {
  71061. /**
  71062. * The data of the array.
  71063. */
  71064. data: Array<T>;
  71065. /**
  71066. * The active length of the array.
  71067. */
  71068. length: number;
  71069. }
  71070. /**
  71071. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  71072. */
  71073. export class SmartArray<T> implements ISmartArrayLike<T> {
  71074. /**
  71075. * The full set of data from the array.
  71076. */
  71077. data: Array<T>;
  71078. /**
  71079. * The active length of the array.
  71080. */
  71081. length: number;
  71082. protected _id: number;
  71083. /**
  71084. * Instantiates a Smart Array.
  71085. * @param capacity defines the default capacity of the array.
  71086. */
  71087. constructor(capacity: number);
  71088. /**
  71089. * Pushes a value at the end of the active data.
  71090. * @param value defines the object to push in the array.
  71091. */
  71092. push(value: T): void;
  71093. /**
  71094. * Iterates over the active data and apply the lambda to them.
  71095. * @param func defines the action to apply on each value.
  71096. */
  71097. forEach(func: (content: T) => void): void;
  71098. /**
  71099. * Sorts the full sets of data.
  71100. * @param compareFn defines the comparison function to apply.
  71101. */
  71102. sort(compareFn: (a: T, b: T) => number): void;
  71103. /**
  71104. * Resets the active data to an empty array.
  71105. */
  71106. reset(): void;
  71107. /**
  71108. * Releases all the data from the array as well as the array.
  71109. */
  71110. dispose(): void;
  71111. /**
  71112. * Concats the active data with a given array.
  71113. * @param array defines the data to concatenate with.
  71114. */
  71115. concat(array: any): void;
  71116. /**
  71117. * Returns the position of a value in the active data.
  71118. * @param value defines the value to find the index for
  71119. * @returns the index if found in the active data otherwise -1
  71120. */
  71121. indexOf(value: T): number;
  71122. /**
  71123. * Returns whether an element is part of the active data.
  71124. * @param value defines the value to look for
  71125. * @returns true if found in the active data otherwise false
  71126. */
  71127. contains(value: T): boolean;
  71128. private static _GlobalId;
  71129. }
  71130. /**
  71131. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  71132. * The data in this array can only be present once
  71133. */
  71134. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  71135. private _duplicateId;
  71136. /**
  71137. * Pushes a value at the end of the active data.
  71138. * THIS DOES NOT PREVENT DUPPLICATE DATA
  71139. * @param value defines the object to push in the array.
  71140. */
  71141. push(value: T): void;
  71142. /**
  71143. * Pushes a value at the end of the active data.
  71144. * If the data is already present, it won t be added again
  71145. * @param value defines the object to push in the array.
  71146. * @returns true if added false if it was already present
  71147. */
  71148. pushNoDuplicate(value: T): boolean;
  71149. /**
  71150. * Resets the active data to an empty array.
  71151. */
  71152. reset(): void;
  71153. /**
  71154. * Concats the active data with a given array.
  71155. * This ensures no dupplicate will be present in the result.
  71156. * @param array defines the data to concatenate with.
  71157. */
  71158. concatWithNoDuplicate(array: any): void;
  71159. }
  71160. }
  71161. declare module BABYLON {
  71162. /**
  71163. * @ignore
  71164. * This is a list of all the different input types that are available in the application.
  71165. * Fo instance: ArcRotateCameraGamepadInput...
  71166. */
  71167. export var CameraInputTypes: {};
  71168. /**
  71169. * This is the contract to implement in order to create a new input class.
  71170. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  71171. */
  71172. export interface ICameraInput<TCamera extends Camera> {
  71173. /**
  71174. * Defines the camera the input is attached to.
  71175. */
  71176. camera: Nullable<TCamera>;
  71177. /**
  71178. * Gets the class name of the current intput.
  71179. * @returns the class name
  71180. */
  71181. getClassName(): string;
  71182. /**
  71183. * Get the friendly name associated with the input class.
  71184. * @returns the input friendly name
  71185. */
  71186. getSimpleName(): string;
  71187. /**
  71188. * Attach the input controls to a specific dom element to get the input from.
  71189. * @param element Defines the element the controls should be listened from
  71190. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  71191. */
  71192. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  71193. /**
  71194. * Detach the current controls from the specified dom element.
  71195. * @param element Defines the element to stop listening the inputs from
  71196. */
  71197. detachControl(element: Nullable<HTMLElement>): void;
  71198. /**
  71199. * Update the current camera state depending on the inputs that have been used this frame.
  71200. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  71201. */
  71202. checkInputs?: () => void;
  71203. }
  71204. /**
  71205. * Represents a map of input types to input instance or input index to input instance.
  71206. */
  71207. export interface CameraInputsMap<TCamera extends Camera> {
  71208. /**
  71209. * Accessor to the input by input type.
  71210. */
  71211. [name: string]: ICameraInput<TCamera>;
  71212. /**
  71213. * Accessor to the input by input index.
  71214. */
  71215. [idx: number]: ICameraInput<TCamera>;
  71216. }
  71217. /**
  71218. * This represents the input manager used within a camera.
  71219. * It helps dealing with all the different kind of input attached to a camera.
  71220. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  71221. */
  71222. export class CameraInputsManager<TCamera extends Camera> {
  71223. /**
  71224. * Defines the list of inputs attahed to the camera.
  71225. */
  71226. attached: CameraInputsMap<TCamera>;
  71227. /**
  71228. * Defines the dom element the camera is collecting inputs from.
  71229. * This is null if the controls have not been attached.
  71230. */
  71231. attachedElement: Nullable<HTMLElement>;
  71232. /**
  71233. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  71234. */
  71235. noPreventDefault: boolean;
  71236. /**
  71237. * Defined the camera the input manager belongs to.
  71238. */
  71239. camera: TCamera;
  71240. /**
  71241. * Update the current camera state depending on the inputs that have been used this frame.
  71242. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  71243. */
  71244. checkInputs: () => void;
  71245. /**
  71246. * Instantiate a new Camera Input Manager.
  71247. * @param camera Defines the camera the input manager blongs to
  71248. */
  71249. constructor(camera: TCamera);
  71250. /**
  71251. * Add an input method to a camera
  71252. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  71253. * @param input camera input method
  71254. */
  71255. add(input: ICameraInput<TCamera>): void;
  71256. /**
  71257. * Remove a specific input method from a camera
  71258. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  71259. * @param inputToRemove camera input method
  71260. */
  71261. remove(inputToRemove: ICameraInput<TCamera>): void;
  71262. /**
  71263. * Remove a specific input type from a camera
  71264. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  71265. * @param inputType the type of the input to remove
  71266. */
  71267. removeByType(inputType: string): void;
  71268. private _addCheckInputs;
  71269. /**
  71270. * Attach the input controls to the currently attached dom element to listen the events from.
  71271. * @param input Defines the input to attach
  71272. */
  71273. attachInput(input: ICameraInput<TCamera>): void;
  71274. /**
  71275. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  71276. * @param element Defines the dom element to collect the events from
  71277. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  71278. */
  71279. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  71280. /**
  71281. * Detach the current manager inputs controls from a specific dom element.
  71282. * @param element Defines the dom element to collect the events from
  71283. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  71284. */
  71285. detachElement(element: HTMLElement, disconnect?: boolean): void;
  71286. /**
  71287. * Rebuild the dynamic inputCheck function from the current list of
  71288. * defined inputs in the manager.
  71289. */
  71290. rebuildInputCheck(): void;
  71291. /**
  71292. * Remove all attached input methods from a camera
  71293. */
  71294. clear(): void;
  71295. /**
  71296. * Serialize the current input manager attached to a camera.
  71297. * This ensures than once parsed,
  71298. * the input associated to the camera will be identical to the current ones
  71299. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  71300. */
  71301. serialize(serializedCamera: any): void;
  71302. /**
  71303. * Parses an input manager serialized JSON to restore the previous list of inputs
  71304. * and states associated to a camera.
  71305. * @param parsedCamera Defines the JSON to parse
  71306. */
  71307. parse(parsedCamera: any): void;
  71308. }
  71309. }
  71310. declare module BABYLON {
  71311. /**
  71312. * @hidden
  71313. */
  71314. export class IntersectionInfo {
  71315. bu: Nullable<number>;
  71316. bv: Nullable<number>;
  71317. distance: number;
  71318. faceId: number;
  71319. subMeshId: number;
  71320. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  71321. }
  71322. }
  71323. declare module BABYLON {
  71324. /**
  71325. * Represens a plane by the equation ax + by + cz + d = 0
  71326. */
  71327. export class Plane {
  71328. private static _TmpMatrix;
  71329. /**
  71330. * Normal of the plane (a,b,c)
  71331. */
  71332. normal: Vector3;
  71333. /**
  71334. * d component of the plane
  71335. */
  71336. d: number;
  71337. /**
  71338. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  71339. * @param a a component of the plane
  71340. * @param b b component of the plane
  71341. * @param c c component of the plane
  71342. * @param d d component of the plane
  71343. */
  71344. constructor(a: number, b: number, c: number, d: number);
  71345. /**
  71346. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  71347. */
  71348. asArray(): number[];
  71349. /**
  71350. * @returns a new plane copied from the current Plane.
  71351. */
  71352. clone(): Plane;
  71353. /**
  71354. * @returns the string "Plane".
  71355. */
  71356. getClassName(): string;
  71357. /**
  71358. * @returns the Plane hash code.
  71359. */
  71360. getHashCode(): number;
  71361. /**
  71362. * Normalize the current Plane in place.
  71363. * @returns the updated Plane.
  71364. */
  71365. normalize(): Plane;
  71366. /**
  71367. * Applies a transformation the plane and returns the result
  71368. * @param transformation the transformation matrix to be applied to the plane
  71369. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  71370. */
  71371. transform(transformation: DeepImmutable<Matrix>): Plane;
  71372. /**
  71373. * Calcualtte the dot product between the point and the plane normal
  71374. * @param point point to calculate the dot product with
  71375. * @returns the dot product (float) of the point coordinates and the plane normal.
  71376. */
  71377. dotCoordinate(point: DeepImmutable<Vector3>): number;
  71378. /**
  71379. * Updates the current Plane from the plane defined by the three given points.
  71380. * @param point1 one of the points used to contruct the plane
  71381. * @param point2 one of the points used to contruct the plane
  71382. * @param point3 one of the points used to contruct the plane
  71383. * @returns the updated Plane.
  71384. */
  71385. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  71386. /**
  71387. * Checks if the plane is facing a given direction
  71388. * @param direction the direction to check if the plane is facing
  71389. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  71390. * @returns True is the vector "direction" is the same side than the plane normal.
  71391. */
  71392. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  71393. /**
  71394. * Calculates the distance to a point
  71395. * @param point point to calculate distance to
  71396. * @returns the signed distance (float) from the given point to the Plane.
  71397. */
  71398. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  71399. /**
  71400. * Creates a plane from an array
  71401. * @param array the array to create a plane from
  71402. * @returns a new Plane from the given array.
  71403. */
  71404. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  71405. /**
  71406. * Creates a plane from three points
  71407. * @param point1 point used to create the plane
  71408. * @param point2 point used to create the plane
  71409. * @param point3 point used to create the plane
  71410. * @returns a new Plane defined by the three given points.
  71411. */
  71412. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  71413. /**
  71414. * Creates a plane from an origin point and a normal
  71415. * @param origin origin of the plane to be constructed
  71416. * @param normal normal of the plane to be constructed
  71417. * @returns a new Plane the normal vector to this plane at the given origin point.
  71418. * Note : the vector "normal" is updated because normalized.
  71419. */
  71420. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  71421. /**
  71422. * Calculates the distance from a plane and a point
  71423. * @param origin origin of the plane to be constructed
  71424. * @param normal normal of the plane to be constructed
  71425. * @param point point to calculate distance to
  71426. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  71427. */
  71428. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  71429. }
  71430. }
  71431. declare module BABYLON {
  71432. /**
  71433. * Class used to store bounding sphere information
  71434. */
  71435. export class BoundingSphere {
  71436. /**
  71437. * Gets the center of the bounding sphere in local space
  71438. */
  71439. readonly center: Vector3;
  71440. /**
  71441. * Radius of the bounding sphere in local space
  71442. */
  71443. radius: number;
  71444. /**
  71445. * Gets the center of the bounding sphere in world space
  71446. */
  71447. readonly centerWorld: Vector3;
  71448. /**
  71449. * Radius of the bounding sphere in world space
  71450. */
  71451. radiusWorld: number;
  71452. /**
  71453. * Gets the minimum vector in local space
  71454. */
  71455. readonly minimum: Vector3;
  71456. /**
  71457. * Gets the maximum vector in local space
  71458. */
  71459. readonly maximum: Vector3;
  71460. private _worldMatrix;
  71461. private static readonly TmpVector3;
  71462. /**
  71463. * Creates a new bounding sphere
  71464. * @param min defines the minimum vector (in local space)
  71465. * @param max defines the maximum vector (in local space)
  71466. * @param worldMatrix defines the new world matrix
  71467. */
  71468. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  71469. /**
  71470. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  71471. * @param min defines the new minimum vector (in local space)
  71472. * @param max defines the new maximum vector (in local space)
  71473. * @param worldMatrix defines the new world matrix
  71474. */
  71475. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  71476. /**
  71477. * Scale the current bounding sphere by applying a scale factor
  71478. * @param factor defines the scale factor to apply
  71479. * @returns the current bounding box
  71480. */
  71481. scale(factor: number): BoundingSphere;
  71482. /**
  71483. * Gets the world matrix of the bounding box
  71484. * @returns a matrix
  71485. */
  71486. getWorldMatrix(): DeepImmutable<Matrix>;
  71487. /** @hidden */
  71488. _update(worldMatrix: DeepImmutable<Matrix>): void;
  71489. /**
  71490. * Tests if the bounding sphere is intersecting the frustum planes
  71491. * @param frustumPlanes defines the frustum planes to test
  71492. * @returns true if there is an intersection
  71493. */
  71494. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71495. /**
  71496. * Tests if the bounding sphere center is in between the frustum planes.
  71497. * Used for optimistic fast inclusion.
  71498. * @param frustumPlanes defines the frustum planes to test
  71499. * @returns true if the sphere center is in between the frustum planes
  71500. */
  71501. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71502. /**
  71503. * Tests if a point is inside the bounding sphere
  71504. * @param point defines the point to test
  71505. * @returns true if the point is inside the bounding sphere
  71506. */
  71507. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  71508. /**
  71509. * Checks if two sphere intersct
  71510. * @param sphere0 sphere 0
  71511. * @param sphere1 sphere 1
  71512. * @returns true if the speres intersect
  71513. */
  71514. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  71515. }
  71516. }
  71517. declare module BABYLON {
  71518. /**
  71519. * Class used to store bounding box information
  71520. */
  71521. export class BoundingBox implements ICullable {
  71522. /**
  71523. * Gets the 8 vectors representing the bounding box in local space
  71524. */
  71525. readonly vectors: Vector3[];
  71526. /**
  71527. * Gets the center of the bounding box in local space
  71528. */
  71529. readonly center: Vector3;
  71530. /**
  71531. * Gets the center of the bounding box in world space
  71532. */
  71533. readonly centerWorld: Vector3;
  71534. /**
  71535. * Gets the extend size in local space
  71536. */
  71537. readonly extendSize: Vector3;
  71538. /**
  71539. * Gets the extend size in world space
  71540. */
  71541. readonly extendSizeWorld: Vector3;
  71542. /**
  71543. * Gets the OBB (object bounding box) directions
  71544. */
  71545. readonly directions: Vector3[];
  71546. /**
  71547. * Gets the 8 vectors representing the bounding box in world space
  71548. */
  71549. readonly vectorsWorld: Vector3[];
  71550. /**
  71551. * Gets the minimum vector in world space
  71552. */
  71553. readonly minimumWorld: Vector3;
  71554. /**
  71555. * Gets the maximum vector in world space
  71556. */
  71557. readonly maximumWorld: Vector3;
  71558. /**
  71559. * Gets the minimum vector in local space
  71560. */
  71561. readonly minimum: Vector3;
  71562. /**
  71563. * Gets the maximum vector in local space
  71564. */
  71565. readonly maximum: Vector3;
  71566. private _worldMatrix;
  71567. private static readonly TmpVector3;
  71568. /**
  71569. * @hidden
  71570. */
  71571. _tag: number;
  71572. /**
  71573. * Creates a new bounding box
  71574. * @param min defines the minimum vector (in local space)
  71575. * @param max defines the maximum vector (in local space)
  71576. * @param worldMatrix defines the new world matrix
  71577. */
  71578. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  71579. /**
  71580. * Recreates the entire bounding box from scratch as if we call the constructor in place
  71581. * @param min defines the new minimum vector (in local space)
  71582. * @param max defines the new maximum vector (in local space)
  71583. * @param worldMatrix defines the new world matrix
  71584. */
  71585. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  71586. /**
  71587. * Scale the current bounding box by applying a scale factor
  71588. * @param factor defines the scale factor to apply
  71589. * @returns the current bounding box
  71590. */
  71591. scale(factor: number): BoundingBox;
  71592. /**
  71593. * Gets the world matrix of the bounding box
  71594. * @returns a matrix
  71595. */
  71596. getWorldMatrix(): DeepImmutable<Matrix>;
  71597. /** @hidden */
  71598. _update(world: DeepImmutable<Matrix>): void;
  71599. /**
  71600. * Tests if the bounding box is intersecting the frustum planes
  71601. * @param frustumPlanes defines the frustum planes to test
  71602. * @returns true if there is an intersection
  71603. */
  71604. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71605. /**
  71606. * Tests if the bounding box is entirely inside the frustum planes
  71607. * @param frustumPlanes defines the frustum planes to test
  71608. * @returns true if there is an inclusion
  71609. */
  71610. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71611. /**
  71612. * Tests if a point is inside the bounding box
  71613. * @param point defines the point to test
  71614. * @returns true if the point is inside the bounding box
  71615. */
  71616. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  71617. /**
  71618. * Tests if the bounding box intersects with a bounding sphere
  71619. * @param sphere defines the sphere to test
  71620. * @returns true if there is an intersection
  71621. */
  71622. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  71623. /**
  71624. * Tests if the bounding box intersects with a box defined by a min and max vectors
  71625. * @param min defines the min vector to use
  71626. * @param max defines the max vector to use
  71627. * @returns true if there is an intersection
  71628. */
  71629. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  71630. /**
  71631. * Tests if two bounding boxes are intersections
  71632. * @param box0 defines the first box to test
  71633. * @param box1 defines the second box to test
  71634. * @returns true if there is an intersection
  71635. */
  71636. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  71637. /**
  71638. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  71639. * @param minPoint defines the minimum vector of the bounding box
  71640. * @param maxPoint defines the maximum vector of the bounding box
  71641. * @param sphereCenter defines the sphere center
  71642. * @param sphereRadius defines the sphere radius
  71643. * @returns true if there is an intersection
  71644. */
  71645. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  71646. /**
  71647. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  71648. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  71649. * @param frustumPlanes defines the frustum planes to test
  71650. * @return true if there is an inclusion
  71651. */
  71652. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71653. /**
  71654. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  71655. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  71656. * @param frustumPlanes defines the frustum planes to test
  71657. * @return true if there is an intersection
  71658. */
  71659. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71660. }
  71661. }
  71662. declare module BABYLON {
  71663. /** @hidden */
  71664. export class Collider {
  71665. /** Define if a collision was found */
  71666. collisionFound: boolean;
  71667. /**
  71668. * Define last intersection point in local space
  71669. */
  71670. intersectionPoint: Vector3;
  71671. /**
  71672. * Define last collided mesh
  71673. */
  71674. collidedMesh: Nullable<AbstractMesh>;
  71675. private _collisionPoint;
  71676. private _planeIntersectionPoint;
  71677. private _tempVector;
  71678. private _tempVector2;
  71679. private _tempVector3;
  71680. private _tempVector4;
  71681. private _edge;
  71682. private _baseToVertex;
  71683. private _destinationPoint;
  71684. private _slidePlaneNormal;
  71685. private _displacementVector;
  71686. /** @hidden */
  71687. _radius: Vector3;
  71688. /** @hidden */
  71689. _retry: number;
  71690. private _velocity;
  71691. private _basePoint;
  71692. private _epsilon;
  71693. /** @hidden */
  71694. _velocityWorldLength: number;
  71695. /** @hidden */
  71696. _basePointWorld: Vector3;
  71697. private _velocityWorld;
  71698. private _normalizedVelocity;
  71699. /** @hidden */
  71700. _initialVelocity: Vector3;
  71701. /** @hidden */
  71702. _initialPosition: Vector3;
  71703. private _nearestDistance;
  71704. private _collisionMask;
  71705. collisionMask: number;
  71706. /**
  71707. * Gets the plane normal used to compute the sliding response (in local space)
  71708. */
  71709. readonly slidePlaneNormal: Vector3;
  71710. /** @hidden */
  71711. _initialize(source: Vector3, dir: Vector3, e: number): void;
  71712. /** @hidden */
  71713. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  71714. /** @hidden */
  71715. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  71716. /** @hidden */
  71717. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  71718. /** @hidden */
  71719. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  71720. /** @hidden */
  71721. _getResponse(pos: Vector3, vel: Vector3): void;
  71722. }
  71723. }
  71724. declare module BABYLON {
  71725. /**
  71726. * Interface for cullable objects
  71727. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  71728. */
  71729. export interface ICullable {
  71730. /**
  71731. * Checks if the object or part of the object is in the frustum
  71732. * @param frustumPlanes Camera near/planes
  71733. * @returns true if the object is in frustum otherwise false
  71734. */
  71735. isInFrustum(frustumPlanes: Plane[]): boolean;
  71736. /**
  71737. * Checks if a cullable object (mesh...) is in the camera frustum
  71738. * Unlike isInFrustum this cheks the full bounding box
  71739. * @param frustumPlanes Camera near/planes
  71740. * @returns true if the object is in frustum otherwise false
  71741. */
  71742. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  71743. }
  71744. /**
  71745. * Info for a bounding data of a mesh
  71746. */
  71747. export class BoundingInfo implements ICullable {
  71748. /**
  71749. * Bounding box for the mesh
  71750. */
  71751. readonly boundingBox: BoundingBox;
  71752. /**
  71753. * Bounding sphere for the mesh
  71754. */
  71755. readonly boundingSphere: BoundingSphere;
  71756. private _isLocked;
  71757. private static readonly TmpVector3;
  71758. /**
  71759. * Constructs bounding info
  71760. * @param minimum min vector of the bounding box/sphere
  71761. * @param maximum max vector of the bounding box/sphere
  71762. * @param worldMatrix defines the new world matrix
  71763. */
  71764. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  71765. /**
  71766. * Recreates the entire bounding info from scratch as if we call the constructor in place
  71767. * @param min defines the new minimum vector (in local space)
  71768. * @param max defines the new maximum vector (in local space)
  71769. * @param worldMatrix defines the new world matrix
  71770. */
  71771. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  71772. /**
  71773. * min vector of the bounding box/sphere
  71774. */
  71775. readonly minimum: Vector3;
  71776. /**
  71777. * max vector of the bounding box/sphere
  71778. */
  71779. readonly maximum: Vector3;
  71780. /**
  71781. * If the info is locked and won't be updated to avoid perf overhead
  71782. */
  71783. isLocked: boolean;
  71784. /**
  71785. * Updates the bounding sphere and box
  71786. * @param world world matrix to be used to update
  71787. */
  71788. update(world: DeepImmutable<Matrix>): void;
  71789. /**
  71790. * Recreate the bounding info to be centered around a specific point given a specific extend.
  71791. * @param center New center of the bounding info
  71792. * @param extend New extend of the bounding info
  71793. * @returns the current bounding info
  71794. */
  71795. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  71796. /**
  71797. * Scale the current bounding info by applying a scale factor
  71798. * @param factor defines the scale factor to apply
  71799. * @returns the current bounding info
  71800. */
  71801. scale(factor: number): BoundingInfo;
  71802. /**
  71803. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  71804. * @param frustumPlanes defines the frustum to test
  71805. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  71806. * @returns true if the bounding info is in the frustum planes
  71807. */
  71808. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  71809. /**
  71810. * Gets the world distance between the min and max points of the bounding box
  71811. */
  71812. readonly diagonalLength: number;
  71813. /**
  71814. * Checks if a cullable object (mesh...) is in the camera frustum
  71815. * Unlike isInFrustum this cheks the full bounding box
  71816. * @param frustumPlanes Camera near/planes
  71817. * @returns true if the object is in frustum otherwise false
  71818. */
  71819. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71820. /** @hidden */
  71821. _checkCollision(collider: Collider): boolean;
  71822. /**
  71823. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  71824. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  71825. * @param point the point to check intersection with
  71826. * @returns if the point intersects
  71827. */
  71828. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  71829. /**
  71830. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  71831. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  71832. * @param boundingInfo the bounding info to check intersection with
  71833. * @param precise if the intersection should be done using OBB
  71834. * @returns if the bounding info intersects
  71835. */
  71836. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  71837. }
  71838. }
  71839. declare module BABYLON {
  71840. /**
  71841. * Extracts minimum and maximum values from a list of indexed positions
  71842. * @param positions defines the positions to use
  71843. * @param indices defines the indices to the positions
  71844. * @param indexStart defines the start index
  71845. * @param indexCount defines the end index
  71846. * @param bias defines bias value to add to the result
  71847. * @return minimum and maximum values
  71848. */
  71849. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  71850. minimum: Vector3;
  71851. maximum: Vector3;
  71852. };
  71853. /**
  71854. * Extracts minimum and maximum values from a list of positions
  71855. * @param positions defines the positions to use
  71856. * @param start defines the start index in the positions array
  71857. * @param count defines the number of positions to handle
  71858. * @param bias defines bias value to add to the result
  71859. * @param stride defines the stride size to use (distance between two positions in the positions array)
  71860. * @return minimum and maximum values
  71861. */
  71862. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  71863. minimum: Vector3;
  71864. maximum: Vector3;
  71865. };
  71866. }
  71867. declare module BABYLON {
  71868. /**
  71869. * Enum that determines the text-wrapping mode to use.
  71870. */
  71871. export enum InspectableType {
  71872. /**
  71873. * Checkbox for booleans
  71874. */
  71875. Checkbox = 0,
  71876. /**
  71877. * Sliders for numbers
  71878. */
  71879. Slider = 1,
  71880. /**
  71881. * Vector3
  71882. */
  71883. Vector3 = 2,
  71884. /**
  71885. * Quaternions
  71886. */
  71887. Quaternion = 3,
  71888. /**
  71889. * Color3
  71890. */
  71891. Color3 = 4,
  71892. /**
  71893. * String
  71894. */
  71895. String = 5
  71896. }
  71897. /**
  71898. * Interface used to define custom inspectable properties.
  71899. * This interface is used by the inspector to display custom property grids
  71900. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  71901. */
  71902. export interface IInspectable {
  71903. /**
  71904. * Gets the label to display
  71905. */
  71906. label: string;
  71907. /**
  71908. * Gets the name of the property to edit
  71909. */
  71910. propertyName: string;
  71911. /**
  71912. * Gets the type of the editor to use
  71913. */
  71914. type: InspectableType;
  71915. /**
  71916. * Gets the minimum value of the property when using in "slider" mode
  71917. */
  71918. min?: number;
  71919. /**
  71920. * Gets the maximum value of the property when using in "slider" mode
  71921. */
  71922. max?: number;
  71923. /**
  71924. * Gets the setp to use when using in "slider" mode
  71925. */
  71926. step?: number;
  71927. }
  71928. }
  71929. declare module BABYLON {
  71930. /**
  71931. * Class used to provide helper for timing
  71932. */
  71933. export class TimingTools {
  71934. /**
  71935. * Polyfill for setImmediate
  71936. * @param action defines the action to execute after the current execution block
  71937. */
  71938. static SetImmediate(action: () => void): void;
  71939. }
  71940. }
  71941. declare module BABYLON {
  71942. /**
  71943. * Class used to enable instatition of objects by class name
  71944. */
  71945. export class InstantiationTools {
  71946. /**
  71947. * Use this object to register external classes like custom textures or material
  71948. * to allow the laoders to instantiate them
  71949. */
  71950. static RegisteredExternalClasses: {
  71951. [key: string]: Object;
  71952. };
  71953. /**
  71954. * Tries to instantiate a new object from a given class name
  71955. * @param className defines the class name to instantiate
  71956. * @returns the new object or null if the system was not able to do the instantiation
  71957. */
  71958. static Instantiate(className: string): any;
  71959. }
  71960. }
  71961. declare module BABYLON {
  71962. /**
  71963. * This represents the required contract to create a new type of texture loader.
  71964. */
  71965. export interface IInternalTextureLoader {
  71966. /**
  71967. * Defines wether the loader supports cascade loading the different faces.
  71968. */
  71969. supportCascades: boolean;
  71970. /**
  71971. * This returns if the loader support the current file information.
  71972. * @param extension defines the file extension of the file being loaded
  71973. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71974. * @param fallback defines the fallback internal texture if any
  71975. * @param isBase64 defines whether the texture is encoded as a base64
  71976. * @param isBuffer defines whether the texture data are stored as a buffer
  71977. * @returns true if the loader can load the specified file
  71978. */
  71979. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  71980. /**
  71981. * Transform the url before loading if required.
  71982. * @param rootUrl the url of the texture
  71983. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71984. * @returns the transformed texture
  71985. */
  71986. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  71987. /**
  71988. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  71989. * @param rootUrl the url of the texture
  71990. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71991. * @returns the fallback texture
  71992. */
  71993. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  71994. /**
  71995. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  71996. * @param data contains the texture data
  71997. * @param texture defines the BabylonJS internal texture
  71998. * @param createPolynomials will be true if polynomials have been requested
  71999. * @param onLoad defines the callback to trigger once the texture is ready
  72000. * @param onError defines the callback to trigger in case of error
  72001. */
  72002. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  72003. /**
  72004. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  72005. * @param data contains the texture data
  72006. * @param texture defines the BabylonJS internal texture
  72007. * @param callback defines the method to call once ready to upload
  72008. */
  72009. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  72010. }
  72011. }
  72012. declare module BABYLON {
  72013. interface Engine {
  72014. /**
  72015. * Creates a depth stencil cube texture.
  72016. * This is only available in WebGL 2.
  72017. * @param size The size of face edge in the cube texture.
  72018. * @param options The options defining the cube texture.
  72019. * @returns The cube texture
  72020. */
  72021. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  72022. /**
  72023. * Creates a cube texture
  72024. * @param rootUrl defines the url where the files to load is located
  72025. * @param scene defines the current scene
  72026. * @param files defines the list of files to load (1 per face)
  72027. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  72028. * @param onLoad defines an optional callback raised when the texture is loaded
  72029. * @param onError defines an optional callback raised if there is an issue to load the texture
  72030. * @param format defines the format of the data
  72031. * @param forcedExtension defines the extension to use to pick the right loader
  72032. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  72033. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72034. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72035. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  72036. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  72037. * @returns the cube texture as an InternalTexture
  72038. */
  72039. 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;
  72040. /**
  72041. * Creates a cube texture
  72042. * @param rootUrl defines the url where the files to load is located
  72043. * @param scene defines the current scene
  72044. * @param files defines the list of files to load (1 per face)
  72045. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  72046. * @param onLoad defines an optional callback raised when the texture is loaded
  72047. * @param onError defines an optional callback raised if there is an issue to load the texture
  72048. * @param format defines the format of the data
  72049. * @param forcedExtension defines the extension to use to pick the right loader
  72050. * @returns the cube texture as an InternalTexture
  72051. */
  72052. 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;
  72053. /**
  72054. * Creates a cube texture
  72055. * @param rootUrl defines the url where the files to load is located
  72056. * @param scene defines the current scene
  72057. * @param files defines the list of files to load (1 per face)
  72058. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  72059. * @param onLoad defines an optional callback raised when the texture is loaded
  72060. * @param onError defines an optional callback raised if there is an issue to load the texture
  72061. * @param format defines the format of the data
  72062. * @param forcedExtension defines the extension to use to pick the right loader
  72063. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  72064. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72065. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72066. * @returns the cube texture as an InternalTexture
  72067. */
  72068. 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;
  72069. /** @hidden */
  72070. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  72071. /** @hidden */
  72072. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  72073. /** @hidden */
  72074. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  72075. /** @hidden */
  72076. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  72077. }
  72078. }
  72079. declare module BABYLON {
  72080. /**
  72081. * Class for creating a cube texture
  72082. */
  72083. export class CubeTexture extends BaseTexture {
  72084. private _delayedOnLoad;
  72085. /**
  72086. * The url of the texture
  72087. */
  72088. url: string;
  72089. /**
  72090. * Gets or sets the center of the bounding box associated with the cube texture.
  72091. * It must define where the camera used to render the texture was set
  72092. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72093. */
  72094. boundingBoxPosition: Vector3;
  72095. private _boundingBoxSize;
  72096. /**
  72097. * Gets or sets the size of the bounding box associated with the cube texture
  72098. * When defined, the cubemap will switch to local mode
  72099. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  72100. * @example https://www.babylonjs-playground.com/#RNASML
  72101. */
  72102. /**
  72103. * Returns the bounding box size
  72104. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72105. */
  72106. boundingBoxSize: Vector3;
  72107. protected _rotationY: number;
  72108. /**
  72109. * Sets texture matrix rotation angle around Y axis in radians.
  72110. */
  72111. /**
  72112. * Gets texture matrix rotation angle around Y axis radians.
  72113. */
  72114. rotationY: number;
  72115. /**
  72116. * Are mip maps generated for this texture or not.
  72117. */
  72118. readonly noMipmap: boolean;
  72119. private _noMipmap;
  72120. private _files;
  72121. private _extensions;
  72122. private _textureMatrix;
  72123. private _format;
  72124. private _createPolynomials;
  72125. /** @hidden */
  72126. _prefiltered: boolean;
  72127. /**
  72128. * Creates a cube texture from an array of image urls
  72129. * @param files defines an array of image urls
  72130. * @param scene defines the hosting scene
  72131. * @param noMipmap specifies if mip maps are not used
  72132. * @returns a cube texture
  72133. */
  72134. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  72135. /**
  72136. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  72137. * @param url defines the url of the prefiltered texture
  72138. * @param scene defines the scene the texture is attached to
  72139. * @param forcedExtension defines the extension of the file if different from the url
  72140. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  72141. * @return the prefiltered texture
  72142. */
  72143. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  72144. /**
  72145. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  72146. * as prefiltered data.
  72147. * @param rootUrl defines the url of the texture or the root name of the six images
  72148. * @param scene defines the scene the texture is attached to
  72149. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  72150. * @param noMipmap defines if mipmaps should be created or not
  72151. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  72152. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  72153. * @param onError defines a callback triggered in case of error during load
  72154. * @param format defines the internal format to use for the texture once loaded
  72155. * @param prefiltered defines whether or not the texture is created from prefiltered data
  72156. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  72157. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  72158. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72159. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72160. * @return the cube texture
  72161. */
  72162. 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);
  72163. /**
  72164. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  72165. */
  72166. readonly isPrefiltered: boolean;
  72167. /**
  72168. * Get the current class name of the texture useful for serialization or dynamic coding.
  72169. * @returns "CubeTexture"
  72170. */
  72171. getClassName(): string;
  72172. /**
  72173. * Update the url (and optional buffer) of this texture if url was null during construction.
  72174. * @param url the url of the texture
  72175. * @param forcedExtension defines the extension to use
  72176. * @param onLoad callback called when the texture is loaded (defaults to null)
  72177. */
  72178. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  72179. /**
  72180. * Delays loading of the cube texture
  72181. * @param forcedExtension defines the extension to use
  72182. */
  72183. delayLoad(forcedExtension?: string): void;
  72184. /**
  72185. * Returns the reflection texture matrix
  72186. * @returns the reflection texture matrix
  72187. */
  72188. getReflectionTextureMatrix(): Matrix;
  72189. /**
  72190. * Sets the reflection texture matrix
  72191. * @param value Reflection texture matrix
  72192. */
  72193. setReflectionTextureMatrix(value: Matrix): void;
  72194. /**
  72195. * Parses text to create a cube texture
  72196. * @param parsedTexture define the serialized text to read from
  72197. * @param scene defines the hosting scene
  72198. * @param rootUrl defines the root url of the cube texture
  72199. * @returns a cube texture
  72200. */
  72201. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  72202. /**
  72203. * Makes a clone, or deep copy, of the cube texture
  72204. * @returns a new cube texture
  72205. */
  72206. clone(): CubeTexture;
  72207. }
  72208. }
  72209. declare module BABYLON {
  72210. /**
  72211. * Manages the defines for the Material
  72212. */
  72213. export class MaterialDefines {
  72214. /** @hidden */
  72215. protected _keys: string[];
  72216. private _isDirty;
  72217. /** @hidden */
  72218. _renderId: number;
  72219. /** @hidden */
  72220. _areLightsDirty: boolean;
  72221. /** @hidden */
  72222. _areAttributesDirty: boolean;
  72223. /** @hidden */
  72224. _areTexturesDirty: boolean;
  72225. /** @hidden */
  72226. _areFresnelDirty: boolean;
  72227. /** @hidden */
  72228. _areMiscDirty: boolean;
  72229. /** @hidden */
  72230. _areImageProcessingDirty: boolean;
  72231. /** @hidden */
  72232. _normals: boolean;
  72233. /** @hidden */
  72234. _uvs: boolean;
  72235. /** @hidden */
  72236. _needNormals: boolean;
  72237. /** @hidden */
  72238. _needUVs: boolean;
  72239. [id: string]: any;
  72240. /**
  72241. * Specifies if the material needs to be re-calculated
  72242. */
  72243. readonly isDirty: boolean;
  72244. /**
  72245. * Marks the material to indicate that it has been re-calculated
  72246. */
  72247. markAsProcessed(): void;
  72248. /**
  72249. * Marks the material to indicate that it needs to be re-calculated
  72250. */
  72251. markAsUnprocessed(): void;
  72252. /**
  72253. * Marks the material to indicate all of its defines need to be re-calculated
  72254. */
  72255. markAllAsDirty(): void;
  72256. /**
  72257. * Marks the material to indicate that image processing needs to be re-calculated
  72258. */
  72259. markAsImageProcessingDirty(): void;
  72260. /**
  72261. * Marks the material to indicate the lights need to be re-calculated
  72262. */
  72263. markAsLightDirty(): void;
  72264. /**
  72265. * Marks the attribute state as changed
  72266. */
  72267. markAsAttributesDirty(): void;
  72268. /**
  72269. * Marks the texture state as changed
  72270. */
  72271. markAsTexturesDirty(): void;
  72272. /**
  72273. * Marks the fresnel state as changed
  72274. */
  72275. markAsFresnelDirty(): void;
  72276. /**
  72277. * Marks the misc state as changed
  72278. */
  72279. markAsMiscDirty(): void;
  72280. /**
  72281. * Rebuilds the material defines
  72282. */
  72283. rebuild(): void;
  72284. /**
  72285. * Specifies if two material defines are equal
  72286. * @param other - A material define instance to compare to
  72287. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  72288. */
  72289. isEqual(other: MaterialDefines): boolean;
  72290. /**
  72291. * Clones this instance's defines to another instance
  72292. * @param other - material defines to clone values to
  72293. */
  72294. cloneTo(other: MaterialDefines): void;
  72295. /**
  72296. * Resets the material define values
  72297. */
  72298. reset(): void;
  72299. /**
  72300. * Converts the material define values to a string
  72301. * @returns - String of material define information
  72302. */
  72303. toString(): string;
  72304. }
  72305. }
  72306. declare module BABYLON {
  72307. /**
  72308. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  72309. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  72310. * 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;
  72311. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  72312. */
  72313. export class ColorCurves {
  72314. private _dirty;
  72315. private _tempColor;
  72316. private _globalCurve;
  72317. private _highlightsCurve;
  72318. private _midtonesCurve;
  72319. private _shadowsCurve;
  72320. private _positiveCurve;
  72321. private _negativeCurve;
  72322. private _globalHue;
  72323. private _globalDensity;
  72324. private _globalSaturation;
  72325. private _globalExposure;
  72326. /**
  72327. * Gets the global Hue value.
  72328. * 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).
  72329. */
  72330. /**
  72331. * Sets the global Hue value.
  72332. * 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).
  72333. */
  72334. globalHue: number;
  72335. /**
  72336. * Gets the global Density value.
  72337. * 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.
  72338. * Values less than zero provide a filter of opposite hue.
  72339. */
  72340. /**
  72341. * Sets the global Density value.
  72342. * 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.
  72343. * Values less than zero provide a filter of opposite hue.
  72344. */
  72345. globalDensity: number;
  72346. /**
  72347. * Gets the global Saturation value.
  72348. * 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.
  72349. */
  72350. /**
  72351. * Sets the global Saturation value.
  72352. * 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.
  72353. */
  72354. globalSaturation: number;
  72355. /**
  72356. * Gets the global Exposure value.
  72357. * 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.
  72358. */
  72359. /**
  72360. * Sets the global Exposure value.
  72361. * 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.
  72362. */
  72363. globalExposure: number;
  72364. private _highlightsHue;
  72365. private _highlightsDensity;
  72366. private _highlightsSaturation;
  72367. private _highlightsExposure;
  72368. /**
  72369. * Gets the highlights Hue value.
  72370. * 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).
  72371. */
  72372. /**
  72373. * Sets the highlights Hue value.
  72374. * 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).
  72375. */
  72376. highlightsHue: number;
  72377. /**
  72378. * Gets the highlights Density value.
  72379. * 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.
  72380. * Values less than zero provide a filter of opposite hue.
  72381. */
  72382. /**
  72383. * Sets the highlights Density value.
  72384. * 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.
  72385. * Values less than zero provide a filter of opposite hue.
  72386. */
  72387. highlightsDensity: number;
  72388. /**
  72389. * Gets the highlights Saturation value.
  72390. * 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.
  72391. */
  72392. /**
  72393. * Sets the highlights Saturation value.
  72394. * 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.
  72395. */
  72396. highlightsSaturation: number;
  72397. /**
  72398. * Gets the highlights Exposure value.
  72399. * 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.
  72400. */
  72401. /**
  72402. * Sets the highlights Exposure value.
  72403. * 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.
  72404. */
  72405. highlightsExposure: number;
  72406. private _midtonesHue;
  72407. private _midtonesDensity;
  72408. private _midtonesSaturation;
  72409. private _midtonesExposure;
  72410. /**
  72411. * Gets the midtones Hue value.
  72412. * 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).
  72413. */
  72414. /**
  72415. * Sets the midtones Hue value.
  72416. * 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).
  72417. */
  72418. midtonesHue: number;
  72419. /**
  72420. * Gets the midtones Density value.
  72421. * 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.
  72422. * Values less than zero provide a filter of opposite hue.
  72423. */
  72424. /**
  72425. * Sets the midtones Density value.
  72426. * 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.
  72427. * Values less than zero provide a filter of opposite hue.
  72428. */
  72429. midtonesDensity: number;
  72430. /**
  72431. * Gets the midtones Saturation value.
  72432. * 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.
  72433. */
  72434. /**
  72435. * Sets the midtones Saturation value.
  72436. * 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.
  72437. */
  72438. midtonesSaturation: number;
  72439. /**
  72440. * Gets the midtones Exposure value.
  72441. * 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.
  72442. */
  72443. /**
  72444. * Sets the midtones Exposure value.
  72445. * 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.
  72446. */
  72447. midtonesExposure: number;
  72448. private _shadowsHue;
  72449. private _shadowsDensity;
  72450. private _shadowsSaturation;
  72451. private _shadowsExposure;
  72452. /**
  72453. * Gets the shadows Hue value.
  72454. * 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).
  72455. */
  72456. /**
  72457. * Sets the shadows Hue value.
  72458. * 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).
  72459. */
  72460. shadowsHue: number;
  72461. /**
  72462. * Gets the shadows Density value.
  72463. * 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.
  72464. * Values less than zero provide a filter of opposite hue.
  72465. */
  72466. /**
  72467. * Sets the shadows Density value.
  72468. * 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.
  72469. * Values less than zero provide a filter of opposite hue.
  72470. */
  72471. shadowsDensity: number;
  72472. /**
  72473. * Gets the shadows Saturation value.
  72474. * 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.
  72475. */
  72476. /**
  72477. * Sets the shadows Saturation value.
  72478. * 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.
  72479. */
  72480. shadowsSaturation: number;
  72481. /**
  72482. * Gets the shadows Exposure value.
  72483. * 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.
  72484. */
  72485. /**
  72486. * Sets the shadows Exposure value.
  72487. * 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.
  72488. */
  72489. shadowsExposure: number;
  72490. /**
  72491. * Returns the class name
  72492. * @returns The class name
  72493. */
  72494. getClassName(): string;
  72495. /**
  72496. * Binds the color curves to the shader.
  72497. * @param colorCurves The color curve to bind
  72498. * @param effect The effect to bind to
  72499. * @param positiveUniform The positive uniform shader parameter
  72500. * @param neutralUniform The neutral uniform shader parameter
  72501. * @param negativeUniform The negative uniform shader parameter
  72502. */
  72503. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  72504. /**
  72505. * Prepare the list of uniforms associated with the ColorCurves effects.
  72506. * @param uniformsList The list of uniforms used in the effect
  72507. */
  72508. static PrepareUniforms(uniformsList: string[]): void;
  72509. /**
  72510. * Returns color grading data based on a hue, density, saturation and exposure value.
  72511. * @param filterHue The hue of the color filter.
  72512. * @param filterDensity The density of the color filter.
  72513. * @param saturation The saturation.
  72514. * @param exposure The exposure.
  72515. * @param result The result data container.
  72516. */
  72517. private getColorGradingDataToRef;
  72518. /**
  72519. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  72520. * @param value The input slider value in range [-100,100].
  72521. * @returns Adjusted value.
  72522. */
  72523. private static applyColorGradingSliderNonlinear;
  72524. /**
  72525. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  72526. * @param hue The hue (H) input.
  72527. * @param saturation The saturation (S) input.
  72528. * @param brightness The brightness (B) input.
  72529. * @result An RGBA color represented as Vector4.
  72530. */
  72531. private static fromHSBToRef;
  72532. /**
  72533. * Returns a value clamped between min and max
  72534. * @param value The value to clamp
  72535. * @param min The minimum of value
  72536. * @param max The maximum of value
  72537. * @returns The clamped value.
  72538. */
  72539. private static clamp;
  72540. /**
  72541. * Clones the current color curve instance.
  72542. * @return The cloned curves
  72543. */
  72544. clone(): ColorCurves;
  72545. /**
  72546. * Serializes the current color curve instance to a json representation.
  72547. * @return a JSON representation
  72548. */
  72549. serialize(): any;
  72550. /**
  72551. * Parses the color curve from a json representation.
  72552. * @param source the JSON source to parse
  72553. * @return The parsed curves
  72554. */
  72555. static Parse(source: any): ColorCurves;
  72556. }
  72557. }
  72558. declare module BABYLON {
  72559. /**
  72560. * Interface to follow in your material defines to integrate easily the
  72561. * Image proccessing functions.
  72562. * @hidden
  72563. */
  72564. export interface IImageProcessingConfigurationDefines {
  72565. IMAGEPROCESSING: boolean;
  72566. VIGNETTE: boolean;
  72567. VIGNETTEBLENDMODEMULTIPLY: boolean;
  72568. VIGNETTEBLENDMODEOPAQUE: boolean;
  72569. TONEMAPPING: boolean;
  72570. TONEMAPPING_ACES: boolean;
  72571. CONTRAST: boolean;
  72572. EXPOSURE: boolean;
  72573. COLORCURVES: boolean;
  72574. COLORGRADING: boolean;
  72575. COLORGRADING3D: boolean;
  72576. SAMPLER3DGREENDEPTH: boolean;
  72577. SAMPLER3DBGRMAP: boolean;
  72578. IMAGEPROCESSINGPOSTPROCESS: boolean;
  72579. }
  72580. /**
  72581. * @hidden
  72582. */
  72583. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  72584. IMAGEPROCESSING: boolean;
  72585. VIGNETTE: boolean;
  72586. VIGNETTEBLENDMODEMULTIPLY: boolean;
  72587. VIGNETTEBLENDMODEOPAQUE: boolean;
  72588. TONEMAPPING: boolean;
  72589. TONEMAPPING_ACES: boolean;
  72590. CONTRAST: boolean;
  72591. COLORCURVES: boolean;
  72592. COLORGRADING: boolean;
  72593. COLORGRADING3D: boolean;
  72594. SAMPLER3DGREENDEPTH: boolean;
  72595. SAMPLER3DBGRMAP: boolean;
  72596. IMAGEPROCESSINGPOSTPROCESS: boolean;
  72597. EXPOSURE: boolean;
  72598. constructor();
  72599. }
  72600. /**
  72601. * This groups together the common properties used for image processing either in direct forward pass
  72602. * or through post processing effect depending on the use of the image processing pipeline in your scene
  72603. * or not.
  72604. */
  72605. export class ImageProcessingConfiguration {
  72606. /**
  72607. * Default tone mapping applied in BabylonJS.
  72608. */
  72609. static readonly TONEMAPPING_STANDARD: number;
  72610. /**
  72611. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  72612. * to other engines rendering to increase portability.
  72613. */
  72614. static readonly TONEMAPPING_ACES: number;
  72615. /**
  72616. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  72617. */
  72618. colorCurves: Nullable<ColorCurves>;
  72619. private _colorCurvesEnabled;
  72620. /**
  72621. * Gets wether the color curves effect is enabled.
  72622. */
  72623. /**
  72624. * Sets wether the color curves effect is enabled.
  72625. */
  72626. colorCurvesEnabled: boolean;
  72627. private _colorGradingTexture;
  72628. /**
  72629. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  72630. */
  72631. /**
  72632. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  72633. */
  72634. colorGradingTexture: Nullable<BaseTexture>;
  72635. private _colorGradingEnabled;
  72636. /**
  72637. * Gets wether the color grading effect is enabled.
  72638. */
  72639. /**
  72640. * Sets wether the color grading effect is enabled.
  72641. */
  72642. colorGradingEnabled: boolean;
  72643. private _colorGradingWithGreenDepth;
  72644. /**
  72645. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  72646. */
  72647. /**
  72648. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  72649. */
  72650. colorGradingWithGreenDepth: boolean;
  72651. private _colorGradingBGR;
  72652. /**
  72653. * Gets wether the color grading texture contains BGR values.
  72654. */
  72655. /**
  72656. * Sets wether the color grading texture contains BGR values.
  72657. */
  72658. colorGradingBGR: boolean;
  72659. /** @hidden */
  72660. _exposure: number;
  72661. /**
  72662. * Gets the Exposure used in the effect.
  72663. */
  72664. /**
  72665. * Sets the Exposure used in the effect.
  72666. */
  72667. exposure: number;
  72668. private _toneMappingEnabled;
  72669. /**
  72670. * Gets wether the tone mapping effect is enabled.
  72671. */
  72672. /**
  72673. * Sets wether the tone mapping effect is enabled.
  72674. */
  72675. toneMappingEnabled: boolean;
  72676. private _toneMappingType;
  72677. /**
  72678. * Gets the type of tone mapping effect.
  72679. */
  72680. /**
  72681. * Sets the type of tone mapping effect used in BabylonJS.
  72682. */
  72683. toneMappingType: number;
  72684. protected _contrast: number;
  72685. /**
  72686. * Gets the contrast used in the effect.
  72687. */
  72688. /**
  72689. * Sets the contrast used in the effect.
  72690. */
  72691. contrast: number;
  72692. /**
  72693. * Vignette stretch size.
  72694. */
  72695. vignetteStretch: number;
  72696. /**
  72697. * Vignette centre X Offset.
  72698. */
  72699. vignetteCentreX: number;
  72700. /**
  72701. * Vignette centre Y Offset.
  72702. */
  72703. vignetteCentreY: number;
  72704. /**
  72705. * Vignette weight or intensity of the vignette effect.
  72706. */
  72707. vignetteWeight: number;
  72708. /**
  72709. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  72710. * if vignetteEnabled is set to true.
  72711. */
  72712. vignetteColor: Color4;
  72713. /**
  72714. * Camera field of view used by the Vignette effect.
  72715. */
  72716. vignetteCameraFov: number;
  72717. private _vignetteBlendMode;
  72718. /**
  72719. * Gets the vignette blend mode allowing different kind of effect.
  72720. */
  72721. /**
  72722. * Sets the vignette blend mode allowing different kind of effect.
  72723. */
  72724. vignetteBlendMode: number;
  72725. private _vignetteEnabled;
  72726. /**
  72727. * Gets wether the vignette effect is enabled.
  72728. */
  72729. /**
  72730. * Sets wether the vignette effect is enabled.
  72731. */
  72732. vignetteEnabled: boolean;
  72733. private _applyByPostProcess;
  72734. /**
  72735. * Gets wether the image processing is applied through a post process or not.
  72736. */
  72737. /**
  72738. * Sets wether the image processing is applied through a post process or not.
  72739. */
  72740. applyByPostProcess: boolean;
  72741. private _isEnabled;
  72742. /**
  72743. * Gets wether the image processing is enabled or not.
  72744. */
  72745. /**
  72746. * Sets wether the image processing is enabled or not.
  72747. */
  72748. isEnabled: boolean;
  72749. /**
  72750. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  72751. */
  72752. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  72753. /**
  72754. * Method called each time the image processing information changes requires to recompile the effect.
  72755. */
  72756. protected _updateParameters(): void;
  72757. /**
  72758. * Gets the current class name.
  72759. * @return "ImageProcessingConfiguration"
  72760. */
  72761. getClassName(): string;
  72762. /**
  72763. * Prepare the list of uniforms associated with the Image Processing effects.
  72764. * @param uniforms The list of uniforms used in the effect
  72765. * @param defines the list of defines currently in use
  72766. */
  72767. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  72768. /**
  72769. * Prepare the list of samplers associated with the Image Processing effects.
  72770. * @param samplersList The list of uniforms used in the effect
  72771. * @param defines the list of defines currently in use
  72772. */
  72773. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  72774. /**
  72775. * Prepare the list of defines associated to the shader.
  72776. * @param defines the list of defines to complete
  72777. * @param forPostProcess Define if we are currently in post process mode or not
  72778. */
  72779. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  72780. /**
  72781. * Returns true if all the image processing information are ready.
  72782. * @returns True if ready, otherwise, false
  72783. */
  72784. isReady(): boolean;
  72785. /**
  72786. * Binds the image processing to the shader.
  72787. * @param effect The effect to bind to
  72788. * @param aspectRatio Define the current aspect ratio of the effect
  72789. */
  72790. bind(effect: Effect, aspectRatio?: number): void;
  72791. /**
  72792. * Clones the current image processing instance.
  72793. * @return The cloned image processing
  72794. */
  72795. clone(): ImageProcessingConfiguration;
  72796. /**
  72797. * Serializes the current image processing instance to a json representation.
  72798. * @return a JSON representation
  72799. */
  72800. serialize(): any;
  72801. /**
  72802. * Parses the image processing from a json representation.
  72803. * @param source the JSON source to parse
  72804. * @return The parsed image processing
  72805. */
  72806. static Parse(source: any): ImageProcessingConfiguration;
  72807. private static _VIGNETTEMODE_MULTIPLY;
  72808. private static _VIGNETTEMODE_OPAQUE;
  72809. /**
  72810. * Used to apply the vignette as a mix with the pixel color.
  72811. */
  72812. static readonly VIGNETTEMODE_MULTIPLY: number;
  72813. /**
  72814. * Used to apply the vignette as a replacement of the pixel color.
  72815. */
  72816. static readonly VIGNETTEMODE_OPAQUE: number;
  72817. }
  72818. }
  72819. declare module BABYLON {
  72820. /** @hidden */
  72821. export var postprocessVertexShader: {
  72822. name: string;
  72823. shader: string;
  72824. };
  72825. }
  72826. declare module BABYLON {
  72827. /** Defines supported spaces */
  72828. export enum Space {
  72829. /** Local (object) space */
  72830. LOCAL = 0,
  72831. /** World space */
  72832. WORLD = 1,
  72833. /** Bone space */
  72834. BONE = 2
  72835. }
  72836. /** Defines the 3 main axes */
  72837. export class Axis {
  72838. /** X axis */
  72839. static X: Vector3;
  72840. /** Y axis */
  72841. static Y: Vector3;
  72842. /** Z axis */
  72843. static Z: Vector3;
  72844. }
  72845. }
  72846. declare module BABYLON {
  72847. /**
  72848. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  72849. * This is the base of the follow, arc rotate cameras and Free camera
  72850. * @see http://doc.babylonjs.com/features/cameras
  72851. */
  72852. export class TargetCamera extends Camera {
  72853. private static _RigCamTransformMatrix;
  72854. private static _TargetTransformMatrix;
  72855. private static _TargetFocalPoint;
  72856. /**
  72857. * Define the current direction the camera is moving to
  72858. */
  72859. cameraDirection: Vector3;
  72860. /**
  72861. * Define the current rotation the camera is rotating to
  72862. */
  72863. cameraRotation: Vector2;
  72864. /**
  72865. * When set, the up vector of the camera will be updated by the rotation of the camera
  72866. */
  72867. updateUpVectorFromRotation: boolean;
  72868. private _tmpQuaternion;
  72869. /**
  72870. * Define the current rotation of the camera
  72871. */
  72872. rotation: Vector3;
  72873. /**
  72874. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  72875. */
  72876. rotationQuaternion: Quaternion;
  72877. /**
  72878. * Define the current speed of the camera
  72879. */
  72880. speed: number;
  72881. /**
  72882. * Add cconstraint to the camera to prevent it to move freely in all directions and
  72883. * around all axis.
  72884. */
  72885. noRotationConstraint: boolean;
  72886. /**
  72887. * Define the current target of the camera as an object or a position.
  72888. */
  72889. lockedTarget: any;
  72890. /** @hidden */
  72891. _currentTarget: Vector3;
  72892. /** @hidden */
  72893. _initialFocalDistance: number;
  72894. /** @hidden */
  72895. _viewMatrix: Matrix;
  72896. /** @hidden */
  72897. _camMatrix: Matrix;
  72898. /** @hidden */
  72899. _cameraTransformMatrix: Matrix;
  72900. /** @hidden */
  72901. _cameraRotationMatrix: Matrix;
  72902. /** @hidden */
  72903. _referencePoint: Vector3;
  72904. /** @hidden */
  72905. _transformedReferencePoint: Vector3;
  72906. protected _globalCurrentTarget: Vector3;
  72907. protected _globalCurrentUpVector: Vector3;
  72908. /** @hidden */
  72909. _reset: () => void;
  72910. private _defaultUp;
  72911. /**
  72912. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  72913. * This is the base of the follow, arc rotate cameras and Free camera
  72914. * @see http://doc.babylonjs.com/features/cameras
  72915. * @param name Defines the name of the camera in the scene
  72916. * @param position Defines the start position of the camera in the scene
  72917. * @param scene Defines the scene the camera belongs to
  72918. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  72919. */
  72920. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  72921. /**
  72922. * Gets the position in front of the camera at a given distance.
  72923. * @param distance The distance from the camera we want the position to be
  72924. * @returns the position
  72925. */
  72926. getFrontPosition(distance: number): Vector3;
  72927. /** @hidden */
  72928. _getLockedTargetPosition(): Nullable<Vector3>;
  72929. private _storedPosition;
  72930. private _storedRotation;
  72931. private _storedRotationQuaternion;
  72932. /**
  72933. * Store current camera state of the camera (fov, position, rotation, etc..)
  72934. * @returns the camera
  72935. */
  72936. storeState(): Camera;
  72937. /**
  72938. * Restored camera state. You must call storeState() first
  72939. * @returns whether it was successful or not
  72940. * @hidden
  72941. */
  72942. _restoreStateValues(): boolean;
  72943. /** @hidden */
  72944. _initCache(): void;
  72945. /** @hidden */
  72946. _updateCache(ignoreParentClass?: boolean): void;
  72947. /** @hidden */
  72948. _isSynchronizedViewMatrix(): boolean;
  72949. /** @hidden */
  72950. _computeLocalCameraSpeed(): number;
  72951. /**
  72952. * Defines the target the camera should look at.
  72953. * @param target Defines the new target as a Vector or a mesh
  72954. */
  72955. setTarget(target: Vector3): void;
  72956. /**
  72957. * Return the current target position of the camera. This value is expressed in local space.
  72958. * @returns the target position
  72959. */
  72960. getTarget(): Vector3;
  72961. /** @hidden */
  72962. _decideIfNeedsToMove(): boolean;
  72963. /** @hidden */
  72964. _updatePosition(): void;
  72965. /** @hidden */
  72966. _checkInputs(): void;
  72967. protected _updateCameraRotationMatrix(): void;
  72968. /**
  72969. * 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)
  72970. * @returns the current camera
  72971. */
  72972. private _rotateUpVectorWithCameraRotationMatrix;
  72973. private _cachedRotationZ;
  72974. private _cachedQuaternionRotationZ;
  72975. /** @hidden */
  72976. _getViewMatrix(): Matrix;
  72977. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  72978. /**
  72979. * @hidden
  72980. */
  72981. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  72982. /**
  72983. * @hidden
  72984. */
  72985. _updateRigCameras(): void;
  72986. private _getRigCamPositionAndTarget;
  72987. /**
  72988. * Gets the current object class name.
  72989. * @return the class name
  72990. */
  72991. getClassName(): string;
  72992. }
  72993. }
  72994. declare module BABYLON {
  72995. /**
  72996. * Gather the list of keyboard event types as constants.
  72997. */
  72998. export class KeyboardEventTypes {
  72999. /**
  73000. * The keydown event is fired when a key becomes active (pressed).
  73001. */
  73002. static readonly KEYDOWN: number;
  73003. /**
  73004. * The keyup event is fired when a key has been released.
  73005. */
  73006. static readonly KEYUP: number;
  73007. }
  73008. /**
  73009. * This class is used to store keyboard related info for the onKeyboardObservable event.
  73010. */
  73011. export class KeyboardInfo {
  73012. /**
  73013. * Defines the type of event (KeyboardEventTypes)
  73014. */
  73015. type: number;
  73016. /**
  73017. * Defines the related dom event
  73018. */
  73019. event: KeyboardEvent;
  73020. /**
  73021. * Instantiates a new keyboard info.
  73022. * This class is used to store keyboard related info for the onKeyboardObservable event.
  73023. * @param type Defines the type of event (KeyboardEventTypes)
  73024. * @param event Defines the related dom event
  73025. */
  73026. constructor(
  73027. /**
  73028. * Defines the type of event (KeyboardEventTypes)
  73029. */
  73030. type: number,
  73031. /**
  73032. * Defines the related dom event
  73033. */
  73034. event: KeyboardEvent);
  73035. }
  73036. /**
  73037. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  73038. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  73039. */
  73040. export class KeyboardInfoPre extends KeyboardInfo {
  73041. /**
  73042. * Defines the type of event (KeyboardEventTypes)
  73043. */
  73044. type: number;
  73045. /**
  73046. * Defines the related dom event
  73047. */
  73048. event: KeyboardEvent;
  73049. /**
  73050. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  73051. */
  73052. skipOnPointerObservable: boolean;
  73053. /**
  73054. * Instantiates a new keyboard pre info.
  73055. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  73056. * @param type Defines the type of event (KeyboardEventTypes)
  73057. * @param event Defines the related dom event
  73058. */
  73059. constructor(
  73060. /**
  73061. * Defines the type of event (KeyboardEventTypes)
  73062. */
  73063. type: number,
  73064. /**
  73065. * Defines the related dom event
  73066. */
  73067. event: KeyboardEvent);
  73068. }
  73069. }
  73070. declare module BABYLON {
  73071. /**
  73072. * Manage the keyboard inputs to control the movement of a free camera.
  73073. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  73074. */
  73075. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  73076. /**
  73077. * Defines the camera the input is attached to.
  73078. */
  73079. camera: FreeCamera;
  73080. /**
  73081. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  73082. */
  73083. keysUp: number[];
  73084. /**
  73085. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  73086. */
  73087. keysDown: number[];
  73088. /**
  73089. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  73090. */
  73091. keysLeft: number[];
  73092. /**
  73093. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  73094. */
  73095. keysRight: number[];
  73096. private _keys;
  73097. private _onCanvasBlurObserver;
  73098. private _onKeyboardObserver;
  73099. private _engine;
  73100. private _scene;
  73101. /**
  73102. * Attach the input controls to a specific dom element to get the input from.
  73103. * @param element Defines the element the controls should be listened from
  73104. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  73105. */
  73106. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  73107. /**
  73108. * Detach the current controls from the specified dom element.
  73109. * @param element Defines the element to stop listening the inputs from
  73110. */
  73111. detachControl(element: Nullable<HTMLElement>): void;
  73112. /**
  73113. * Update the current camera state depending on the inputs that have been used this frame.
  73114. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  73115. */
  73116. checkInputs(): void;
  73117. /**
  73118. * Gets the class name of the current intput.
  73119. * @returns the class name
  73120. */
  73121. getClassName(): string;
  73122. /** @hidden */
  73123. _onLostFocus(): void;
  73124. /**
  73125. * Get the friendly name associated with the input class.
  73126. * @returns the input friendly name
  73127. */
  73128. getSimpleName(): string;
  73129. }
  73130. }
  73131. declare module BABYLON {
  73132. /**
  73133. * Interface describing all the common properties and methods a shadow light needs to implement.
  73134. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  73135. * as well as binding the different shadow properties to the effects.
  73136. */
  73137. export interface IShadowLight extends Light {
  73138. /**
  73139. * The light id in the scene (used in scene.findLighById for instance)
  73140. */
  73141. id: string;
  73142. /**
  73143. * The position the shdow will be casted from.
  73144. */
  73145. position: Vector3;
  73146. /**
  73147. * In 2d mode (needCube being false), the direction used to cast the shadow.
  73148. */
  73149. direction: Vector3;
  73150. /**
  73151. * The transformed position. Position of the light in world space taking parenting in account.
  73152. */
  73153. transformedPosition: Vector3;
  73154. /**
  73155. * The transformed direction. Direction of the light in world space taking parenting in account.
  73156. */
  73157. transformedDirection: Vector3;
  73158. /**
  73159. * The friendly name of the light in the scene.
  73160. */
  73161. name: string;
  73162. /**
  73163. * Defines the shadow projection clipping minimum z value.
  73164. */
  73165. shadowMinZ: number;
  73166. /**
  73167. * Defines the shadow projection clipping maximum z value.
  73168. */
  73169. shadowMaxZ: number;
  73170. /**
  73171. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  73172. * @returns true if the information has been computed, false if it does not need to (no parenting)
  73173. */
  73174. computeTransformedInformation(): boolean;
  73175. /**
  73176. * Gets the scene the light belongs to.
  73177. * @returns The scene
  73178. */
  73179. getScene(): Scene;
  73180. /**
  73181. * Callback defining a custom Projection Matrix Builder.
  73182. * This can be used to override the default projection matrix computation.
  73183. */
  73184. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  73185. /**
  73186. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  73187. * @param matrix The materix to updated with the projection information
  73188. * @param viewMatrix The transform matrix of the light
  73189. * @param renderList The list of mesh to render in the map
  73190. * @returns The current light
  73191. */
  73192. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  73193. /**
  73194. * Gets the current depth scale used in ESM.
  73195. * @returns The scale
  73196. */
  73197. getDepthScale(): number;
  73198. /**
  73199. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  73200. * @returns true if a cube texture needs to be use
  73201. */
  73202. needCube(): boolean;
  73203. /**
  73204. * Detects if the projection matrix requires to be recomputed this frame.
  73205. * @returns true if it requires to be recomputed otherwise, false.
  73206. */
  73207. needProjectionMatrixCompute(): boolean;
  73208. /**
  73209. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  73210. */
  73211. forceProjectionMatrixCompute(): void;
  73212. /**
  73213. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  73214. * @param faceIndex The index of the face we are computed the direction to generate shadow
  73215. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  73216. */
  73217. getShadowDirection(faceIndex?: number): Vector3;
  73218. /**
  73219. * Gets the minZ used for shadow according to both the scene and the light.
  73220. * @param activeCamera The camera we are returning the min for
  73221. * @returns the depth min z
  73222. */
  73223. getDepthMinZ(activeCamera: Camera): number;
  73224. /**
  73225. * Gets the maxZ used for shadow according to both the scene and the light.
  73226. * @param activeCamera The camera we are returning the max for
  73227. * @returns the depth max z
  73228. */
  73229. getDepthMaxZ(activeCamera: Camera): number;
  73230. }
  73231. /**
  73232. * Base implementation IShadowLight
  73233. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  73234. */
  73235. export abstract class ShadowLight extends Light implements IShadowLight {
  73236. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  73237. protected _position: Vector3;
  73238. protected _setPosition(value: Vector3): void;
  73239. /**
  73240. * Sets the position the shadow will be casted from. Also use as the light position for both
  73241. * point and spot lights.
  73242. */
  73243. /**
  73244. * Sets the position the shadow will be casted from. Also use as the light position for both
  73245. * point and spot lights.
  73246. */
  73247. position: Vector3;
  73248. protected _direction: Vector3;
  73249. protected _setDirection(value: Vector3): void;
  73250. /**
  73251. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  73252. * Also use as the light direction on spot and directional lights.
  73253. */
  73254. /**
  73255. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  73256. * Also use as the light direction on spot and directional lights.
  73257. */
  73258. direction: Vector3;
  73259. private _shadowMinZ;
  73260. /**
  73261. * Gets the shadow projection clipping minimum z value.
  73262. */
  73263. /**
  73264. * Sets the shadow projection clipping minimum z value.
  73265. */
  73266. shadowMinZ: number;
  73267. private _shadowMaxZ;
  73268. /**
  73269. * Sets the shadow projection clipping maximum z value.
  73270. */
  73271. /**
  73272. * Gets the shadow projection clipping maximum z value.
  73273. */
  73274. shadowMaxZ: number;
  73275. /**
  73276. * Callback defining a custom Projection Matrix Builder.
  73277. * This can be used to override the default projection matrix computation.
  73278. */
  73279. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  73280. /**
  73281. * The transformed position. Position of the light in world space taking parenting in account.
  73282. */
  73283. transformedPosition: Vector3;
  73284. /**
  73285. * The transformed direction. Direction of the light in world space taking parenting in account.
  73286. */
  73287. transformedDirection: Vector3;
  73288. private _needProjectionMatrixCompute;
  73289. /**
  73290. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  73291. * @returns true if the information has been computed, false if it does not need to (no parenting)
  73292. */
  73293. computeTransformedInformation(): boolean;
  73294. /**
  73295. * Return the depth scale used for the shadow map.
  73296. * @returns the depth scale.
  73297. */
  73298. getDepthScale(): number;
  73299. /**
  73300. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  73301. * @param faceIndex The index of the face we are computed the direction to generate shadow
  73302. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  73303. */
  73304. getShadowDirection(faceIndex?: number): Vector3;
  73305. /**
  73306. * Returns the ShadowLight absolute position in the World.
  73307. * @returns the position vector in world space
  73308. */
  73309. getAbsolutePosition(): Vector3;
  73310. /**
  73311. * Sets the ShadowLight direction toward the passed target.
  73312. * @param target The point to target in local space
  73313. * @returns the updated ShadowLight direction
  73314. */
  73315. setDirectionToTarget(target: Vector3): Vector3;
  73316. /**
  73317. * Returns the light rotation in euler definition.
  73318. * @returns the x y z rotation in local space.
  73319. */
  73320. getRotation(): Vector3;
  73321. /**
  73322. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  73323. * @returns true if a cube texture needs to be use
  73324. */
  73325. needCube(): boolean;
  73326. /**
  73327. * Detects if the projection matrix requires to be recomputed this frame.
  73328. * @returns true if it requires to be recomputed otherwise, false.
  73329. */
  73330. needProjectionMatrixCompute(): boolean;
  73331. /**
  73332. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  73333. */
  73334. forceProjectionMatrixCompute(): void;
  73335. /** @hidden */
  73336. _initCache(): void;
  73337. /** @hidden */
  73338. _isSynchronized(): boolean;
  73339. /**
  73340. * Computes the world matrix of the node
  73341. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  73342. * @returns the world matrix
  73343. */
  73344. computeWorldMatrix(force?: boolean): Matrix;
  73345. /**
  73346. * Gets the minZ used for shadow according to both the scene and the light.
  73347. * @param activeCamera The camera we are returning the min for
  73348. * @returns the depth min z
  73349. */
  73350. getDepthMinZ(activeCamera: Camera): number;
  73351. /**
  73352. * Gets the maxZ used for shadow according to both the scene and the light.
  73353. * @param activeCamera The camera we are returning the max for
  73354. * @returns the depth max z
  73355. */
  73356. getDepthMaxZ(activeCamera: Camera): number;
  73357. /**
  73358. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  73359. * @param matrix The materix to updated with the projection information
  73360. * @param viewMatrix The transform matrix of the light
  73361. * @param renderList The list of mesh to render in the map
  73362. * @returns The current light
  73363. */
  73364. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  73365. }
  73366. }
  73367. declare module BABYLON {
  73368. /**
  73369. * "Static Class" containing the most commonly used helper while dealing with material for
  73370. * rendering purpose.
  73371. *
  73372. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  73373. *
  73374. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  73375. */
  73376. export class MaterialHelper {
  73377. /**
  73378. * Bind the current view position to an effect.
  73379. * @param effect The effect to be bound
  73380. * @param scene The scene the eyes position is used from
  73381. */
  73382. static BindEyePosition(effect: Effect, scene: Scene): void;
  73383. /**
  73384. * Helps preparing the defines values about the UVs in used in the effect.
  73385. * UVs are shared as much as we can accross channels in the shaders.
  73386. * @param texture The texture we are preparing the UVs for
  73387. * @param defines The defines to update
  73388. * @param key The channel key "diffuse", "specular"... used in the shader
  73389. */
  73390. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  73391. /**
  73392. * Binds a texture matrix value to its corrsponding uniform
  73393. * @param texture The texture to bind the matrix for
  73394. * @param uniformBuffer The uniform buffer receivin the data
  73395. * @param key The channel key "diffuse", "specular"... used in the shader
  73396. */
  73397. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  73398. /**
  73399. * Gets the current status of the fog (should it be enabled?)
  73400. * @param mesh defines the mesh to evaluate for fog support
  73401. * @param scene defines the hosting scene
  73402. * @returns true if fog must be enabled
  73403. */
  73404. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  73405. /**
  73406. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  73407. * @param mesh defines the current mesh
  73408. * @param scene defines the current scene
  73409. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  73410. * @param pointsCloud defines if point cloud rendering has to be turned on
  73411. * @param fogEnabled defines if fog has to be turned on
  73412. * @param alphaTest defines if alpha testing has to be turned on
  73413. * @param defines defines the current list of defines
  73414. */
  73415. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  73416. /**
  73417. * Helper used to prepare the list of defines associated with frame values for shader compilation
  73418. * @param scene defines the current scene
  73419. * @param engine defines the current engine
  73420. * @param defines specifies the list of active defines
  73421. * @param useInstances defines if instances have to be turned on
  73422. * @param useClipPlane defines if clip plane have to be turned on
  73423. */
  73424. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  73425. /**
  73426. * Prepares the defines for bones
  73427. * @param mesh The mesh containing the geometry data we will draw
  73428. * @param defines The defines to update
  73429. */
  73430. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  73431. /**
  73432. * Prepares the defines for morph targets
  73433. * @param mesh The mesh containing the geometry data we will draw
  73434. * @param defines The defines to update
  73435. */
  73436. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  73437. /**
  73438. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  73439. * @param mesh The mesh containing the geometry data we will draw
  73440. * @param defines The defines to update
  73441. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  73442. * @param useBones Precise whether bones should be used or not (override mesh info)
  73443. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  73444. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  73445. * @returns false if defines are considered not dirty and have not been checked
  73446. */
  73447. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  73448. /**
  73449. * Prepares the defines related to multiview
  73450. * @param scene The scene we are intending to draw
  73451. * @param defines The defines to update
  73452. */
  73453. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  73454. /**
  73455. * Prepares the defines related to the light information passed in parameter
  73456. * @param scene The scene we are intending to draw
  73457. * @param mesh The mesh the effect is compiling for
  73458. * @param light The light the effect is compiling for
  73459. * @param lightIndex The index of the light
  73460. * @param defines The defines to update
  73461. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  73462. * @param state Defines the current state regarding what is needed (normals, etc...)
  73463. */
  73464. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  73465. needNormals: boolean;
  73466. needRebuild: boolean;
  73467. shadowEnabled: boolean;
  73468. specularEnabled: boolean;
  73469. lightmapMode: boolean;
  73470. }): void;
  73471. /**
  73472. * Prepares the defines related to the light information passed in parameter
  73473. * @param scene The scene we are intending to draw
  73474. * @param mesh The mesh the effect is compiling for
  73475. * @param defines The defines to update
  73476. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  73477. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  73478. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  73479. * @returns true if normals will be required for the rest of the effect
  73480. */
  73481. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  73482. /**
  73483. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  73484. * @param lightIndex defines the light index
  73485. * @param uniformsList The uniform list
  73486. * @param samplersList The sampler list
  73487. * @param projectedLightTexture defines if projected texture must be used
  73488. * @param uniformBuffersList defines an optional list of uniform buffers
  73489. */
  73490. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  73491. /**
  73492. * Prepares the uniforms and samplers list to be used in the effect
  73493. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  73494. * @param samplersList The sampler list
  73495. * @param defines The defines helping in the list generation
  73496. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  73497. */
  73498. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  73499. /**
  73500. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  73501. * @param defines The defines to update while falling back
  73502. * @param fallbacks The authorized effect fallbacks
  73503. * @param maxSimultaneousLights The maximum number of lights allowed
  73504. * @param rank the current rank of the Effect
  73505. * @returns The newly affected rank
  73506. */
  73507. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  73508. private static _TmpMorphInfluencers;
  73509. /**
  73510. * Prepares the list of attributes required for morph targets according to the effect defines.
  73511. * @param attribs The current list of supported attribs
  73512. * @param mesh The mesh to prepare the morph targets attributes for
  73513. * @param influencers The number of influencers
  73514. */
  73515. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  73516. /**
  73517. * Prepares the list of attributes required for morph targets according to the effect defines.
  73518. * @param attribs The current list of supported attribs
  73519. * @param mesh The mesh to prepare the morph targets attributes for
  73520. * @param defines The current Defines of the effect
  73521. */
  73522. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  73523. /**
  73524. * Prepares the list of attributes required for bones according to the effect defines.
  73525. * @param attribs The current list of supported attribs
  73526. * @param mesh The mesh to prepare the bones attributes for
  73527. * @param defines The current Defines of the effect
  73528. * @param fallbacks The current efffect fallback strategy
  73529. */
  73530. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  73531. /**
  73532. * Check and prepare the list of attributes required for instances according to the effect defines.
  73533. * @param attribs The current list of supported attribs
  73534. * @param defines The current MaterialDefines of the effect
  73535. */
  73536. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  73537. /**
  73538. * Add the list of attributes required for instances to the attribs array.
  73539. * @param attribs The current list of supported attribs
  73540. */
  73541. static PushAttributesForInstances(attribs: string[]): void;
  73542. /**
  73543. * Binds the light shadow information to the effect for the given mesh.
  73544. * @param light The light containing the generator
  73545. * @param scene The scene the lights belongs to
  73546. * @param mesh The mesh we are binding the information to render
  73547. * @param lightIndex The light index in the effect used to render the mesh
  73548. * @param effect The effect we are binding the data to
  73549. */
  73550. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  73551. /**
  73552. * Binds the light information to the effect.
  73553. * @param light The light containing the generator
  73554. * @param effect The effect we are binding the data to
  73555. * @param lightIndex The light index in the effect used to render
  73556. */
  73557. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  73558. /**
  73559. * Binds the lights information from the scene to the effect for the given mesh.
  73560. * @param light Light to bind
  73561. * @param lightIndex Light index
  73562. * @param scene The scene where the light belongs to
  73563. * @param mesh The mesh we are binding the information to render
  73564. * @param effect The effect we are binding the data to
  73565. * @param useSpecular Defines if specular is supported
  73566. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  73567. */
  73568. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean): void;
  73569. /**
  73570. * Binds the lights information from the scene to the effect for the given mesh.
  73571. * @param scene The scene the lights belongs to
  73572. * @param mesh The mesh we are binding the information to render
  73573. * @param effect The effect we are binding the data to
  73574. * @param defines The generated defines for the effect
  73575. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  73576. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  73577. */
  73578. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
  73579. private static _tempFogColor;
  73580. /**
  73581. * Binds the fog information from the scene to the effect for the given mesh.
  73582. * @param scene The scene the lights belongs to
  73583. * @param mesh The mesh we are binding the information to render
  73584. * @param effect The effect we are binding the data to
  73585. * @param linearSpace Defines if the fog effect is applied in linear space
  73586. */
  73587. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  73588. /**
  73589. * Binds the bones information from the mesh to the effect.
  73590. * @param mesh The mesh we are binding the information to render
  73591. * @param effect The effect we are binding the data to
  73592. */
  73593. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  73594. /**
  73595. * Binds the morph targets information from the mesh to the effect.
  73596. * @param abstractMesh The mesh we are binding the information to render
  73597. * @param effect The effect we are binding the data to
  73598. */
  73599. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  73600. /**
  73601. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  73602. * @param defines The generated defines used in the effect
  73603. * @param effect The effect we are binding the data to
  73604. * @param scene The scene we are willing to render with logarithmic scale for
  73605. */
  73606. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  73607. /**
  73608. * Binds the clip plane information from the scene to the effect.
  73609. * @param scene The scene the clip plane information are extracted from
  73610. * @param effect The effect we are binding the data to
  73611. */
  73612. static BindClipPlane(effect: Effect, scene: Scene): void;
  73613. }
  73614. }
  73615. declare module BABYLON {
  73616. /** @hidden */
  73617. export var packingFunctions: {
  73618. name: string;
  73619. shader: string;
  73620. };
  73621. }
  73622. declare module BABYLON {
  73623. /** @hidden */
  73624. export var shadowMapPixelShader: {
  73625. name: string;
  73626. shader: string;
  73627. };
  73628. }
  73629. declare module BABYLON {
  73630. /** @hidden */
  73631. export var bonesDeclaration: {
  73632. name: string;
  73633. shader: string;
  73634. };
  73635. }
  73636. declare module BABYLON {
  73637. /** @hidden */
  73638. export var morphTargetsVertexGlobalDeclaration: {
  73639. name: string;
  73640. shader: string;
  73641. };
  73642. }
  73643. declare module BABYLON {
  73644. /** @hidden */
  73645. export var morphTargetsVertexDeclaration: {
  73646. name: string;
  73647. shader: string;
  73648. };
  73649. }
  73650. declare module BABYLON {
  73651. /** @hidden */
  73652. export var instancesDeclaration: {
  73653. name: string;
  73654. shader: string;
  73655. };
  73656. }
  73657. declare module BABYLON {
  73658. /** @hidden */
  73659. export var helperFunctions: {
  73660. name: string;
  73661. shader: string;
  73662. };
  73663. }
  73664. declare module BABYLON {
  73665. /** @hidden */
  73666. export var morphTargetsVertex: {
  73667. name: string;
  73668. shader: string;
  73669. };
  73670. }
  73671. declare module BABYLON {
  73672. /** @hidden */
  73673. export var instancesVertex: {
  73674. name: string;
  73675. shader: string;
  73676. };
  73677. }
  73678. declare module BABYLON {
  73679. /** @hidden */
  73680. export var bonesVertex: {
  73681. name: string;
  73682. shader: string;
  73683. };
  73684. }
  73685. declare module BABYLON {
  73686. /** @hidden */
  73687. export var shadowMapVertexShader: {
  73688. name: string;
  73689. shader: string;
  73690. };
  73691. }
  73692. declare module BABYLON {
  73693. /** @hidden */
  73694. export var depthBoxBlurPixelShader: {
  73695. name: string;
  73696. shader: string;
  73697. };
  73698. }
  73699. declare module BABYLON {
  73700. /**
  73701. * Defines the options associated with the creation of a custom shader for a shadow generator.
  73702. */
  73703. export interface ICustomShaderOptions {
  73704. /**
  73705. * Gets or sets the custom shader name to use
  73706. */
  73707. shaderName: string;
  73708. /**
  73709. * The list of attribute names used in the shader
  73710. */
  73711. attributes?: string[];
  73712. /**
  73713. * The list of unifrom names used in the shader
  73714. */
  73715. uniforms?: string[];
  73716. /**
  73717. * The list of sampler names used in the shader
  73718. */
  73719. samplers?: string[];
  73720. /**
  73721. * The list of defines used in the shader
  73722. */
  73723. defines?: string[];
  73724. }
  73725. /**
  73726. * Interface to implement to create a shadow generator compatible with BJS.
  73727. */
  73728. export interface IShadowGenerator {
  73729. /**
  73730. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  73731. * @returns The render target texture if present otherwise, null
  73732. */
  73733. getShadowMap(): Nullable<RenderTargetTexture>;
  73734. /**
  73735. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  73736. * @returns The render target texture if the shadow map is present otherwise, null
  73737. */
  73738. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  73739. /**
  73740. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  73741. * @param subMesh The submesh we want to render in the shadow map
  73742. * @param useInstances Defines wether will draw in the map using instances
  73743. * @returns true if ready otherwise, false
  73744. */
  73745. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  73746. /**
  73747. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  73748. * @param defines Defines of the material we want to update
  73749. * @param lightIndex Index of the light in the enabled light list of the material
  73750. */
  73751. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  73752. /**
  73753. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  73754. * defined in the generator but impacting the effect).
  73755. * It implies the unifroms available on the materials are the standard BJS ones.
  73756. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  73757. * @param effect The effect we are binfing the information for
  73758. */
  73759. bindShadowLight(lightIndex: string, effect: Effect): void;
  73760. /**
  73761. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  73762. * (eq to shadow prjection matrix * light transform matrix)
  73763. * @returns The transform matrix used to create the shadow map
  73764. */
  73765. getTransformMatrix(): Matrix;
  73766. /**
  73767. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  73768. * Cube and 2D textures for instance.
  73769. */
  73770. recreateShadowMap(): void;
  73771. /**
  73772. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73773. * @param onCompiled Callback triggered at the and of the effects compilation
  73774. * @param options Sets of optional options forcing the compilation with different modes
  73775. */
  73776. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  73777. useInstances: boolean;
  73778. }>): void;
  73779. /**
  73780. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73781. * @param options Sets of optional options forcing the compilation with different modes
  73782. * @returns A promise that resolves when the compilation completes
  73783. */
  73784. forceCompilationAsync(options?: Partial<{
  73785. useInstances: boolean;
  73786. }>): Promise<void>;
  73787. /**
  73788. * Serializes the shadow generator setup to a json object.
  73789. * @returns The serialized JSON object
  73790. */
  73791. serialize(): any;
  73792. /**
  73793. * Disposes the Shadow map and related Textures and effects.
  73794. */
  73795. dispose(): void;
  73796. }
  73797. /**
  73798. * Default implementation IShadowGenerator.
  73799. * This is the main object responsible of generating shadows in the framework.
  73800. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  73801. */
  73802. export class ShadowGenerator implements IShadowGenerator {
  73803. /**
  73804. * Shadow generator mode None: no filtering applied.
  73805. */
  73806. static readonly FILTER_NONE: number;
  73807. /**
  73808. * Shadow generator mode ESM: Exponential Shadow Mapping.
  73809. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73810. */
  73811. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  73812. /**
  73813. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  73814. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  73815. */
  73816. static readonly FILTER_POISSONSAMPLING: number;
  73817. /**
  73818. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  73819. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73820. */
  73821. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  73822. /**
  73823. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  73824. * edge artifacts on steep falloff.
  73825. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73826. */
  73827. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  73828. /**
  73829. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  73830. * edge artifacts on steep falloff.
  73831. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73832. */
  73833. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  73834. /**
  73835. * Shadow generator mode PCF: Percentage Closer Filtering
  73836. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  73837. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  73838. */
  73839. static readonly FILTER_PCF: number;
  73840. /**
  73841. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  73842. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  73843. * Contact Hardening
  73844. */
  73845. static readonly FILTER_PCSS: number;
  73846. /**
  73847. * Reserved for PCF and PCSS
  73848. * Highest Quality.
  73849. *
  73850. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  73851. *
  73852. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  73853. */
  73854. static readonly QUALITY_HIGH: number;
  73855. /**
  73856. * Reserved for PCF and PCSS
  73857. * Good tradeoff for quality/perf cross devices
  73858. *
  73859. * Execute PCF on a 3*3 kernel.
  73860. *
  73861. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  73862. */
  73863. static readonly QUALITY_MEDIUM: number;
  73864. /**
  73865. * Reserved for PCF and PCSS
  73866. * The lowest quality but the fastest.
  73867. *
  73868. * Execute PCF on a 1*1 kernel.
  73869. *
  73870. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  73871. */
  73872. static readonly QUALITY_LOW: number;
  73873. /** Gets or sets the custom shader name to use */
  73874. customShaderOptions: ICustomShaderOptions;
  73875. /**
  73876. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  73877. */
  73878. onBeforeShadowMapRenderObservable: Observable<Effect>;
  73879. /**
  73880. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  73881. */
  73882. onAfterShadowMapRenderObservable: Observable<Effect>;
  73883. /**
  73884. * Observable triggered before a mesh is rendered in the shadow map.
  73885. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  73886. */
  73887. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  73888. /**
  73889. * Observable triggered after a mesh is rendered in the shadow map.
  73890. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  73891. */
  73892. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  73893. private _bias;
  73894. /**
  73895. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  73896. */
  73897. /**
  73898. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  73899. */
  73900. bias: number;
  73901. private _normalBias;
  73902. /**
  73903. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  73904. */
  73905. /**
  73906. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  73907. */
  73908. normalBias: number;
  73909. private _blurBoxOffset;
  73910. /**
  73911. * Gets the blur box offset: offset applied during the blur pass.
  73912. * Only useful if useKernelBlur = false
  73913. */
  73914. /**
  73915. * Sets the blur box offset: offset applied during the blur pass.
  73916. * Only useful if useKernelBlur = false
  73917. */
  73918. blurBoxOffset: number;
  73919. private _blurScale;
  73920. /**
  73921. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  73922. * 2 means half of the size.
  73923. */
  73924. /**
  73925. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  73926. * 2 means half of the size.
  73927. */
  73928. blurScale: number;
  73929. private _blurKernel;
  73930. /**
  73931. * Gets the blur kernel: kernel size of the blur pass.
  73932. * Only useful if useKernelBlur = true
  73933. */
  73934. /**
  73935. * Sets the blur kernel: kernel size of the blur pass.
  73936. * Only useful if useKernelBlur = true
  73937. */
  73938. blurKernel: number;
  73939. private _useKernelBlur;
  73940. /**
  73941. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  73942. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  73943. */
  73944. /**
  73945. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  73946. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  73947. */
  73948. useKernelBlur: boolean;
  73949. private _depthScale;
  73950. /**
  73951. * Gets the depth scale used in ESM mode.
  73952. */
  73953. /**
  73954. * Sets the depth scale used in ESM mode.
  73955. * This can override the scale stored on the light.
  73956. */
  73957. depthScale: number;
  73958. private _filter;
  73959. /**
  73960. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  73961. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  73962. */
  73963. /**
  73964. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  73965. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  73966. */
  73967. filter: number;
  73968. /**
  73969. * Gets if the current filter is set to Poisson Sampling.
  73970. */
  73971. /**
  73972. * Sets the current filter to Poisson Sampling.
  73973. */
  73974. usePoissonSampling: boolean;
  73975. /**
  73976. * Gets if the current filter is set to ESM.
  73977. */
  73978. /**
  73979. * Sets the current filter is to ESM.
  73980. */
  73981. useExponentialShadowMap: boolean;
  73982. /**
  73983. * Gets if the current filter is set to filtered ESM.
  73984. */
  73985. /**
  73986. * Gets if the current filter is set to filtered ESM.
  73987. */
  73988. useBlurExponentialShadowMap: boolean;
  73989. /**
  73990. * Gets if the current filter is set to "close ESM" (using the inverse of the
  73991. * exponential to prevent steep falloff artifacts).
  73992. */
  73993. /**
  73994. * Sets the current filter to "close ESM" (using the inverse of the
  73995. * exponential to prevent steep falloff artifacts).
  73996. */
  73997. useCloseExponentialShadowMap: boolean;
  73998. /**
  73999. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  74000. * exponential to prevent steep falloff artifacts).
  74001. */
  74002. /**
  74003. * Sets the current filter to filtered "close ESM" (using the inverse of the
  74004. * exponential to prevent steep falloff artifacts).
  74005. */
  74006. useBlurCloseExponentialShadowMap: boolean;
  74007. /**
  74008. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  74009. */
  74010. /**
  74011. * Sets the current filter to "PCF" (percentage closer filtering).
  74012. */
  74013. usePercentageCloserFiltering: boolean;
  74014. private _filteringQuality;
  74015. /**
  74016. * Gets the PCF or PCSS Quality.
  74017. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  74018. */
  74019. /**
  74020. * Sets the PCF or PCSS Quality.
  74021. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  74022. */
  74023. filteringQuality: number;
  74024. /**
  74025. * Gets if the current filter is set to "PCSS" (contact hardening).
  74026. */
  74027. /**
  74028. * Sets the current filter to "PCSS" (contact hardening).
  74029. */
  74030. useContactHardeningShadow: boolean;
  74031. private _contactHardeningLightSizeUVRatio;
  74032. /**
  74033. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  74034. * Using a ratio helps keeping shape stability independently of the map size.
  74035. *
  74036. * It does not account for the light projection as it was having too much
  74037. * instability during the light setup or during light position changes.
  74038. *
  74039. * Only valid if useContactHardeningShadow is true.
  74040. */
  74041. /**
  74042. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  74043. * Using a ratio helps keeping shape stability independently of the map size.
  74044. *
  74045. * It does not account for the light projection as it was having too much
  74046. * instability during the light setup or during light position changes.
  74047. *
  74048. * Only valid if useContactHardeningShadow is true.
  74049. */
  74050. contactHardeningLightSizeUVRatio: number;
  74051. private _darkness;
  74052. /** Gets or sets the actual darkness of a shadow */
  74053. darkness: number;
  74054. /**
  74055. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  74056. * 0 means strongest and 1 would means no shadow.
  74057. * @returns the darkness.
  74058. */
  74059. getDarkness(): number;
  74060. /**
  74061. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  74062. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  74063. * @returns the shadow generator allowing fluent coding.
  74064. */
  74065. setDarkness(darkness: number): ShadowGenerator;
  74066. private _transparencyShadow;
  74067. /** Gets or sets the ability to have transparent shadow */
  74068. transparencyShadow: boolean;
  74069. /**
  74070. * Sets the ability to have transparent shadow (boolean).
  74071. * @param transparent True if transparent else False
  74072. * @returns the shadow generator allowing fluent coding
  74073. */
  74074. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  74075. private _shadowMap;
  74076. private _shadowMap2;
  74077. /**
  74078. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  74079. * @returns The render target texture if present otherwise, null
  74080. */
  74081. getShadowMap(): Nullable<RenderTargetTexture>;
  74082. /**
  74083. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  74084. * @returns The render target texture if the shadow map is present otherwise, null
  74085. */
  74086. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  74087. /**
  74088. * Gets the class name of that object
  74089. * @returns "ShadowGenerator"
  74090. */
  74091. getClassName(): string;
  74092. /**
  74093. * Helper function to add a mesh and its descendants to the list of shadow casters.
  74094. * @param mesh Mesh to add
  74095. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  74096. * @returns the Shadow Generator itself
  74097. */
  74098. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  74099. /**
  74100. * Helper function to remove a mesh and its descendants from the list of shadow casters
  74101. * @param mesh Mesh to remove
  74102. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  74103. * @returns the Shadow Generator itself
  74104. */
  74105. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  74106. /**
  74107. * Controls the extent to which the shadows fade out at the edge of the frustum
  74108. * Used only by directionals and spots
  74109. */
  74110. frustumEdgeFalloff: number;
  74111. private _light;
  74112. /**
  74113. * Returns the associated light object.
  74114. * @returns the light generating the shadow
  74115. */
  74116. getLight(): IShadowLight;
  74117. /**
  74118. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  74119. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  74120. * It might on the other hand introduce peter panning.
  74121. */
  74122. forceBackFacesOnly: boolean;
  74123. private _scene;
  74124. private _lightDirection;
  74125. private _effect;
  74126. private _viewMatrix;
  74127. private _projectionMatrix;
  74128. private _transformMatrix;
  74129. private _cachedPosition;
  74130. private _cachedDirection;
  74131. private _cachedDefines;
  74132. private _currentRenderID;
  74133. private _boxBlurPostprocess;
  74134. private _kernelBlurXPostprocess;
  74135. private _kernelBlurYPostprocess;
  74136. private _blurPostProcesses;
  74137. private _mapSize;
  74138. private _currentFaceIndex;
  74139. private _currentFaceIndexCache;
  74140. private _textureType;
  74141. private _defaultTextureMatrix;
  74142. /** @hidden */
  74143. static _SceneComponentInitialization: (scene: Scene) => void;
  74144. /**
  74145. * Creates a ShadowGenerator object.
  74146. * A ShadowGenerator is the required tool to use the shadows.
  74147. * Each light casting shadows needs to use its own ShadowGenerator.
  74148. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  74149. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  74150. * @param light The light object generating the shadows.
  74151. * @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.
  74152. */
  74153. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  74154. private _initializeGenerator;
  74155. private _initializeShadowMap;
  74156. private _initializeBlurRTTAndPostProcesses;
  74157. private _renderForShadowMap;
  74158. private _renderSubMeshForShadowMap;
  74159. private _applyFilterValues;
  74160. /**
  74161. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74162. * @param onCompiled Callback triggered at the and of the effects compilation
  74163. * @param options Sets of optional options forcing the compilation with different modes
  74164. */
  74165. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  74166. useInstances: boolean;
  74167. }>): void;
  74168. /**
  74169. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74170. * @param options Sets of optional options forcing the compilation with different modes
  74171. * @returns A promise that resolves when the compilation completes
  74172. */
  74173. forceCompilationAsync(options?: Partial<{
  74174. useInstances: boolean;
  74175. }>): Promise<void>;
  74176. /**
  74177. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  74178. * @param subMesh The submesh we want to render in the shadow map
  74179. * @param useInstances Defines wether will draw in the map using instances
  74180. * @returns true if ready otherwise, false
  74181. */
  74182. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  74183. /**
  74184. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  74185. * @param defines Defines of the material we want to update
  74186. * @param lightIndex Index of the light in the enabled light list of the material
  74187. */
  74188. prepareDefines(defines: any, lightIndex: number): void;
  74189. /**
  74190. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  74191. * defined in the generator but impacting the effect).
  74192. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  74193. * @param effect The effect we are binfing the information for
  74194. */
  74195. bindShadowLight(lightIndex: string, effect: Effect): void;
  74196. /**
  74197. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  74198. * (eq to shadow prjection matrix * light transform matrix)
  74199. * @returns The transform matrix used to create the shadow map
  74200. */
  74201. getTransformMatrix(): Matrix;
  74202. /**
  74203. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  74204. * Cube and 2D textures for instance.
  74205. */
  74206. recreateShadowMap(): void;
  74207. private _disposeBlurPostProcesses;
  74208. private _disposeRTTandPostProcesses;
  74209. /**
  74210. * Disposes the ShadowGenerator.
  74211. * Returns nothing.
  74212. */
  74213. dispose(): void;
  74214. /**
  74215. * Serializes the shadow generator setup to a json object.
  74216. * @returns The serialized JSON object
  74217. */
  74218. serialize(): any;
  74219. /**
  74220. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  74221. * @param parsedShadowGenerator The JSON object to parse
  74222. * @param scene The scene to create the shadow map for
  74223. * @returns The parsed shadow generator
  74224. */
  74225. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  74226. }
  74227. }
  74228. declare module BABYLON {
  74229. /**
  74230. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  74231. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  74232. * 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.
  74233. */
  74234. export abstract class Light extends Node {
  74235. /**
  74236. * Falloff Default: light is falling off following the material specification:
  74237. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  74238. */
  74239. static readonly FALLOFF_DEFAULT: number;
  74240. /**
  74241. * Falloff Physical: light is falling off following the inverse squared distance law.
  74242. */
  74243. static readonly FALLOFF_PHYSICAL: number;
  74244. /**
  74245. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  74246. * to enhance interoperability with other engines.
  74247. */
  74248. static readonly FALLOFF_GLTF: number;
  74249. /**
  74250. * Falloff Standard: light is falling off like in the standard material
  74251. * to enhance interoperability with other materials.
  74252. */
  74253. static readonly FALLOFF_STANDARD: number;
  74254. /**
  74255. * If every light affecting the material is in this lightmapMode,
  74256. * material.lightmapTexture adds or multiplies
  74257. * (depends on material.useLightmapAsShadowmap)
  74258. * after every other light calculations.
  74259. */
  74260. static readonly LIGHTMAP_DEFAULT: number;
  74261. /**
  74262. * material.lightmapTexture as only diffuse lighting from this light
  74263. * adds only specular lighting from this light
  74264. * adds dynamic shadows
  74265. */
  74266. static readonly LIGHTMAP_SPECULAR: number;
  74267. /**
  74268. * material.lightmapTexture as only lighting
  74269. * no light calculation from this light
  74270. * only adds dynamic shadows from this light
  74271. */
  74272. static readonly LIGHTMAP_SHADOWSONLY: number;
  74273. /**
  74274. * Each light type uses the default quantity according to its type:
  74275. * point/spot lights use luminous intensity
  74276. * directional lights use illuminance
  74277. */
  74278. static readonly INTENSITYMODE_AUTOMATIC: number;
  74279. /**
  74280. * lumen (lm)
  74281. */
  74282. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  74283. /**
  74284. * candela (lm/sr)
  74285. */
  74286. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  74287. /**
  74288. * lux (lm/m^2)
  74289. */
  74290. static readonly INTENSITYMODE_ILLUMINANCE: number;
  74291. /**
  74292. * nit (cd/m^2)
  74293. */
  74294. static readonly INTENSITYMODE_LUMINANCE: number;
  74295. /**
  74296. * Light type const id of the point light.
  74297. */
  74298. static readonly LIGHTTYPEID_POINTLIGHT: number;
  74299. /**
  74300. * Light type const id of the directional light.
  74301. */
  74302. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  74303. /**
  74304. * Light type const id of the spot light.
  74305. */
  74306. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  74307. /**
  74308. * Light type const id of the hemispheric light.
  74309. */
  74310. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  74311. /**
  74312. * Diffuse gives the basic color to an object.
  74313. */
  74314. diffuse: Color3;
  74315. /**
  74316. * Specular produces a highlight color on an object.
  74317. * Note: This is note affecting PBR materials.
  74318. */
  74319. specular: Color3;
  74320. /**
  74321. * Defines the falloff type for this light. This lets overrriding how punctual light are
  74322. * falling off base on range or angle.
  74323. * This can be set to any values in Light.FALLOFF_x.
  74324. *
  74325. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  74326. * other types of materials.
  74327. */
  74328. falloffType: number;
  74329. /**
  74330. * Strength of the light.
  74331. * Note: By default it is define in the framework own unit.
  74332. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  74333. */
  74334. intensity: number;
  74335. private _range;
  74336. protected _inverseSquaredRange: number;
  74337. /**
  74338. * Defines how far from the source the light is impacting in scene units.
  74339. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  74340. */
  74341. /**
  74342. * Defines how far from the source the light is impacting in scene units.
  74343. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  74344. */
  74345. range: number;
  74346. /**
  74347. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  74348. * of light.
  74349. */
  74350. private _photometricScale;
  74351. private _intensityMode;
  74352. /**
  74353. * Gets the photometric scale used to interpret the intensity.
  74354. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  74355. */
  74356. /**
  74357. * Sets the photometric scale used to interpret the intensity.
  74358. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  74359. */
  74360. intensityMode: number;
  74361. private _radius;
  74362. /**
  74363. * Gets the light radius used by PBR Materials to simulate soft area lights.
  74364. */
  74365. /**
  74366. * sets the light radius used by PBR Materials to simulate soft area lights.
  74367. */
  74368. radius: number;
  74369. private _renderPriority;
  74370. /**
  74371. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  74372. * exceeding the number allowed of the materials.
  74373. */
  74374. renderPriority: number;
  74375. private _shadowEnabled;
  74376. /**
  74377. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  74378. * the current shadow generator.
  74379. */
  74380. /**
  74381. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  74382. * the current shadow generator.
  74383. */
  74384. shadowEnabled: boolean;
  74385. private _includedOnlyMeshes;
  74386. /**
  74387. * Gets the only meshes impacted by this light.
  74388. */
  74389. /**
  74390. * Sets the only meshes impacted by this light.
  74391. */
  74392. includedOnlyMeshes: AbstractMesh[];
  74393. private _excludedMeshes;
  74394. /**
  74395. * Gets the meshes not impacted by this light.
  74396. */
  74397. /**
  74398. * Sets the meshes not impacted by this light.
  74399. */
  74400. excludedMeshes: AbstractMesh[];
  74401. private _excludeWithLayerMask;
  74402. /**
  74403. * Gets the layer id use to find what meshes are not impacted by the light.
  74404. * Inactive if 0
  74405. */
  74406. /**
  74407. * Sets the layer id use to find what meshes are not impacted by the light.
  74408. * Inactive if 0
  74409. */
  74410. excludeWithLayerMask: number;
  74411. private _includeOnlyWithLayerMask;
  74412. /**
  74413. * Gets the layer id use to find what meshes are impacted by the light.
  74414. * Inactive if 0
  74415. */
  74416. /**
  74417. * Sets the layer id use to find what meshes are impacted by the light.
  74418. * Inactive if 0
  74419. */
  74420. includeOnlyWithLayerMask: number;
  74421. private _lightmapMode;
  74422. /**
  74423. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  74424. */
  74425. /**
  74426. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  74427. */
  74428. lightmapMode: number;
  74429. /**
  74430. * Shadow generator associted to the light.
  74431. * @hidden Internal use only.
  74432. */
  74433. _shadowGenerator: Nullable<IShadowGenerator>;
  74434. /**
  74435. * @hidden Internal use only.
  74436. */
  74437. _excludedMeshesIds: string[];
  74438. /**
  74439. * @hidden Internal use only.
  74440. */
  74441. _includedOnlyMeshesIds: string[];
  74442. /**
  74443. * The current light unifom buffer.
  74444. * @hidden Internal use only.
  74445. */
  74446. _uniformBuffer: UniformBuffer;
  74447. /**
  74448. * Creates a Light object in the scene.
  74449. * Documentation : https://doc.babylonjs.com/babylon101/lights
  74450. * @param name The firendly name of the light
  74451. * @param scene The scene the light belongs too
  74452. */
  74453. constructor(name: string, scene: Scene);
  74454. protected abstract _buildUniformLayout(): void;
  74455. /**
  74456. * Sets the passed Effect "effect" with the Light information.
  74457. * @param effect The effect to update
  74458. * @param lightIndex The index of the light in the effect to update
  74459. * @returns The light
  74460. */
  74461. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  74462. /**
  74463. * Returns the string "Light".
  74464. * @returns the class name
  74465. */
  74466. getClassName(): string;
  74467. /** @hidden */
  74468. readonly _isLight: boolean;
  74469. /**
  74470. * Converts the light information to a readable string for debug purpose.
  74471. * @param fullDetails Supports for multiple levels of logging within scene loading
  74472. * @returns the human readable light info
  74473. */
  74474. toString(fullDetails?: boolean): string;
  74475. /** @hidden */
  74476. protected _syncParentEnabledState(): void;
  74477. /**
  74478. * Set the enabled state of this node.
  74479. * @param value - the new enabled state
  74480. */
  74481. setEnabled(value: boolean): void;
  74482. /**
  74483. * Returns the Light associated shadow generator if any.
  74484. * @return the associated shadow generator.
  74485. */
  74486. getShadowGenerator(): Nullable<IShadowGenerator>;
  74487. /**
  74488. * Returns a Vector3, the absolute light position in the World.
  74489. * @returns the world space position of the light
  74490. */
  74491. getAbsolutePosition(): Vector3;
  74492. /**
  74493. * Specifies if the light will affect the passed mesh.
  74494. * @param mesh The mesh to test against the light
  74495. * @return true the mesh is affected otherwise, false.
  74496. */
  74497. canAffectMesh(mesh: AbstractMesh): boolean;
  74498. /**
  74499. * Sort function to order lights for rendering.
  74500. * @param a First Light object to compare to second.
  74501. * @param b Second Light object to compare first.
  74502. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  74503. */
  74504. static CompareLightsPriority(a: Light, b: Light): number;
  74505. /**
  74506. * Releases resources associated with this node.
  74507. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  74508. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  74509. */
  74510. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  74511. /**
  74512. * Returns the light type ID (integer).
  74513. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  74514. */
  74515. getTypeID(): number;
  74516. /**
  74517. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  74518. * @returns the scaled intensity in intensity mode unit
  74519. */
  74520. getScaledIntensity(): number;
  74521. /**
  74522. * Returns a new Light object, named "name", from the current one.
  74523. * @param name The name of the cloned light
  74524. * @returns the new created light
  74525. */
  74526. clone(name: string): Nullable<Light>;
  74527. /**
  74528. * Serializes the current light into a Serialization object.
  74529. * @returns the serialized object.
  74530. */
  74531. serialize(): any;
  74532. /**
  74533. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  74534. * This new light is named "name" and added to the passed scene.
  74535. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  74536. * @param name The friendly name of the light
  74537. * @param scene The scene the new light will belong to
  74538. * @returns the constructor function
  74539. */
  74540. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  74541. /**
  74542. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  74543. * @param parsedLight The JSON representation of the light
  74544. * @param scene The scene to create the parsed light in
  74545. * @returns the created light after parsing
  74546. */
  74547. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  74548. private _hookArrayForExcluded;
  74549. private _hookArrayForIncludedOnly;
  74550. private _resyncMeshes;
  74551. /**
  74552. * Forces the meshes to update their light related information in their rendering used effects
  74553. * @hidden Internal Use Only
  74554. */
  74555. _markMeshesAsLightDirty(): void;
  74556. /**
  74557. * Recomputes the cached photometric scale if needed.
  74558. */
  74559. private _computePhotometricScale;
  74560. /**
  74561. * Returns the Photometric Scale according to the light type and intensity mode.
  74562. */
  74563. private _getPhotometricScale;
  74564. /**
  74565. * Reorder the light in the scene according to their defined priority.
  74566. * @hidden Internal Use Only
  74567. */
  74568. _reorderLightsInScene(): void;
  74569. /**
  74570. * Prepares the list of defines specific to the light type.
  74571. * @param defines the list of defines
  74572. * @param lightIndex defines the index of the light for the effect
  74573. */
  74574. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  74575. }
  74576. }
  74577. declare module BABYLON {
  74578. /**
  74579. * Interface used to define Action
  74580. */
  74581. export interface IAction {
  74582. /**
  74583. * Trigger for the action
  74584. */
  74585. trigger: number;
  74586. /** Options of the trigger */
  74587. triggerOptions: any;
  74588. /**
  74589. * Gets the trigger parameters
  74590. * @returns the trigger parameters
  74591. */
  74592. getTriggerParameter(): any;
  74593. /**
  74594. * Internal only - executes current action event
  74595. * @hidden
  74596. */
  74597. _executeCurrent(evt?: ActionEvent): void;
  74598. /**
  74599. * Serialize placeholder for child classes
  74600. * @param parent of child
  74601. * @returns the serialized object
  74602. */
  74603. serialize(parent: any): any;
  74604. /**
  74605. * Internal only
  74606. * @hidden
  74607. */
  74608. _prepare(): void;
  74609. /**
  74610. * Internal only - manager for action
  74611. * @hidden
  74612. */
  74613. _actionManager: AbstractActionManager;
  74614. /**
  74615. * Adds action to chain of actions, may be a DoNothingAction
  74616. * @param action defines the next action to execute
  74617. * @returns The action passed in
  74618. * @see https://www.babylonjs-playground.com/#1T30HR#0
  74619. */
  74620. then(action: IAction): IAction;
  74621. }
  74622. /**
  74623. * The action to be carried out following a trigger
  74624. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  74625. */
  74626. export class Action implements IAction {
  74627. /** the trigger, with or without parameters, for the action */
  74628. triggerOptions: any;
  74629. /**
  74630. * Trigger for the action
  74631. */
  74632. trigger: number;
  74633. /**
  74634. * Internal only - manager for action
  74635. * @hidden
  74636. */
  74637. _actionManager: ActionManager;
  74638. private _nextActiveAction;
  74639. private _child;
  74640. private _condition?;
  74641. private _triggerParameter;
  74642. /**
  74643. * An event triggered prior to action being executed.
  74644. */
  74645. onBeforeExecuteObservable: Observable<Action>;
  74646. /**
  74647. * Creates a new Action
  74648. * @param triggerOptions the trigger, with or without parameters, for the action
  74649. * @param condition an optional determinant of action
  74650. */
  74651. constructor(
  74652. /** the trigger, with or without parameters, for the action */
  74653. triggerOptions: any, condition?: Condition);
  74654. /**
  74655. * Internal only
  74656. * @hidden
  74657. */
  74658. _prepare(): void;
  74659. /**
  74660. * Gets the trigger parameters
  74661. * @returns the trigger parameters
  74662. */
  74663. getTriggerParameter(): any;
  74664. /**
  74665. * Internal only - executes current action event
  74666. * @hidden
  74667. */
  74668. _executeCurrent(evt?: ActionEvent): void;
  74669. /**
  74670. * Execute placeholder for child classes
  74671. * @param evt optional action event
  74672. */
  74673. execute(evt?: ActionEvent): void;
  74674. /**
  74675. * Skips to next active action
  74676. */
  74677. skipToNextActiveAction(): void;
  74678. /**
  74679. * Adds action to chain of actions, may be a DoNothingAction
  74680. * @param action defines the next action to execute
  74681. * @returns The action passed in
  74682. * @see https://www.babylonjs-playground.com/#1T30HR#0
  74683. */
  74684. then(action: Action): Action;
  74685. /**
  74686. * Internal only
  74687. * @hidden
  74688. */
  74689. _getProperty(propertyPath: string): string;
  74690. /**
  74691. * Internal only
  74692. * @hidden
  74693. */
  74694. _getEffectiveTarget(target: any, propertyPath: string): any;
  74695. /**
  74696. * Serialize placeholder for child classes
  74697. * @param parent of child
  74698. * @returns the serialized object
  74699. */
  74700. serialize(parent: any): any;
  74701. /**
  74702. * Internal only called by serialize
  74703. * @hidden
  74704. */
  74705. protected _serialize(serializedAction: any, parent?: any): any;
  74706. /**
  74707. * Internal only
  74708. * @hidden
  74709. */
  74710. static _SerializeValueAsString: (value: any) => string;
  74711. /**
  74712. * Internal only
  74713. * @hidden
  74714. */
  74715. static _GetTargetProperty: (target: Node | Scene) => {
  74716. name: string;
  74717. targetType: string;
  74718. value: string;
  74719. };
  74720. }
  74721. }
  74722. declare module BABYLON {
  74723. /**
  74724. * A Condition applied to an Action
  74725. */
  74726. export class Condition {
  74727. /**
  74728. * Internal only - manager for action
  74729. * @hidden
  74730. */
  74731. _actionManager: ActionManager;
  74732. /**
  74733. * Internal only
  74734. * @hidden
  74735. */
  74736. _evaluationId: number;
  74737. /**
  74738. * Internal only
  74739. * @hidden
  74740. */
  74741. _currentResult: boolean;
  74742. /**
  74743. * Creates a new Condition
  74744. * @param actionManager the manager of the action the condition is applied to
  74745. */
  74746. constructor(actionManager: ActionManager);
  74747. /**
  74748. * Check if the current condition is valid
  74749. * @returns a boolean
  74750. */
  74751. isValid(): boolean;
  74752. /**
  74753. * Internal only
  74754. * @hidden
  74755. */
  74756. _getProperty(propertyPath: string): string;
  74757. /**
  74758. * Internal only
  74759. * @hidden
  74760. */
  74761. _getEffectiveTarget(target: any, propertyPath: string): any;
  74762. /**
  74763. * Serialize placeholder for child classes
  74764. * @returns the serialized object
  74765. */
  74766. serialize(): any;
  74767. /**
  74768. * Internal only
  74769. * @hidden
  74770. */
  74771. protected _serialize(serializedCondition: any): any;
  74772. }
  74773. /**
  74774. * Defines specific conditional operators as extensions of Condition
  74775. */
  74776. export class ValueCondition extends Condition {
  74777. /** path to specify the property of the target the conditional operator uses */
  74778. propertyPath: string;
  74779. /** the value compared by the conditional operator against the current value of the property */
  74780. value: any;
  74781. /** the conditional operator, default ValueCondition.IsEqual */
  74782. operator: number;
  74783. /**
  74784. * Internal only
  74785. * @hidden
  74786. */
  74787. private static _IsEqual;
  74788. /**
  74789. * Internal only
  74790. * @hidden
  74791. */
  74792. private static _IsDifferent;
  74793. /**
  74794. * Internal only
  74795. * @hidden
  74796. */
  74797. private static _IsGreater;
  74798. /**
  74799. * Internal only
  74800. * @hidden
  74801. */
  74802. private static _IsLesser;
  74803. /**
  74804. * returns the number for IsEqual
  74805. */
  74806. static readonly IsEqual: number;
  74807. /**
  74808. * Returns the number for IsDifferent
  74809. */
  74810. static readonly IsDifferent: number;
  74811. /**
  74812. * Returns the number for IsGreater
  74813. */
  74814. static readonly IsGreater: number;
  74815. /**
  74816. * Returns the number for IsLesser
  74817. */
  74818. static readonly IsLesser: number;
  74819. /**
  74820. * Internal only The action manager for the condition
  74821. * @hidden
  74822. */
  74823. _actionManager: ActionManager;
  74824. /**
  74825. * Internal only
  74826. * @hidden
  74827. */
  74828. private _target;
  74829. /**
  74830. * Internal only
  74831. * @hidden
  74832. */
  74833. private _effectiveTarget;
  74834. /**
  74835. * Internal only
  74836. * @hidden
  74837. */
  74838. private _property;
  74839. /**
  74840. * Creates a new ValueCondition
  74841. * @param actionManager manager for the action the condition applies to
  74842. * @param target for the action
  74843. * @param propertyPath path to specify the property of the target the conditional operator uses
  74844. * @param value the value compared by the conditional operator against the current value of the property
  74845. * @param operator the conditional operator, default ValueCondition.IsEqual
  74846. */
  74847. constructor(actionManager: ActionManager, target: any,
  74848. /** path to specify the property of the target the conditional operator uses */
  74849. propertyPath: string,
  74850. /** the value compared by the conditional operator against the current value of the property */
  74851. value: any,
  74852. /** the conditional operator, default ValueCondition.IsEqual */
  74853. operator?: number);
  74854. /**
  74855. * Compares the given value with the property value for the specified conditional operator
  74856. * @returns the result of the comparison
  74857. */
  74858. isValid(): boolean;
  74859. /**
  74860. * Serialize the ValueCondition into a JSON compatible object
  74861. * @returns serialization object
  74862. */
  74863. serialize(): any;
  74864. /**
  74865. * Gets the name of the conditional operator for the ValueCondition
  74866. * @param operator the conditional operator
  74867. * @returns the name
  74868. */
  74869. static GetOperatorName(operator: number): string;
  74870. }
  74871. /**
  74872. * Defines a predicate condition as an extension of Condition
  74873. */
  74874. export class PredicateCondition extends Condition {
  74875. /** defines the predicate function used to validate the condition */
  74876. predicate: () => boolean;
  74877. /**
  74878. * Internal only - manager for action
  74879. * @hidden
  74880. */
  74881. _actionManager: ActionManager;
  74882. /**
  74883. * Creates a new PredicateCondition
  74884. * @param actionManager manager for the action the condition applies to
  74885. * @param predicate defines the predicate function used to validate the condition
  74886. */
  74887. constructor(actionManager: ActionManager,
  74888. /** defines the predicate function used to validate the condition */
  74889. predicate: () => boolean);
  74890. /**
  74891. * @returns the validity of the predicate condition
  74892. */
  74893. isValid(): boolean;
  74894. }
  74895. /**
  74896. * Defines a state condition as an extension of Condition
  74897. */
  74898. export class StateCondition extends Condition {
  74899. /** Value to compare with target state */
  74900. value: string;
  74901. /**
  74902. * Internal only - manager for action
  74903. * @hidden
  74904. */
  74905. _actionManager: ActionManager;
  74906. /**
  74907. * Internal only
  74908. * @hidden
  74909. */
  74910. private _target;
  74911. /**
  74912. * Creates a new StateCondition
  74913. * @param actionManager manager for the action the condition applies to
  74914. * @param target of the condition
  74915. * @param value to compare with target state
  74916. */
  74917. constructor(actionManager: ActionManager, target: any,
  74918. /** Value to compare with target state */
  74919. value: string);
  74920. /**
  74921. * Gets a boolean indicating if the current condition is met
  74922. * @returns the validity of the state
  74923. */
  74924. isValid(): boolean;
  74925. /**
  74926. * Serialize the StateCondition into a JSON compatible object
  74927. * @returns serialization object
  74928. */
  74929. serialize(): any;
  74930. }
  74931. }
  74932. declare module BABYLON {
  74933. /**
  74934. * This defines an action responsible to toggle a boolean once triggered.
  74935. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74936. */
  74937. export class SwitchBooleanAction extends Action {
  74938. /**
  74939. * The path to the boolean property in the target object
  74940. */
  74941. propertyPath: string;
  74942. private _target;
  74943. private _effectiveTarget;
  74944. private _property;
  74945. /**
  74946. * Instantiate the action
  74947. * @param triggerOptions defines the trigger options
  74948. * @param target defines the object containing the boolean
  74949. * @param propertyPath defines the path to the boolean property in the target object
  74950. * @param condition defines the trigger related conditions
  74951. */
  74952. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  74953. /** @hidden */
  74954. _prepare(): void;
  74955. /**
  74956. * Execute the action toggle the boolean value.
  74957. */
  74958. execute(): void;
  74959. /**
  74960. * Serializes the actions and its related information.
  74961. * @param parent defines the object to serialize in
  74962. * @returns the serialized object
  74963. */
  74964. serialize(parent: any): any;
  74965. }
  74966. /**
  74967. * This defines an action responsible to set a the state field of the target
  74968. * to a desired value once triggered.
  74969. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74970. */
  74971. export class SetStateAction extends Action {
  74972. /**
  74973. * The value to store in the state field.
  74974. */
  74975. value: string;
  74976. private _target;
  74977. /**
  74978. * Instantiate the action
  74979. * @param triggerOptions defines the trigger options
  74980. * @param target defines the object containing the state property
  74981. * @param value defines the value to store in the state field
  74982. * @param condition defines the trigger related conditions
  74983. */
  74984. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  74985. /**
  74986. * Execute the action and store the value on the target state property.
  74987. */
  74988. execute(): void;
  74989. /**
  74990. * Serializes the actions and its related information.
  74991. * @param parent defines the object to serialize in
  74992. * @returns the serialized object
  74993. */
  74994. serialize(parent: any): any;
  74995. }
  74996. /**
  74997. * This defines an action responsible to set a property of the target
  74998. * to a desired value once triggered.
  74999. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75000. */
  75001. export class SetValueAction extends Action {
  75002. /**
  75003. * The path of the property to set in the target.
  75004. */
  75005. propertyPath: string;
  75006. /**
  75007. * The value to set in the property
  75008. */
  75009. value: any;
  75010. private _target;
  75011. private _effectiveTarget;
  75012. private _property;
  75013. /**
  75014. * Instantiate the action
  75015. * @param triggerOptions defines the trigger options
  75016. * @param target defines the object containing the property
  75017. * @param propertyPath defines the path of the property to set in the target
  75018. * @param value defines the value to set in the property
  75019. * @param condition defines the trigger related conditions
  75020. */
  75021. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  75022. /** @hidden */
  75023. _prepare(): void;
  75024. /**
  75025. * Execute the action and set the targetted property to the desired value.
  75026. */
  75027. execute(): void;
  75028. /**
  75029. * Serializes the actions and its related information.
  75030. * @param parent defines the object to serialize in
  75031. * @returns the serialized object
  75032. */
  75033. serialize(parent: any): any;
  75034. }
  75035. /**
  75036. * This defines an action responsible to increment the target value
  75037. * to a desired value once triggered.
  75038. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75039. */
  75040. export class IncrementValueAction extends Action {
  75041. /**
  75042. * The path of the property to increment in the target.
  75043. */
  75044. propertyPath: string;
  75045. /**
  75046. * The value we should increment the property by.
  75047. */
  75048. value: any;
  75049. private _target;
  75050. private _effectiveTarget;
  75051. private _property;
  75052. /**
  75053. * Instantiate the action
  75054. * @param triggerOptions defines the trigger options
  75055. * @param target defines the object containing the property
  75056. * @param propertyPath defines the path of the property to increment in the target
  75057. * @param value defines the value value we should increment the property by
  75058. * @param condition defines the trigger related conditions
  75059. */
  75060. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  75061. /** @hidden */
  75062. _prepare(): void;
  75063. /**
  75064. * Execute the action and increment the target of the value amount.
  75065. */
  75066. execute(): void;
  75067. /**
  75068. * Serializes the actions and its related information.
  75069. * @param parent defines the object to serialize in
  75070. * @returns the serialized object
  75071. */
  75072. serialize(parent: any): any;
  75073. }
  75074. /**
  75075. * This defines an action responsible to start an animation once triggered.
  75076. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75077. */
  75078. export class PlayAnimationAction extends Action {
  75079. /**
  75080. * Where the animation should start (animation frame)
  75081. */
  75082. from: number;
  75083. /**
  75084. * Where the animation should stop (animation frame)
  75085. */
  75086. to: number;
  75087. /**
  75088. * Define if the animation should loop or stop after the first play.
  75089. */
  75090. loop?: boolean;
  75091. private _target;
  75092. /**
  75093. * Instantiate the action
  75094. * @param triggerOptions defines the trigger options
  75095. * @param target defines the target animation or animation name
  75096. * @param from defines from where the animation should start (animation frame)
  75097. * @param end defines where the animation should stop (animation frame)
  75098. * @param loop defines if the animation should loop or stop after the first play
  75099. * @param condition defines the trigger related conditions
  75100. */
  75101. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  75102. /** @hidden */
  75103. _prepare(): void;
  75104. /**
  75105. * Execute the action and play the animation.
  75106. */
  75107. execute(): void;
  75108. /**
  75109. * Serializes the actions and its related information.
  75110. * @param parent defines the object to serialize in
  75111. * @returns the serialized object
  75112. */
  75113. serialize(parent: any): any;
  75114. }
  75115. /**
  75116. * This defines an action responsible to stop an animation once triggered.
  75117. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75118. */
  75119. export class StopAnimationAction extends Action {
  75120. private _target;
  75121. /**
  75122. * Instantiate the action
  75123. * @param triggerOptions defines the trigger options
  75124. * @param target defines the target animation or animation name
  75125. * @param condition defines the trigger related conditions
  75126. */
  75127. constructor(triggerOptions: any, target: any, condition?: Condition);
  75128. /** @hidden */
  75129. _prepare(): void;
  75130. /**
  75131. * Execute the action and stop the animation.
  75132. */
  75133. execute(): void;
  75134. /**
  75135. * Serializes the actions and its related information.
  75136. * @param parent defines the object to serialize in
  75137. * @returns the serialized object
  75138. */
  75139. serialize(parent: any): any;
  75140. }
  75141. /**
  75142. * This defines an action responsible that does nothing once triggered.
  75143. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75144. */
  75145. export class DoNothingAction extends Action {
  75146. /**
  75147. * Instantiate the action
  75148. * @param triggerOptions defines the trigger options
  75149. * @param condition defines the trigger related conditions
  75150. */
  75151. constructor(triggerOptions?: any, condition?: Condition);
  75152. /**
  75153. * Execute the action and do nothing.
  75154. */
  75155. execute(): void;
  75156. /**
  75157. * Serializes the actions and its related information.
  75158. * @param parent defines the object to serialize in
  75159. * @returns the serialized object
  75160. */
  75161. serialize(parent: any): any;
  75162. }
  75163. /**
  75164. * This defines an action responsible to trigger several actions once triggered.
  75165. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75166. */
  75167. export class CombineAction extends Action {
  75168. /**
  75169. * The list of aggregated animations to run.
  75170. */
  75171. children: Action[];
  75172. /**
  75173. * Instantiate the action
  75174. * @param triggerOptions defines the trigger options
  75175. * @param children defines the list of aggregated animations to run
  75176. * @param condition defines the trigger related conditions
  75177. */
  75178. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  75179. /** @hidden */
  75180. _prepare(): void;
  75181. /**
  75182. * Execute the action and executes all the aggregated actions.
  75183. */
  75184. execute(evt: ActionEvent): void;
  75185. /**
  75186. * Serializes the actions and its related information.
  75187. * @param parent defines the object to serialize in
  75188. * @returns the serialized object
  75189. */
  75190. serialize(parent: any): any;
  75191. }
  75192. /**
  75193. * This defines an action responsible to run code (external event) once triggered.
  75194. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75195. */
  75196. export class ExecuteCodeAction extends Action {
  75197. /**
  75198. * The callback function to run.
  75199. */
  75200. func: (evt: ActionEvent) => void;
  75201. /**
  75202. * Instantiate the action
  75203. * @param triggerOptions defines the trigger options
  75204. * @param func defines the callback function to run
  75205. * @param condition defines the trigger related conditions
  75206. */
  75207. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  75208. /**
  75209. * Execute the action and run the attached code.
  75210. */
  75211. execute(evt: ActionEvent): void;
  75212. }
  75213. /**
  75214. * This defines an action responsible to set the parent property of the target once triggered.
  75215. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75216. */
  75217. export class SetParentAction extends Action {
  75218. private _parent;
  75219. private _target;
  75220. /**
  75221. * Instantiate the action
  75222. * @param triggerOptions defines the trigger options
  75223. * @param target defines the target containing the parent property
  75224. * @param parent defines from where the animation should start (animation frame)
  75225. * @param condition defines the trigger related conditions
  75226. */
  75227. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  75228. /** @hidden */
  75229. _prepare(): void;
  75230. /**
  75231. * Execute the action and set the parent property.
  75232. */
  75233. execute(): void;
  75234. /**
  75235. * Serializes the actions and its related information.
  75236. * @param parent defines the object to serialize in
  75237. * @returns the serialized object
  75238. */
  75239. serialize(parent: any): any;
  75240. }
  75241. }
  75242. declare module BABYLON {
  75243. /**
  75244. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  75245. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  75246. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75247. */
  75248. export class ActionManager extends AbstractActionManager {
  75249. /**
  75250. * Nothing
  75251. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75252. */
  75253. static readonly NothingTrigger: number;
  75254. /**
  75255. * On pick
  75256. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75257. */
  75258. static readonly OnPickTrigger: number;
  75259. /**
  75260. * On left pick
  75261. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75262. */
  75263. static readonly OnLeftPickTrigger: number;
  75264. /**
  75265. * On right pick
  75266. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75267. */
  75268. static readonly OnRightPickTrigger: number;
  75269. /**
  75270. * On center pick
  75271. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75272. */
  75273. static readonly OnCenterPickTrigger: number;
  75274. /**
  75275. * On pick down
  75276. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75277. */
  75278. static readonly OnPickDownTrigger: number;
  75279. /**
  75280. * On double pick
  75281. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75282. */
  75283. static readonly OnDoublePickTrigger: number;
  75284. /**
  75285. * On pick up
  75286. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75287. */
  75288. static readonly OnPickUpTrigger: number;
  75289. /**
  75290. * On pick out.
  75291. * This trigger will only be raised if you also declared a OnPickDown
  75292. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75293. */
  75294. static readonly OnPickOutTrigger: number;
  75295. /**
  75296. * On long press
  75297. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75298. */
  75299. static readonly OnLongPressTrigger: number;
  75300. /**
  75301. * On pointer over
  75302. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75303. */
  75304. static readonly OnPointerOverTrigger: number;
  75305. /**
  75306. * On pointer out
  75307. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75308. */
  75309. static readonly OnPointerOutTrigger: number;
  75310. /**
  75311. * On every frame
  75312. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75313. */
  75314. static readonly OnEveryFrameTrigger: number;
  75315. /**
  75316. * On intersection enter
  75317. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75318. */
  75319. static readonly OnIntersectionEnterTrigger: number;
  75320. /**
  75321. * On intersection exit
  75322. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75323. */
  75324. static readonly OnIntersectionExitTrigger: number;
  75325. /**
  75326. * On key down
  75327. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75328. */
  75329. static readonly OnKeyDownTrigger: number;
  75330. /**
  75331. * On key up
  75332. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75333. */
  75334. static readonly OnKeyUpTrigger: number;
  75335. private _scene;
  75336. /**
  75337. * Creates a new action manager
  75338. * @param scene defines the hosting scene
  75339. */
  75340. constructor(scene: Scene);
  75341. /**
  75342. * Releases all associated resources
  75343. */
  75344. dispose(): void;
  75345. /**
  75346. * Gets hosting scene
  75347. * @returns the hosting scene
  75348. */
  75349. getScene(): Scene;
  75350. /**
  75351. * Does this action manager handles actions of any of the given triggers
  75352. * @param triggers defines the triggers to be tested
  75353. * @return a boolean indicating whether one (or more) of the triggers is handled
  75354. */
  75355. hasSpecificTriggers(triggers: number[]): boolean;
  75356. /**
  75357. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  75358. * speed.
  75359. * @param triggerA defines the trigger to be tested
  75360. * @param triggerB defines the trigger to be tested
  75361. * @return a boolean indicating whether one (or more) of the triggers is handled
  75362. */
  75363. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  75364. /**
  75365. * Does this action manager handles actions of a given trigger
  75366. * @param trigger defines the trigger to be tested
  75367. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  75368. * @return whether the trigger is handled
  75369. */
  75370. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  75371. /**
  75372. * Does this action manager has pointer triggers
  75373. */
  75374. readonly hasPointerTriggers: boolean;
  75375. /**
  75376. * Does this action manager has pick triggers
  75377. */
  75378. readonly hasPickTriggers: boolean;
  75379. /**
  75380. * Registers an action to this action manager
  75381. * @param action defines the action to be registered
  75382. * @return the action amended (prepared) after registration
  75383. */
  75384. registerAction(action: IAction): Nullable<IAction>;
  75385. /**
  75386. * Unregisters an action to this action manager
  75387. * @param action defines the action to be unregistered
  75388. * @return a boolean indicating whether the action has been unregistered
  75389. */
  75390. unregisterAction(action: IAction): Boolean;
  75391. /**
  75392. * Process a specific trigger
  75393. * @param trigger defines the trigger to process
  75394. * @param evt defines the event details to be processed
  75395. */
  75396. processTrigger(trigger: number, evt?: IActionEvent): void;
  75397. /** @hidden */
  75398. _getEffectiveTarget(target: any, propertyPath: string): any;
  75399. /** @hidden */
  75400. _getProperty(propertyPath: string): string;
  75401. /**
  75402. * Serialize this manager to a JSON object
  75403. * @param name defines the property name to store this manager
  75404. * @returns a JSON representation of this manager
  75405. */
  75406. serialize(name: string): any;
  75407. /**
  75408. * Creates a new ActionManager from a JSON data
  75409. * @param parsedActions defines the JSON data to read from
  75410. * @param object defines the hosting mesh
  75411. * @param scene defines the hosting scene
  75412. */
  75413. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  75414. /**
  75415. * Get a trigger name by index
  75416. * @param trigger defines the trigger index
  75417. * @returns a trigger name
  75418. */
  75419. static GetTriggerName(trigger: number): string;
  75420. }
  75421. }
  75422. declare module BABYLON {
  75423. /**
  75424. * Class representing a ray with position and direction
  75425. */
  75426. export class Ray {
  75427. /** origin point */
  75428. origin: Vector3;
  75429. /** direction */
  75430. direction: Vector3;
  75431. /** length of the ray */
  75432. length: number;
  75433. private static readonly TmpVector3;
  75434. private _tmpRay;
  75435. /**
  75436. * Creates a new ray
  75437. * @param origin origin point
  75438. * @param direction direction
  75439. * @param length length of the ray
  75440. */
  75441. constructor(
  75442. /** origin point */
  75443. origin: Vector3,
  75444. /** direction */
  75445. direction: Vector3,
  75446. /** length of the ray */
  75447. length?: number);
  75448. /**
  75449. * Checks if the ray intersects a box
  75450. * @param minimum bound of the box
  75451. * @param maximum bound of the box
  75452. * @param intersectionTreshold extra extend to be added to the box in all direction
  75453. * @returns if the box was hit
  75454. */
  75455. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  75456. /**
  75457. * Checks if the ray intersects a box
  75458. * @param box the bounding box to check
  75459. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  75460. * @returns if the box was hit
  75461. */
  75462. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  75463. /**
  75464. * If the ray hits a sphere
  75465. * @param sphere the bounding sphere to check
  75466. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  75467. * @returns true if it hits the sphere
  75468. */
  75469. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  75470. /**
  75471. * If the ray hits a triange
  75472. * @param vertex0 triangle vertex
  75473. * @param vertex1 triangle vertex
  75474. * @param vertex2 triangle vertex
  75475. * @returns intersection information if hit
  75476. */
  75477. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  75478. /**
  75479. * Checks if ray intersects a plane
  75480. * @param plane the plane to check
  75481. * @returns the distance away it was hit
  75482. */
  75483. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  75484. /**
  75485. * Calculate the intercept of a ray on a given axis
  75486. * @param axis to check 'x' | 'y' | 'z'
  75487. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  75488. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  75489. */
  75490. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  75491. /**
  75492. * Checks if ray intersects a mesh
  75493. * @param mesh the mesh to check
  75494. * @param fastCheck if only the bounding box should checked
  75495. * @returns picking info of the intersecton
  75496. */
  75497. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  75498. /**
  75499. * Checks if ray intersects a mesh
  75500. * @param meshes the meshes to check
  75501. * @param fastCheck if only the bounding box should checked
  75502. * @param results array to store result in
  75503. * @returns Array of picking infos
  75504. */
  75505. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  75506. private _comparePickingInfo;
  75507. private static smallnum;
  75508. private static rayl;
  75509. /**
  75510. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  75511. * @param sega the first point of the segment to test the intersection against
  75512. * @param segb the second point of the segment to test the intersection against
  75513. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  75514. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  75515. */
  75516. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  75517. /**
  75518. * Update the ray from viewport position
  75519. * @param x position
  75520. * @param y y position
  75521. * @param viewportWidth viewport width
  75522. * @param viewportHeight viewport height
  75523. * @param world world matrix
  75524. * @param view view matrix
  75525. * @param projection projection matrix
  75526. * @returns this ray updated
  75527. */
  75528. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  75529. /**
  75530. * Creates a ray with origin and direction of 0,0,0
  75531. * @returns the new ray
  75532. */
  75533. static Zero(): Ray;
  75534. /**
  75535. * Creates a new ray from screen space and viewport
  75536. * @param x position
  75537. * @param y y position
  75538. * @param viewportWidth viewport width
  75539. * @param viewportHeight viewport height
  75540. * @param world world matrix
  75541. * @param view view matrix
  75542. * @param projection projection matrix
  75543. * @returns new ray
  75544. */
  75545. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  75546. /**
  75547. * 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
  75548. * transformed to the given world matrix.
  75549. * @param origin The origin point
  75550. * @param end The end point
  75551. * @param world a matrix to transform the ray to. Default is the identity matrix.
  75552. * @returns the new ray
  75553. */
  75554. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  75555. /**
  75556. * Transforms a ray by a matrix
  75557. * @param ray ray to transform
  75558. * @param matrix matrix to apply
  75559. * @returns the resulting new ray
  75560. */
  75561. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  75562. /**
  75563. * Transforms a ray by a matrix
  75564. * @param ray ray to transform
  75565. * @param matrix matrix to apply
  75566. * @param result ray to store result in
  75567. */
  75568. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  75569. /**
  75570. * Unproject a ray from screen space to object space
  75571. * @param sourceX defines the screen space x coordinate to use
  75572. * @param sourceY defines the screen space y coordinate to use
  75573. * @param viewportWidth defines the current width of the viewport
  75574. * @param viewportHeight defines the current height of the viewport
  75575. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  75576. * @param view defines the view matrix to use
  75577. * @param projection defines the projection matrix to use
  75578. */
  75579. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  75580. }
  75581. /**
  75582. * Type used to define predicate used to select faces when a mesh intersection is detected
  75583. */
  75584. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  75585. interface Scene {
  75586. /** @hidden */
  75587. _tempPickingRay: Nullable<Ray>;
  75588. /** @hidden */
  75589. _cachedRayForTransform: Ray;
  75590. /** @hidden */
  75591. _pickWithRayInverseMatrix: Matrix;
  75592. /** @hidden */
  75593. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  75594. /** @hidden */
  75595. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  75596. }
  75597. }
  75598. declare module BABYLON {
  75599. /**
  75600. * Groups all the scene component constants in one place to ease maintenance.
  75601. * @hidden
  75602. */
  75603. export class SceneComponentConstants {
  75604. static readonly NAME_EFFECTLAYER: string;
  75605. static readonly NAME_LAYER: string;
  75606. static readonly NAME_LENSFLARESYSTEM: string;
  75607. static readonly NAME_BOUNDINGBOXRENDERER: string;
  75608. static readonly NAME_PARTICLESYSTEM: string;
  75609. static readonly NAME_GAMEPAD: string;
  75610. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  75611. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  75612. static readonly NAME_DEPTHRENDERER: string;
  75613. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  75614. static readonly NAME_SPRITE: string;
  75615. static readonly NAME_OUTLINERENDERER: string;
  75616. static readonly NAME_PROCEDURALTEXTURE: string;
  75617. static readonly NAME_SHADOWGENERATOR: string;
  75618. static readonly NAME_OCTREE: string;
  75619. static readonly NAME_PHYSICSENGINE: string;
  75620. static readonly NAME_AUDIO: string;
  75621. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  75622. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  75623. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  75624. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  75625. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  75626. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  75627. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  75628. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  75629. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  75630. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  75631. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  75632. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  75633. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  75634. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  75635. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  75636. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  75637. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  75638. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  75639. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  75640. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  75641. static readonly STEP_AFTERRENDER_AUDIO: number;
  75642. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  75643. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  75644. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  75645. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  75646. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  75647. static readonly STEP_POINTERMOVE_SPRITE: number;
  75648. static readonly STEP_POINTERDOWN_SPRITE: number;
  75649. static readonly STEP_POINTERUP_SPRITE: number;
  75650. }
  75651. /**
  75652. * This represents a scene component.
  75653. *
  75654. * This is used to decouple the dependency the scene is having on the different workloads like
  75655. * layers, post processes...
  75656. */
  75657. export interface ISceneComponent {
  75658. /**
  75659. * The name of the component. Each component must have a unique name.
  75660. */
  75661. name: string;
  75662. /**
  75663. * The scene the component belongs to.
  75664. */
  75665. scene: Scene;
  75666. /**
  75667. * Register the component to one instance of a scene.
  75668. */
  75669. register(): void;
  75670. /**
  75671. * Rebuilds the elements related to this component in case of
  75672. * context lost for instance.
  75673. */
  75674. rebuild(): void;
  75675. /**
  75676. * Disposes the component and the associated ressources.
  75677. */
  75678. dispose(): void;
  75679. }
  75680. /**
  75681. * This represents a SERIALIZABLE scene component.
  75682. *
  75683. * This extends Scene Component to add Serialization methods on top.
  75684. */
  75685. export interface ISceneSerializableComponent extends ISceneComponent {
  75686. /**
  75687. * Adds all the elements from the container to the scene
  75688. * @param container the container holding the elements
  75689. */
  75690. addFromContainer(container: AbstractScene): void;
  75691. /**
  75692. * Removes all the elements in the container from the scene
  75693. * @param container contains the elements to remove
  75694. * @param dispose if the removed element should be disposed (default: false)
  75695. */
  75696. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  75697. /**
  75698. * Serializes the component data to the specified json object
  75699. * @param serializationObject The object to serialize to
  75700. */
  75701. serialize(serializationObject: any): void;
  75702. }
  75703. /**
  75704. * Strong typing of a Mesh related stage step action
  75705. */
  75706. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  75707. /**
  75708. * Strong typing of a Evaluate Sub Mesh related stage step action
  75709. */
  75710. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  75711. /**
  75712. * Strong typing of a Active Mesh related stage step action
  75713. */
  75714. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  75715. /**
  75716. * Strong typing of a Camera related stage step action
  75717. */
  75718. export type CameraStageAction = (camera: Camera) => void;
  75719. /**
  75720. * Strong typing of a Camera Frame buffer related stage step action
  75721. */
  75722. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  75723. /**
  75724. * Strong typing of a Render Target related stage step action
  75725. */
  75726. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  75727. /**
  75728. * Strong typing of a RenderingGroup related stage step action
  75729. */
  75730. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  75731. /**
  75732. * Strong typing of a Mesh Render related stage step action
  75733. */
  75734. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  75735. /**
  75736. * Strong typing of a simple stage step action
  75737. */
  75738. export type SimpleStageAction = () => void;
  75739. /**
  75740. * Strong typing of a render target action.
  75741. */
  75742. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  75743. /**
  75744. * Strong typing of a pointer move action.
  75745. */
  75746. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  75747. /**
  75748. * Strong typing of a pointer up/down action.
  75749. */
  75750. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  75751. /**
  75752. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  75753. * @hidden
  75754. */
  75755. export class Stage<T extends Function> extends Array<{
  75756. index: number;
  75757. component: ISceneComponent;
  75758. action: T;
  75759. }> {
  75760. /**
  75761. * Hide ctor from the rest of the world.
  75762. * @param items The items to add.
  75763. */
  75764. private constructor();
  75765. /**
  75766. * Creates a new Stage.
  75767. * @returns A new instance of a Stage
  75768. */
  75769. static Create<T extends Function>(): Stage<T>;
  75770. /**
  75771. * Registers a step in an ordered way in the targeted stage.
  75772. * @param index Defines the position to register the step in
  75773. * @param component Defines the component attached to the step
  75774. * @param action Defines the action to launch during the step
  75775. */
  75776. registerStep(index: number, component: ISceneComponent, action: T): void;
  75777. /**
  75778. * Clears all the steps from the stage.
  75779. */
  75780. clear(): void;
  75781. }
  75782. }
  75783. declare module BABYLON {
  75784. interface Scene {
  75785. /** @hidden */
  75786. _pointerOverSprite: Nullable<Sprite>;
  75787. /** @hidden */
  75788. _pickedDownSprite: Nullable<Sprite>;
  75789. /** @hidden */
  75790. _tempSpritePickingRay: Nullable<Ray>;
  75791. /**
  75792. * All of the sprite managers added to this scene
  75793. * @see http://doc.babylonjs.com/babylon101/sprites
  75794. */
  75795. spriteManagers: Array<ISpriteManager>;
  75796. /**
  75797. * An event triggered when sprites rendering is about to start
  75798. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  75799. */
  75800. onBeforeSpritesRenderingObservable: Observable<Scene>;
  75801. /**
  75802. * An event triggered when sprites rendering is done
  75803. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  75804. */
  75805. onAfterSpritesRenderingObservable: Observable<Scene>;
  75806. /** @hidden */
  75807. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  75808. /** Launch a ray to try to pick a sprite in the scene
  75809. * @param x position on screen
  75810. * @param y position on screen
  75811. * @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
  75812. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  75813. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  75814. * @returns a PickingInfo
  75815. */
  75816. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  75817. /** Use the given ray to pick a sprite in the scene
  75818. * @param ray The ray (in world space) to use to pick meshes
  75819. * @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
  75820. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  75821. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  75822. * @returns a PickingInfo
  75823. */
  75824. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  75825. /**
  75826. * Force the sprite under the pointer
  75827. * @param sprite defines the sprite to use
  75828. */
  75829. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  75830. /**
  75831. * Gets the sprite under the pointer
  75832. * @returns a Sprite or null if no sprite is under the pointer
  75833. */
  75834. getPointerOverSprite(): Nullable<Sprite>;
  75835. }
  75836. /**
  75837. * Defines the sprite scene component responsible to manage sprites
  75838. * in a given scene.
  75839. */
  75840. export class SpriteSceneComponent implements ISceneComponent {
  75841. /**
  75842. * The component name helpfull to identify the component in the list of scene components.
  75843. */
  75844. readonly name: string;
  75845. /**
  75846. * The scene the component belongs to.
  75847. */
  75848. scene: Scene;
  75849. /** @hidden */
  75850. private _spritePredicate;
  75851. /**
  75852. * Creates a new instance of the component for the given scene
  75853. * @param scene Defines the scene to register the component in
  75854. */
  75855. constructor(scene: Scene);
  75856. /**
  75857. * Registers the component in a given scene
  75858. */
  75859. register(): void;
  75860. /**
  75861. * Rebuilds the elements related to this component in case of
  75862. * context lost for instance.
  75863. */
  75864. rebuild(): void;
  75865. /**
  75866. * Disposes the component and the associated ressources.
  75867. */
  75868. dispose(): void;
  75869. private _pickSpriteButKeepRay;
  75870. private _pointerMove;
  75871. private _pointerDown;
  75872. private _pointerUp;
  75873. }
  75874. }
  75875. declare module BABYLON {
  75876. /** @hidden */
  75877. export var fogFragmentDeclaration: {
  75878. name: string;
  75879. shader: string;
  75880. };
  75881. }
  75882. declare module BABYLON {
  75883. /** @hidden */
  75884. export var fogFragment: {
  75885. name: string;
  75886. shader: string;
  75887. };
  75888. }
  75889. declare module BABYLON {
  75890. /** @hidden */
  75891. export var spritesPixelShader: {
  75892. name: string;
  75893. shader: string;
  75894. };
  75895. }
  75896. declare module BABYLON {
  75897. /** @hidden */
  75898. export var fogVertexDeclaration: {
  75899. name: string;
  75900. shader: string;
  75901. };
  75902. }
  75903. declare module BABYLON {
  75904. /** @hidden */
  75905. export var spritesVertexShader: {
  75906. name: string;
  75907. shader: string;
  75908. };
  75909. }
  75910. declare module BABYLON {
  75911. /**
  75912. * Defines the minimum interface to fullfil in order to be a sprite manager.
  75913. */
  75914. export interface ISpriteManager extends IDisposable {
  75915. /**
  75916. * Restricts the camera to viewing objects with the same layerMask.
  75917. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  75918. */
  75919. layerMask: number;
  75920. /**
  75921. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  75922. */
  75923. isPickable: boolean;
  75924. /**
  75925. * Specifies the rendering group id for this mesh (0 by default)
  75926. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  75927. */
  75928. renderingGroupId: number;
  75929. /**
  75930. * Defines the list of sprites managed by the manager.
  75931. */
  75932. sprites: Array<Sprite>;
  75933. /**
  75934. * Tests the intersection of a sprite with a specific ray.
  75935. * @param ray The ray we are sending to test the collision
  75936. * @param camera The camera space we are sending rays in
  75937. * @param predicate A predicate allowing excluding sprites from the list of object to test
  75938. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  75939. * @returns picking info or null.
  75940. */
  75941. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  75942. /**
  75943. * Renders the list of sprites on screen.
  75944. */
  75945. render(): void;
  75946. }
  75947. /**
  75948. * Class used to manage multiple sprites on the same spritesheet
  75949. * @see http://doc.babylonjs.com/babylon101/sprites
  75950. */
  75951. export class SpriteManager implements ISpriteManager {
  75952. /** defines the manager's name */
  75953. name: string;
  75954. /** Gets the list of sprites */
  75955. sprites: Sprite[];
  75956. /** Gets or sets the rendering group id (0 by default) */
  75957. renderingGroupId: number;
  75958. /** Gets or sets camera layer mask */
  75959. layerMask: number;
  75960. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  75961. fogEnabled: boolean;
  75962. /** Gets or sets a boolean indicating if the sprites are pickable */
  75963. isPickable: boolean;
  75964. /** Defines the default width of a cell in the spritesheet */
  75965. cellWidth: number;
  75966. /** Defines the default height of a cell in the spritesheet */
  75967. cellHeight: number;
  75968. /** Associative array from JSON sprite data file */
  75969. private _cellData;
  75970. /** Array of sprite names from JSON sprite data file */
  75971. private _spriteMap;
  75972. /** True when packed cell data from JSON file is ready*/
  75973. private _packedAndReady;
  75974. /**
  75975. * An event triggered when the manager is disposed.
  75976. */
  75977. onDisposeObservable: Observable<SpriteManager>;
  75978. private _onDisposeObserver;
  75979. /**
  75980. * Callback called when the manager is disposed
  75981. */
  75982. onDispose: () => void;
  75983. private _capacity;
  75984. private _fromPacked;
  75985. private _spriteTexture;
  75986. private _epsilon;
  75987. private _scene;
  75988. private _vertexData;
  75989. private _buffer;
  75990. private _vertexBuffers;
  75991. private _indexBuffer;
  75992. private _effectBase;
  75993. private _effectFog;
  75994. /**
  75995. * Gets or sets the spritesheet texture
  75996. */
  75997. texture: Texture;
  75998. /**
  75999. * Creates a new sprite manager
  76000. * @param name defines the manager's name
  76001. * @param imgUrl defines the sprite sheet url
  76002. * @param capacity defines the maximum allowed number of sprites
  76003. * @param cellSize defines the size of a sprite cell
  76004. * @param scene defines the hosting scene
  76005. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  76006. * @param samplingMode defines the smapling mode to use with spritesheet
  76007. * @param fromPacked set to false; do not alter
  76008. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  76009. */
  76010. constructor(
  76011. /** defines the manager's name */
  76012. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  76013. private _makePacked;
  76014. private _appendSpriteVertex;
  76015. /**
  76016. * Intersects the sprites with a ray
  76017. * @param ray defines the ray to intersect with
  76018. * @param camera defines the current active camera
  76019. * @param predicate defines a predicate used to select candidate sprites
  76020. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  76021. * @returns null if no hit or a PickingInfo
  76022. */
  76023. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  76024. /**
  76025. * Render all child sprites
  76026. */
  76027. render(): void;
  76028. /**
  76029. * Release associated resources
  76030. */
  76031. dispose(): void;
  76032. }
  76033. }
  76034. declare module BABYLON {
  76035. /**
  76036. * Class used to represent a sprite
  76037. * @see http://doc.babylonjs.com/babylon101/sprites
  76038. */
  76039. export class Sprite {
  76040. /** defines the name */
  76041. name: string;
  76042. /** Gets or sets the current world position */
  76043. position: Vector3;
  76044. /** Gets or sets the main color */
  76045. color: Color4;
  76046. /** Gets or sets the width */
  76047. width: number;
  76048. /** Gets or sets the height */
  76049. height: number;
  76050. /** Gets or sets rotation angle */
  76051. angle: number;
  76052. /** Gets or sets the cell index in the sprite sheet */
  76053. cellIndex: number;
  76054. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  76055. cellRef: string;
  76056. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  76057. invertU: number;
  76058. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  76059. invertV: number;
  76060. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  76061. disposeWhenFinishedAnimating: boolean;
  76062. /** Gets the list of attached animations */
  76063. animations: Animation[];
  76064. /** Gets or sets a boolean indicating if the sprite can be picked */
  76065. isPickable: boolean;
  76066. /**
  76067. * Gets or sets the associated action manager
  76068. */
  76069. actionManager: Nullable<ActionManager>;
  76070. private _animationStarted;
  76071. private _loopAnimation;
  76072. private _fromIndex;
  76073. private _toIndex;
  76074. private _delay;
  76075. private _direction;
  76076. private _manager;
  76077. private _time;
  76078. private _onAnimationEnd;
  76079. /**
  76080. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  76081. */
  76082. isVisible: boolean;
  76083. /**
  76084. * Gets or sets the sprite size
  76085. */
  76086. size: number;
  76087. /**
  76088. * Creates a new Sprite
  76089. * @param name defines the name
  76090. * @param manager defines the manager
  76091. */
  76092. constructor(
  76093. /** defines the name */
  76094. name: string, manager: ISpriteManager);
  76095. /**
  76096. * Starts an animation
  76097. * @param from defines the initial key
  76098. * @param to defines the end key
  76099. * @param loop defines if the animation must loop
  76100. * @param delay defines the start delay (in ms)
  76101. * @param onAnimationEnd defines a callback to call when animation ends
  76102. */
  76103. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  76104. /** Stops current animation (if any) */
  76105. stopAnimation(): void;
  76106. /** @hidden */
  76107. _animate(deltaTime: number): void;
  76108. /** Release associated resources */
  76109. dispose(): void;
  76110. }
  76111. }
  76112. declare module BABYLON {
  76113. /**
  76114. * Information about the result of picking within a scene
  76115. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  76116. */
  76117. export class PickingInfo {
  76118. /** @hidden */
  76119. _pickingUnavailable: boolean;
  76120. /**
  76121. * If the pick collided with an object
  76122. */
  76123. hit: boolean;
  76124. /**
  76125. * Distance away where the pick collided
  76126. */
  76127. distance: number;
  76128. /**
  76129. * The location of pick collision
  76130. */
  76131. pickedPoint: Nullable<Vector3>;
  76132. /**
  76133. * The mesh corresponding the the pick collision
  76134. */
  76135. pickedMesh: Nullable<AbstractMesh>;
  76136. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  76137. bu: number;
  76138. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  76139. bv: number;
  76140. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  76141. faceId: number;
  76142. /** Id of the the submesh that was picked */
  76143. subMeshId: number;
  76144. /** If a sprite was picked, this will be the sprite the pick collided with */
  76145. pickedSprite: Nullable<Sprite>;
  76146. /**
  76147. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  76148. */
  76149. originMesh: Nullable<AbstractMesh>;
  76150. /**
  76151. * The ray that was used to perform the picking.
  76152. */
  76153. ray: Nullable<Ray>;
  76154. /**
  76155. * Gets the normal correspodning to the face the pick collided with
  76156. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  76157. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  76158. * @returns The normal correspodning to the face the pick collided with
  76159. */
  76160. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  76161. /**
  76162. * Gets the texture coordinates of where the pick occured
  76163. * @returns the vector containing the coordnates of the texture
  76164. */
  76165. getTextureCoordinates(): Nullable<Vector2>;
  76166. }
  76167. }
  76168. declare module BABYLON {
  76169. /**
  76170. * Gather the list of pointer event types as constants.
  76171. */
  76172. export class PointerEventTypes {
  76173. /**
  76174. * 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.
  76175. */
  76176. static readonly POINTERDOWN: number;
  76177. /**
  76178. * The pointerup event is fired when a pointer is no longer active.
  76179. */
  76180. static readonly POINTERUP: number;
  76181. /**
  76182. * The pointermove event is fired when a pointer changes coordinates.
  76183. */
  76184. static readonly POINTERMOVE: number;
  76185. /**
  76186. * The pointerwheel event is fired when a mouse wheel has been rotated.
  76187. */
  76188. static readonly POINTERWHEEL: number;
  76189. /**
  76190. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  76191. */
  76192. static readonly POINTERPICK: number;
  76193. /**
  76194. * The pointertap event is fired when a the object has been touched and released without drag.
  76195. */
  76196. static readonly POINTERTAP: number;
  76197. /**
  76198. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  76199. */
  76200. static readonly POINTERDOUBLETAP: number;
  76201. }
  76202. /**
  76203. * Base class of pointer info types.
  76204. */
  76205. export class PointerInfoBase {
  76206. /**
  76207. * Defines the type of event (PointerEventTypes)
  76208. */
  76209. type: number;
  76210. /**
  76211. * Defines the related dom event
  76212. */
  76213. event: PointerEvent | MouseWheelEvent;
  76214. /**
  76215. * Instantiates the base class of pointers info.
  76216. * @param type Defines the type of event (PointerEventTypes)
  76217. * @param event Defines the related dom event
  76218. */
  76219. constructor(
  76220. /**
  76221. * Defines the type of event (PointerEventTypes)
  76222. */
  76223. type: number,
  76224. /**
  76225. * Defines the related dom event
  76226. */
  76227. event: PointerEvent | MouseWheelEvent);
  76228. }
  76229. /**
  76230. * This class is used to store pointer related info for the onPrePointerObservable event.
  76231. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  76232. */
  76233. export class PointerInfoPre extends PointerInfoBase {
  76234. /**
  76235. * Ray from a pointer if availible (eg. 6dof controller)
  76236. */
  76237. ray: Nullable<Ray>;
  76238. /**
  76239. * Defines the local position of the pointer on the canvas.
  76240. */
  76241. localPosition: Vector2;
  76242. /**
  76243. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  76244. */
  76245. skipOnPointerObservable: boolean;
  76246. /**
  76247. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  76248. * @param type Defines the type of event (PointerEventTypes)
  76249. * @param event Defines the related dom event
  76250. * @param localX Defines the local x coordinates of the pointer when the event occured
  76251. * @param localY Defines the local y coordinates of the pointer when the event occured
  76252. */
  76253. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  76254. }
  76255. /**
  76256. * This type contains all the data related to a pointer event in Babylon.js.
  76257. * 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.
  76258. */
  76259. export class PointerInfo extends PointerInfoBase {
  76260. /**
  76261. * Defines the picking info associated to the info (if any)\
  76262. */
  76263. pickInfo: Nullable<PickingInfo>;
  76264. /**
  76265. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  76266. * @param type Defines the type of event (PointerEventTypes)
  76267. * @param event Defines the related dom event
  76268. * @param pickInfo Defines the picking info associated to the info (if any)\
  76269. */
  76270. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  76271. /**
  76272. * Defines the picking info associated to the info (if any)\
  76273. */
  76274. pickInfo: Nullable<PickingInfo>);
  76275. }
  76276. /**
  76277. * Data relating to a touch event on the screen.
  76278. */
  76279. export interface PointerTouch {
  76280. /**
  76281. * X coordinate of touch.
  76282. */
  76283. x: number;
  76284. /**
  76285. * Y coordinate of touch.
  76286. */
  76287. y: number;
  76288. /**
  76289. * Id of touch. Unique for each finger.
  76290. */
  76291. pointerId: number;
  76292. /**
  76293. * Event type passed from DOM.
  76294. */
  76295. type: any;
  76296. }
  76297. }
  76298. declare module BABYLON {
  76299. /**
  76300. * Manage the mouse inputs to control the movement of a free camera.
  76301. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76302. */
  76303. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  76304. /**
  76305. * Define if touch is enabled in the mouse input
  76306. */
  76307. touchEnabled: boolean;
  76308. /**
  76309. * Defines the camera the input is attached to.
  76310. */
  76311. camera: FreeCamera;
  76312. /**
  76313. * Defines the buttons associated with the input to handle camera move.
  76314. */
  76315. buttons: number[];
  76316. /**
  76317. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  76318. */
  76319. angularSensibility: number;
  76320. private _pointerInput;
  76321. private _onMouseMove;
  76322. private _observer;
  76323. private previousPosition;
  76324. /**
  76325. * Observable for when a pointer move event occurs containing the move offset
  76326. */
  76327. onPointerMovedObservable: Observable<{
  76328. offsetX: number;
  76329. offsetY: number;
  76330. }>;
  76331. /**
  76332. * @hidden
  76333. * If the camera should be rotated automatically based on pointer movement
  76334. */
  76335. _allowCameraRotation: boolean;
  76336. /**
  76337. * Manage the mouse inputs to control the movement of a free camera.
  76338. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76339. * @param touchEnabled Defines if touch is enabled or not
  76340. */
  76341. constructor(
  76342. /**
  76343. * Define if touch is enabled in the mouse input
  76344. */
  76345. touchEnabled?: boolean);
  76346. /**
  76347. * Attach the input controls to a specific dom element to get the input from.
  76348. * @param element Defines the element the controls should be listened from
  76349. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76350. */
  76351. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76352. /**
  76353. * Called on JS contextmenu event.
  76354. * Override this method to provide functionality.
  76355. */
  76356. protected onContextMenu(evt: PointerEvent): void;
  76357. /**
  76358. * Detach the current controls from the specified dom element.
  76359. * @param element Defines the element to stop listening the inputs from
  76360. */
  76361. detachControl(element: Nullable<HTMLElement>): void;
  76362. /**
  76363. * Gets the class name of the current intput.
  76364. * @returns the class name
  76365. */
  76366. getClassName(): string;
  76367. /**
  76368. * Get the friendly name associated with the input class.
  76369. * @returns the input friendly name
  76370. */
  76371. getSimpleName(): string;
  76372. }
  76373. }
  76374. declare module BABYLON {
  76375. /**
  76376. * Manage the touch inputs to control the movement of a free camera.
  76377. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76378. */
  76379. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  76380. /**
  76381. * Defines the camera the input is attached to.
  76382. */
  76383. camera: FreeCamera;
  76384. /**
  76385. * Defines the touch sensibility for rotation.
  76386. * The higher the faster.
  76387. */
  76388. touchAngularSensibility: number;
  76389. /**
  76390. * Defines the touch sensibility for move.
  76391. * The higher the faster.
  76392. */
  76393. touchMoveSensibility: number;
  76394. private _offsetX;
  76395. private _offsetY;
  76396. private _pointerPressed;
  76397. private _pointerInput;
  76398. private _observer;
  76399. private _onLostFocus;
  76400. /**
  76401. * Attach the input controls to a specific dom element to get the input from.
  76402. * @param element Defines the element the controls should be listened from
  76403. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76404. */
  76405. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76406. /**
  76407. * Detach the current controls from the specified dom element.
  76408. * @param element Defines the element to stop listening the inputs from
  76409. */
  76410. detachControl(element: Nullable<HTMLElement>): void;
  76411. /**
  76412. * Update the current camera state depending on the inputs that have been used this frame.
  76413. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  76414. */
  76415. checkInputs(): void;
  76416. /**
  76417. * Gets the class name of the current intput.
  76418. * @returns the class name
  76419. */
  76420. getClassName(): string;
  76421. /**
  76422. * Get the friendly name associated with the input class.
  76423. * @returns the input friendly name
  76424. */
  76425. getSimpleName(): string;
  76426. }
  76427. }
  76428. declare module BABYLON {
  76429. /**
  76430. * Default Inputs manager for the FreeCamera.
  76431. * It groups all the default supported inputs for ease of use.
  76432. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76433. */
  76434. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  76435. /**
  76436. * @hidden
  76437. */
  76438. _mouseInput: Nullable<FreeCameraMouseInput>;
  76439. /**
  76440. * Instantiates a new FreeCameraInputsManager.
  76441. * @param camera Defines the camera the inputs belong to
  76442. */
  76443. constructor(camera: FreeCamera);
  76444. /**
  76445. * Add keyboard input support to the input manager.
  76446. * @returns the current input manager
  76447. */
  76448. addKeyboard(): FreeCameraInputsManager;
  76449. /**
  76450. * Add mouse input support to the input manager.
  76451. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  76452. * @returns the current input manager
  76453. */
  76454. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  76455. /**
  76456. * Removes the mouse input support from the manager
  76457. * @returns the current input manager
  76458. */
  76459. removeMouse(): FreeCameraInputsManager;
  76460. /**
  76461. * Add touch input support to the input manager.
  76462. * @returns the current input manager
  76463. */
  76464. addTouch(): FreeCameraInputsManager;
  76465. /**
  76466. * Remove all attached input methods from a camera
  76467. */
  76468. clear(): void;
  76469. }
  76470. }
  76471. declare module BABYLON {
  76472. /**
  76473. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  76474. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  76475. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  76476. */
  76477. export class FreeCamera extends TargetCamera {
  76478. /**
  76479. * Define the collision ellipsoid of the camera.
  76480. * This is helpful to simulate a camera body like the player body around the camera
  76481. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  76482. */
  76483. ellipsoid: Vector3;
  76484. /**
  76485. * Define an offset for the position of the ellipsoid around the camera.
  76486. * This can be helpful to determine the center of the body near the gravity center of the body
  76487. * instead of its head.
  76488. */
  76489. ellipsoidOffset: Vector3;
  76490. /**
  76491. * Enable or disable collisions of the camera with the rest of the scene objects.
  76492. */
  76493. checkCollisions: boolean;
  76494. /**
  76495. * Enable or disable gravity on the camera.
  76496. */
  76497. applyGravity: boolean;
  76498. /**
  76499. * Define the input manager associated to the camera.
  76500. */
  76501. inputs: FreeCameraInputsManager;
  76502. /**
  76503. * Gets the input sensibility for a mouse input. (default is 2000.0)
  76504. * Higher values reduce sensitivity.
  76505. */
  76506. /**
  76507. * Sets the input sensibility for a mouse input. (default is 2000.0)
  76508. * Higher values reduce sensitivity.
  76509. */
  76510. angularSensibility: number;
  76511. /**
  76512. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  76513. */
  76514. keysUp: number[];
  76515. /**
  76516. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  76517. */
  76518. keysDown: number[];
  76519. /**
  76520. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  76521. */
  76522. keysLeft: number[];
  76523. /**
  76524. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  76525. */
  76526. keysRight: number[];
  76527. /**
  76528. * Event raised when the camera collide with a mesh in the scene.
  76529. */
  76530. onCollide: (collidedMesh: AbstractMesh) => void;
  76531. private _collider;
  76532. private _needMoveForGravity;
  76533. private _oldPosition;
  76534. private _diffPosition;
  76535. private _newPosition;
  76536. /** @hidden */
  76537. _localDirection: Vector3;
  76538. /** @hidden */
  76539. _transformedDirection: Vector3;
  76540. /**
  76541. * Instantiates a Free Camera.
  76542. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  76543. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  76544. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  76545. * @param name Define the name of the camera in the scene
  76546. * @param position Define the start position of the camera in the scene
  76547. * @param scene Define the scene the camera belongs to
  76548. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  76549. */
  76550. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  76551. /**
  76552. * Attached controls to the current camera.
  76553. * @param element Defines the element the controls should be listened from
  76554. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76555. */
  76556. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76557. /**
  76558. * Detach the current controls from the camera.
  76559. * The camera will stop reacting to inputs.
  76560. * @param element Defines the element to stop listening the inputs from
  76561. */
  76562. detachControl(element: HTMLElement): void;
  76563. private _collisionMask;
  76564. /**
  76565. * Define a collision mask to limit the list of object the camera can collide with
  76566. */
  76567. collisionMask: number;
  76568. /** @hidden */
  76569. _collideWithWorld(displacement: Vector3): void;
  76570. private _onCollisionPositionChange;
  76571. /** @hidden */
  76572. _checkInputs(): void;
  76573. /** @hidden */
  76574. _decideIfNeedsToMove(): boolean;
  76575. /** @hidden */
  76576. _updatePosition(): void;
  76577. /**
  76578. * Destroy the camera and release the current resources hold by it.
  76579. */
  76580. dispose(): void;
  76581. /**
  76582. * Gets the current object class name.
  76583. * @return the class name
  76584. */
  76585. getClassName(): string;
  76586. }
  76587. }
  76588. declare module BABYLON {
  76589. /**
  76590. * Represents a gamepad control stick position
  76591. */
  76592. export class StickValues {
  76593. /**
  76594. * The x component of the control stick
  76595. */
  76596. x: number;
  76597. /**
  76598. * The y component of the control stick
  76599. */
  76600. y: number;
  76601. /**
  76602. * Initializes the gamepad x and y control stick values
  76603. * @param x The x component of the gamepad control stick value
  76604. * @param y The y component of the gamepad control stick value
  76605. */
  76606. constructor(
  76607. /**
  76608. * The x component of the control stick
  76609. */
  76610. x: number,
  76611. /**
  76612. * The y component of the control stick
  76613. */
  76614. y: number);
  76615. }
  76616. /**
  76617. * An interface which manages callbacks for gamepad button changes
  76618. */
  76619. export interface GamepadButtonChanges {
  76620. /**
  76621. * Called when a gamepad has been changed
  76622. */
  76623. changed: boolean;
  76624. /**
  76625. * Called when a gamepad press event has been triggered
  76626. */
  76627. pressChanged: boolean;
  76628. /**
  76629. * Called when a touch event has been triggered
  76630. */
  76631. touchChanged: boolean;
  76632. /**
  76633. * Called when a value has changed
  76634. */
  76635. valueChanged: boolean;
  76636. }
  76637. /**
  76638. * Represents a gamepad
  76639. */
  76640. export class Gamepad {
  76641. /**
  76642. * The id of the gamepad
  76643. */
  76644. id: string;
  76645. /**
  76646. * The index of the gamepad
  76647. */
  76648. index: number;
  76649. /**
  76650. * The browser gamepad
  76651. */
  76652. browserGamepad: any;
  76653. /**
  76654. * Specifies what type of gamepad this represents
  76655. */
  76656. type: number;
  76657. private _leftStick;
  76658. private _rightStick;
  76659. /** @hidden */
  76660. _isConnected: boolean;
  76661. private _leftStickAxisX;
  76662. private _leftStickAxisY;
  76663. private _rightStickAxisX;
  76664. private _rightStickAxisY;
  76665. /**
  76666. * Triggered when the left control stick has been changed
  76667. */
  76668. private _onleftstickchanged;
  76669. /**
  76670. * Triggered when the right control stick has been changed
  76671. */
  76672. private _onrightstickchanged;
  76673. /**
  76674. * Represents a gamepad controller
  76675. */
  76676. static GAMEPAD: number;
  76677. /**
  76678. * Represents a generic controller
  76679. */
  76680. static GENERIC: number;
  76681. /**
  76682. * Represents an XBox controller
  76683. */
  76684. static XBOX: number;
  76685. /**
  76686. * Represents a pose-enabled controller
  76687. */
  76688. static POSE_ENABLED: number;
  76689. /**
  76690. * Represents an Dual Shock controller
  76691. */
  76692. static DUALSHOCK: number;
  76693. /**
  76694. * Specifies whether the left control stick should be Y-inverted
  76695. */
  76696. protected _invertLeftStickY: boolean;
  76697. /**
  76698. * Specifies if the gamepad has been connected
  76699. */
  76700. readonly isConnected: boolean;
  76701. /**
  76702. * Initializes the gamepad
  76703. * @param id The id of the gamepad
  76704. * @param index The index of the gamepad
  76705. * @param browserGamepad The browser gamepad
  76706. * @param leftStickX The x component of the left joystick
  76707. * @param leftStickY The y component of the left joystick
  76708. * @param rightStickX The x component of the right joystick
  76709. * @param rightStickY The y component of the right joystick
  76710. */
  76711. constructor(
  76712. /**
  76713. * The id of the gamepad
  76714. */
  76715. id: string,
  76716. /**
  76717. * The index of the gamepad
  76718. */
  76719. index: number,
  76720. /**
  76721. * The browser gamepad
  76722. */
  76723. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  76724. /**
  76725. * Callback triggered when the left joystick has changed
  76726. * @param callback
  76727. */
  76728. onleftstickchanged(callback: (values: StickValues) => void): void;
  76729. /**
  76730. * Callback triggered when the right joystick has changed
  76731. * @param callback
  76732. */
  76733. onrightstickchanged(callback: (values: StickValues) => void): void;
  76734. /**
  76735. * Gets the left joystick
  76736. */
  76737. /**
  76738. * Sets the left joystick values
  76739. */
  76740. leftStick: StickValues;
  76741. /**
  76742. * Gets the right joystick
  76743. */
  76744. /**
  76745. * Sets the right joystick value
  76746. */
  76747. rightStick: StickValues;
  76748. /**
  76749. * Updates the gamepad joystick positions
  76750. */
  76751. update(): void;
  76752. /**
  76753. * Disposes the gamepad
  76754. */
  76755. dispose(): void;
  76756. }
  76757. /**
  76758. * Represents a generic gamepad
  76759. */
  76760. export class GenericPad extends Gamepad {
  76761. private _buttons;
  76762. private _onbuttondown;
  76763. private _onbuttonup;
  76764. /**
  76765. * Observable triggered when a button has been pressed
  76766. */
  76767. onButtonDownObservable: Observable<number>;
  76768. /**
  76769. * Observable triggered when a button has been released
  76770. */
  76771. onButtonUpObservable: Observable<number>;
  76772. /**
  76773. * Callback triggered when a button has been pressed
  76774. * @param callback Called when a button has been pressed
  76775. */
  76776. onbuttondown(callback: (buttonPressed: number) => void): void;
  76777. /**
  76778. * Callback triggered when a button has been released
  76779. * @param callback Called when a button has been released
  76780. */
  76781. onbuttonup(callback: (buttonReleased: number) => void): void;
  76782. /**
  76783. * Initializes the generic gamepad
  76784. * @param id The id of the generic gamepad
  76785. * @param index The index of the generic gamepad
  76786. * @param browserGamepad The browser gamepad
  76787. */
  76788. constructor(id: string, index: number, browserGamepad: any);
  76789. private _setButtonValue;
  76790. /**
  76791. * Updates the generic gamepad
  76792. */
  76793. update(): void;
  76794. /**
  76795. * Disposes the generic gamepad
  76796. */
  76797. dispose(): void;
  76798. }
  76799. }
  76800. declare module BABYLON {
  76801. interface Engine {
  76802. /**
  76803. * Creates a raw texture
  76804. * @param data defines the data to store in the texture
  76805. * @param width defines the width of the texture
  76806. * @param height defines the height of the texture
  76807. * @param format defines the format of the data
  76808. * @param generateMipMaps defines if the engine should generate the mip levels
  76809. * @param invertY defines if data must be stored with Y axis inverted
  76810. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  76811. * @param compression defines the compression used (null by default)
  76812. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76813. * @returns the raw texture inside an InternalTexture
  76814. */
  76815. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  76816. /**
  76817. * Update a raw texture
  76818. * @param texture defines the texture to update
  76819. * @param data defines the data to store in the texture
  76820. * @param format defines the format of the data
  76821. * @param invertY defines if data must be stored with Y axis inverted
  76822. */
  76823. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  76824. /**
  76825. * Update a raw texture
  76826. * @param texture defines the texture to update
  76827. * @param data defines the data to store in the texture
  76828. * @param format defines the format of the data
  76829. * @param invertY defines if data must be stored with Y axis inverted
  76830. * @param compression defines the compression used (null by default)
  76831. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76832. */
  76833. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  76834. /**
  76835. * Creates a new raw cube texture
  76836. * @param data defines the array of data to use to create each face
  76837. * @param size defines the size of the textures
  76838. * @param format defines the format of the data
  76839. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  76840. * @param generateMipMaps defines if the engine should generate the mip levels
  76841. * @param invertY defines if data must be stored with Y axis inverted
  76842. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  76843. * @param compression defines the compression used (null by default)
  76844. * @returns the cube texture as an InternalTexture
  76845. */
  76846. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  76847. /**
  76848. * Update a raw cube texture
  76849. * @param texture defines the texture to udpdate
  76850. * @param data defines the data to store
  76851. * @param format defines the data format
  76852. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76853. * @param invertY defines if data must be stored with Y axis inverted
  76854. */
  76855. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  76856. /**
  76857. * Update a raw cube texture
  76858. * @param texture defines the texture to udpdate
  76859. * @param data defines the data to store
  76860. * @param format defines the data format
  76861. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76862. * @param invertY defines if data must be stored with Y axis inverted
  76863. * @param compression defines the compression used (null by default)
  76864. */
  76865. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  76866. /**
  76867. * Update a raw cube texture
  76868. * @param texture defines the texture to udpdate
  76869. * @param data defines the data to store
  76870. * @param format defines the data format
  76871. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76872. * @param invertY defines if data must be stored with Y axis inverted
  76873. * @param compression defines the compression used (null by default)
  76874. * @param level defines which level of the texture to update
  76875. */
  76876. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  76877. /**
  76878. * Creates a new raw cube texture from a specified url
  76879. * @param url defines the url where the data is located
  76880. * @param scene defines the current scene
  76881. * @param size defines the size of the textures
  76882. * @param format defines the format of the data
  76883. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  76884. * @param noMipmap defines if the engine should avoid generating the mip levels
  76885. * @param callback defines a callback used to extract texture data from loaded data
  76886. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  76887. * @param onLoad defines a callback called when texture is loaded
  76888. * @param onError defines a callback called if there is an error
  76889. * @returns the cube texture as an InternalTexture
  76890. */
  76891. 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;
  76892. /**
  76893. * Creates a new raw cube texture from a specified url
  76894. * @param url defines the url where the data is located
  76895. * @param scene defines the current scene
  76896. * @param size defines the size of the textures
  76897. * @param format defines the format of the data
  76898. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  76899. * @param noMipmap defines if the engine should avoid generating the mip levels
  76900. * @param callback defines a callback used to extract texture data from loaded data
  76901. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  76902. * @param onLoad defines a callback called when texture is loaded
  76903. * @param onError defines a callback called if there is an error
  76904. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  76905. * @param invertY defines if data must be stored with Y axis inverted
  76906. * @returns the cube texture as an InternalTexture
  76907. */
  76908. 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;
  76909. /**
  76910. * Creates a new raw 3D texture
  76911. * @param data defines the data used to create the texture
  76912. * @param width defines the width of the texture
  76913. * @param height defines the height of the texture
  76914. * @param depth defines the depth of the texture
  76915. * @param format defines the format of the texture
  76916. * @param generateMipMaps defines if the engine must generate mip levels
  76917. * @param invertY defines if data must be stored with Y axis inverted
  76918. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  76919. * @param compression defines the compressed used (can be null)
  76920. * @param textureType defines the compressed used (can be null)
  76921. * @returns a new raw 3D texture (stored in an InternalTexture)
  76922. */
  76923. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  76924. /**
  76925. * Update a raw 3D texture
  76926. * @param texture defines the texture to update
  76927. * @param data defines the data to store
  76928. * @param format defines the data format
  76929. * @param invertY defines if data must be stored with Y axis inverted
  76930. */
  76931. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  76932. /**
  76933. * Update a raw 3D texture
  76934. * @param texture defines the texture to update
  76935. * @param data defines the data to store
  76936. * @param format defines the data format
  76937. * @param invertY defines if data must be stored with Y axis inverted
  76938. * @param compression defines the used compression (can be null)
  76939. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  76940. */
  76941. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  76942. }
  76943. }
  76944. declare module BABYLON {
  76945. /**
  76946. * Raw texture can help creating a texture directly from an array of data.
  76947. * This can be super useful if you either get the data from an uncompressed source or
  76948. * if you wish to create your texture pixel by pixel.
  76949. */
  76950. export class RawTexture extends Texture {
  76951. /**
  76952. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76953. */
  76954. format: number;
  76955. private _engine;
  76956. /**
  76957. * Instantiates a new RawTexture.
  76958. * Raw texture can help creating a texture directly from an array of data.
  76959. * This can be super useful if you either get the data from an uncompressed source or
  76960. * if you wish to create your texture pixel by pixel.
  76961. * @param data define the array of data to use to create the texture
  76962. * @param width define the width of the texture
  76963. * @param height define the height of the texture
  76964. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76965. * @param scene define the scene the texture belongs to
  76966. * @param generateMipMaps define whether mip maps should be generated or not
  76967. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76968. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76969. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76970. */
  76971. constructor(data: ArrayBufferView, width: number, height: number,
  76972. /**
  76973. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76974. */
  76975. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  76976. /**
  76977. * Updates the texture underlying data.
  76978. * @param data Define the new data of the texture
  76979. */
  76980. update(data: ArrayBufferView): void;
  76981. /**
  76982. * Creates a luminance texture from some data.
  76983. * @param data Define the texture data
  76984. * @param width Define the width of the texture
  76985. * @param height Define the height of the texture
  76986. * @param scene Define the scene the texture belongs to
  76987. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76988. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76989. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76990. * @returns the luminance texture
  76991. */
  76992. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76993. /**
  76994. * Creates a luminance alpha texture from some data.
  76995. * @param data Define the texture data
  76996. * @param width Define the width of the texture
  76997. * @param height Define the height of the texture
  76998. * @param scene Define the scene the texture belongs to
  76999. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77000. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77001. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77002. * @returns the luminance alpha texture
  77003. */
  77004. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  77005. /**
  77006. * Creates an alpha texture from some data.
  77007. * @param data Define the texture data
  77008. * @param width Define the width of the texture
  77009. * @param height Define the height of the texture
  77010. * @param scene Define the scene the texture belongs to
  77011. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77012. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77013. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77014. * @returns the alpha texture
  77015. */
  77016. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  77017. /**
  77018. * Creates a RGB texture from some data.
  77019. * @param data Define the texture data
  77020. * @param width Define the width of the texture
  77021. * @param height Define the height of the texture
  77022. * @param scene Define the scene the texture belongs to
  77023. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77024. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77025. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77026. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  77027. * @returns the RGB alpha texture
  77028. */
  77029. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  77030. /**
  77031. * Creates a RGBA texture from some data.
  77032. * @param data Define the texture data
  77033. * @param width Define the width of the texture
  77034. * @param height Define the height of the texture
  77035. * @param scene Define the scene the texture belongs to
  77036. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77037. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77038. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77039. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  77040. * @returns the RGBA texture
  77041. */
  77042. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  77043. /**
  77044. * Creates a R texture from some data.
  77045. * @param data Define the texture data
  77046. * @param width Define the width of the texture
  77047. * @param height Define the height of the texture
  77048. * @param scene Define the scene the texture belongs to
  77049. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77050. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77051. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77052. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  77053. * @returns the R texture
  77054. */
  77055. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  77056. }
  77057. }
  77058. declare module BABYLON {
  77059. /**
  77060. * Interface for the size containing width and height
  77061. */
  77062. export interface ISize {
  77063. /**
  77064. * Width
  77065. */
  77066. width: number;
  77067. /**
  77068. * Heighht
  77069. */
  77070. height: number;
  77071. }
  77072. /**
  77073. * Size containing widht and height
  77074. */
  77075. export class Size implements ISize {
  77076. /**
  77077. * Width
  77078. */
  77079. width: number;
  77080. /**
  77081. * Height
  77082. */
  77083. height: number;
  77084. /**
  77085. * Creates a Size object from the given width and height (floats).
  77086. * @param width width of the new size
  77087. * @param height height of the new size
  77088. */
  77089. constructor(width: number, height: number);
  77090. /**
  77091. * Returns a string with the Size width and height
  77092. * @returns a string with the Size width and height
  77093. */
  77094. toString(): string;
  77095. /**
  77096. * "Size"
  77097. * @returns the string "Size"
  77098. */
  77099. getClassName(): string;
  77100. /**
  77101. * Returns the Size hash code.
  77102. * @returns a hash code for a unique width and height
  77103. */
  77104. getHashCode(): number;
  77105. /**
  77106. * Updates the current size from the given one.
  77107. * @param src the given size
  77108. */
  77109. copyFrom(src: Size): void;
  77110. /**
  77111. * Updates in place the current Size from the given floats.
  77112. * @param width width of the new size
  77113. * @param height height of the new size
  77114. * @returns the updated Size.
  77115. */
  77116. copyFromFloats(width: number, height: number): Size;
  77117. /**
  77118. * Updates in place the current Size from the given floats.
  77119. * @param width width to set
  77120. * @param height height to set
  77121. * @returns the updated Size.
  77122. */
  77123. set(width: number, height: number): Size;
  77124. /**
  77125. * Multiplies the width and height by numbers
  77126. * @param w factor to multiple the width by
  77127. * @param h factor to multiple the height by
  77128. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  77129. */
  77130. multiplyByFloats(w: number, h: number): Size;
  77131. /**
  77132. * Clones the size
  77133. * @returns a new Size copied from the given one.
  77134. */
  77135. clone(): Size;
  77136. /**
  77137. * True if the current Size and the given one width and height are strictly equal.
  77138. * @param other the other size to compare against
  77139. * @returns True if the current Size and the given one width and height are strictly equal.
  77140. */
  77141. equals(other: Size): boolean;
  77142. /**
  77143. * The surface of the Size : width * height (float).
  77144. */
  77145. readonly surface: number;
  77146. /**
  77147. * Create a new size of zero
  77148. * @returns a new Size set to (0.0, 0.0)
  77149. */
  77150. static Zero(): Size;
  77151. /**
  77152. * Sums the width and height of two sizes
  77153. * @param otherSize size to add to this size
  77154. * @returns a new Size set as the addition result of the current Size and the given one.
  77155. */
  77156. add(otherSize: Size): Size;
  77157. /**
  77158. * Subtracts the width and height of two
  77159. * @param otherSize size to subtract to this size
  77160. * @returns a new Size set as the subtraction result of the given one from the current Size.
  77161. */
  77162. subtract(otherSize: Size): Size;
  77163. /**
  77164. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  77165. * @param start starting size to lerp between
  77166. * @param end end size to lerp between
  77167. * @param amount amount to lerp between the start and end values
  77168. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  77169. */
  77170. static Lerp(start: Size, end: Size, amount: number): Size;
  77171. }
  77172. }
  77173. declare module BABYLON {
  77174. /**
  77175. * Defines a runtime animation
  77176. */
  77177. export class RuntimeAnimation {
  77178. private _events;
  77179. /**
  77180. * The current frame of the runtime animation
  77181. */
  77182. private _currentFrame;
  77183. /**
  77184. * The animation used by the runtime animation
  77185. */
  77186. private _animation;
  77187. /**
  77188. * The target of the runtime animation
  77189. */
  77190. private _target;
  77191. /**
  77192. * The initiating animatable
  77193. */
  77194. private _host;
  77195. /**
  77196. * The original value of the runtime animation
  77197. */
  77198. private _originalValue;
  77199. /**
  77200. * The original blend value of the runtime animation
  77201. */
  77202. private _originalBlendValue;
  77203. /**
  77204. * The offsets cache of the runtime animation
  77205. */
  77206. private _offsetsCache;
  77207. /**
  77208. * The high limits cache of the runtime animation
  77209. */
  77210. private _highLimitsCache;
  77211. /**
  77212. * Specifies if the runtime animation has been stopped
  77213. */
  77214. private _stopped;
  77215. /**
  77216. * The blending factor of the runtime animation
  77217. */
  77218. private _blendingFactor;
  77219. /**
  77220. * The BabylonJS scene
  77221. */
  77222. private _scene;
  77223. /**
  77224. * The current value of the runtime animation
  77225. */
  77226. private _currentValue;
  77227. /** @hidden */
  77228. _animationState: _IAnimationState;
  77229. /**
  77230. * The active target of the runtime animation
  77231. */
  77232. private _activeTargets;
  77233. private _currentActiveTarget;
  77234. private _directTarget;
  77235. /**
  77236. * The target path of the runtime animation
  77237. */
  77238. private _targetPath;
  77239. /**
  77240. * The weight of the runtime animation
  77241. */
  77242. private _weight;
  77243. /**
  77244. * The ratio offset of the runtime animation
  77245. */
  77246. private _ratioOffset;
  77247. /**
  77248. * The previous delay of the runtime animation
  77249. */
  77250. private _previousDelay;
  77251. /**
  77252. * The previous ratio of the runtime animation
  77253. */
  77254. private _previousRatio;
  77255. private _enableBlending;
  77256. private _keys;
  77257. private _minFrame;
  77258. private _maxFrame;
  77259. private _minValue;
  77260. private _maxValue;
  77261. private _targetIsArray;
  77262. /**
  77263. * Gets the current frame of the runtime animation
  77264. */
  77265. readonly currentFrame: number;
  77266. /**
  77267. * Gets the weight of the runtime animation
  77268. */
  77269. readonly weight: number;
  77270. /**
  77271. * Gets the current value of the runtime animation
  77272. */
  77273. readonly currentValue: any;
  77274. /**
  77275. * Gets the target path of the runtime animation
  77276. */
  77277. readonly targetPath: string;
  77278. /**
  77279. * Gets the actual target of the runtime animation
  77280. */
  77281. readonly target: any;
  77282. /** @hidden */
  77283. _onLoop: () => void;
  77284. /**
  77285. * Create a new RuntimeAnimation object
  77286. * @param target defines the target of the animation
  77287. * @param animation defines the source animation object
  77288. * @param scene defines the hosting scene
  77289. * @param host defines the initiating Animatable
  77290. */
  77291. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  77292. private _preparePath;
  77293. /**
  77294. * Gets the animation from the runtime animation
  77295. */
  77296. readonly animation: Animation;
  77297. /**
  77298. * Resets the runtime animation to the beginning
  77299. * @param restoreOriginal defines whether to restore the target property to the original value
  77300. */
  77301. reset(restoreOriginal?: boolean): void;
  77302. /**
  77303. * Specifies if the runtime animation is stopped
  77304. * @returns Boolean specifying if the runtime animation is stopped
  77305. */
  77306. isStopped(): boolean;
  77307. /**
  77308. * Disposes of the runtime animation
  77309. */
  77310. dispose(): void;
  77311. /**
  77312. * Apply the interpolated value to the target
  77313. * @param currentValue defines the value computed by the animation
  77314. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  77315. */
  77316. setValue(currentValue: any, weight: number): void;
  77317. private _getOriginalValues;
  77318. private _setValue;
  77319. /**
  77320. * Gets the loop pmode of the runtime animation
  77321. * @returns Loop Mode
  77322. */
  77323. private _getCorrectLoopMode;
  77324. /**
  77325. * Move the current animation to a given frame
  77326. * @param frame defines the frame to move to
  77327. */
  77328. goToFrame(frame: number): void;
  77329. /**
  77330. * @hidden Internal use only
  77331. */
  77332. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  77333. /**
  77334. * Execute the current animation
  77335. * @param delay defines the delay to add to the current frame
  77336. * @param from defines the lower bound of the animation range
  77337. * @param to defines the upper bound of the animation range
  77338. * @param loop defines if the current animation must loop
  77339. * @param speedRatio defines the current speed ratio
  77340. * @param weight defines the weight of the animation (default is -1 so no weight)
  77341. * @param onLoop optional callback called when animation loops
  77342. * @returns a boolean indicating if the animation is running
  77343. */
  77344. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  77345. }
  77346. }
  77347. declare module BABYLON {
  77348. /**
  77349. * Class used to store an actual running animation
  77350. */
  77351. export class Animatable {
  77352. /** defines the target object */
  77353. target: any;
  77354. /** defines the starting frame number (default is 0) */
  77355. fromFrame: number;
  77356. /** defines the ending frame number (default is 100) */
  77357. toFrame: number;
  77358. /** defines if the animation must loop (default is false) */
  77359. loopAnimation: boolean;
  77360. /** defines a callback to call when animation ends if it is not looping */
  77361. onAnimationEnd?: (() => void) | null | undefined;
  77362. /** defines a callback to call when animation loops */
  77363. onAnimationLoop?: (() => void) | null | undefined;
  77364. private _localDelayOffset;
  77365. private _pausedDelay;
  77366. private _runtimeAnimations;
  77367. private _paused;
  77368. private _scene;
  77369. private _speedRatio;
  77370. private _weight;
  77371. private _syncRoot;
  77372. /**
  77373. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  77374. * This will only apply for non looping animation (default is true)
  77375. */
  77376. disposeOnEnd: boolean;
  77377. /**
  77378. * Gets a boolean indicating if the animation has started
  77379. */
  77380. animationStarted: boolean;
  77381. /**
  77382. * Observer raised when the animation ends
  77383. */
  77384. onAnimationEndObservable: Observable<Animatable>;
  77385. /**
  77386. * Observer raised when the animation loops
  77387. */
  77388. onAnimationLoopObservable: Observable<Animatable>;
  77389. /**
  77390. * Gets the root Animatable used to synchronize and normalize animations
  77391. */
  77392. readonly syncRoot: Nullable<Animatable>;
  77393. /**
  77394. * Gets the current frame of the first RuntimeAnimation
  77395. * Used to synchronize Animatables
  77396. */
  77397. readonly masterFrame: number;
  77398. /**
  77399. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  77400. */
  77401. weight: number;
  77402. /**
  77403. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  77404. */
  77405. speedRatio: number;
  77406. /**
  77407. * Creates a new Animatable
  77408. * @param scene defines the hosting scene
  77409. * @param target defines the target object
  77410. * @param fromFrame defines the starting frame number (default is 0)
  77411. * @param toFrame defines the ending frame number (default is 100)
  77412. * @param loopAnimation defines if the animation must loop (default is false)
  77413. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  77414. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  77415. * @param animations defines a group of animation to add to the new Animatable
  77416. * @param onAnimationLoop defines a callback to call when animation loops
  77417. */
  77418. constructor(scene: Scene,
  77419. /** defines the target object */
  77420. target: any,
  77421. /** defines the starting frame number (default is 0) */
  77422. fromFrame?: number,
  77423. /** defines the ending frame number (default is 100) */
  77424. toFrame?: number,
  77425. /** defines if the animation must loop (default is false) */
  77426. loopAnimation?: boolean, speedRatio?: number,
  77427. /** defines a callback to call when animation ends if it is not looping */
  77428. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  77429. /** defines a callback to call when animation loops */
  77430. onAnimationLoop?: (() => void) | null | undefined);
  77431. /**
  77432. * Synchronize and normalize current Animatable with a source Animatable
  77433. * This is useful when using animation weights and when animations are not of the same length
  77434. * @param root defines the root Animatable to synchronize with
  77435. * @returns the current Animatable
  77436. */
  77437. syncWith(root: Animatable): Animatable;
  77438. /**
  77439. * Gets the list of runtime animations
  77440. * @returns an array of RuntimeAnimation
  77441. */
  77442. getAnimations(): RuntimeAnimation[];
  77443. /**
  77444. * Adds more animations to the current animatable
  77445. * @param target defines the target of the animations
  77446. * @param animations defines the new animations to add
  77447. */
  77448. appendAnimations(target: any, animations: Animation[]): void;
  77449. /**
  77450. * Gets the source animation for a specific property
  77451. * @param property defines the propertyu to look for
  77452. * @returns null or the source animation for the given property
  77453. */
  77454. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  77455. /**
  77456. * Gets the runtime animation for a specific property
  77457. * @param property defines the propertyu to look for
  77458. * @returns null or the runtime animation for the given property
  77459. */
  77460. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  77461. /**
  77462. * Resets the animatable to its original state
  77463. */
  77464. reset(): void;
  77465. /**
  77466. * Allows the animatable to blend with current running animations
  77467. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  77468. * @param blendingSpeed defines the blending speed to use
  77469. */
  77470. enableBlending(blendingSpeed: number): void;
  77471. /**
  77472. * Disable animation blending
  77473. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  77474. */
  77475. disableBlending(): void;
  77476. /**
  77477. * Jump directly to a given frame
  77478. * @param frame defines the frame to jump to
  77479. */
  77480. goToFrame(frame: number): void;
  77481. /**
  77482. * Pause the animation
  77483. */
  77484. pause(): void;
  77485. /**
  77486. * Restart the animation
  77487. */
  77488. restart(): void;
  77489. private _raiseOnAnimationEnd;
  77490. /**
  77491. * Stop and delete the current animation
  77492. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  77493. * @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)
  77494. */
  77495. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  77496. /**
  77497. * Wait asynchronously for the animation to end
  77498. * @returns a promise which will be fullfilled when the animation ends
  77499. */
  77500. waitAsync(): Promise<Animatable>;
  77501. /** @hidden */
  77502. _animate(delay: number): boolean;
  77503. }
  77504. interface Scene {
  77505. /** @hidden */
  77506. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  77507. /** @hidden */
  77508. _processLateAnimationBindingsForMatrices(holder: {
  77509. totalWeight: number;
  77510. animations: RuntimeAnimation[];
  77511. originalValue: Matrix;
  77512. }): any;
  77513. /** @hidden */
  77514. _processLateAnimationBindingsForQuaternions(holder: {
  77515. totalWeight: number;
  77516. animations: RuntimeAnimation[];
  77517. originalValue: Quaternion;
  77518. }, refQuaternion: Quaternion): Quaternion;
  77519. /** @hidden */
  77520. _processLateAnimationBindings(): void;
  77521. /**
  77522. * Will start the animation sequence of a given target
  77523. * @param target defines the target
  77524. * @param from defines from which frame should animation start
  77525. * @param to defines until which frame should animation run.
  77526. * @param weight defines the weight to apply to the animation (1.0 by default)
  77527. * @param loop defines if the animation loops
  77528. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  77529. * @param onAnimationEnd defines the function to be executed when the animation ends
  77530. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  77531. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  77532. * @param onAnimationLoop defines the callback to call when an animation loops
  77533. * @returns the animatable object created for this animation
  77534. */
  77535. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  77536. /**
  77537. * Will start the animation sequence of a given target
  77538. * @param target defines the target
  77539. * @param from defines from which frame should animation start
  77540. * @param to defines until which frame should animation run.
  77541. * @param loop defines if the animation loops
  77542. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  77543. * @param onAnimationEnd defines the function to be executed when the animation ends
  77544. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  77545. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  77546. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  77547. * @param onAnimationLoop defines the callback to call when an animation loops
  77548. * @returns the animatable object created for this animation
  77549. */
  77550. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  77551. /**
  77552. * Will start the animation sequence of a given target and its hierarchy
  77553. * @param target defines the target
  77554. * @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.
  77555. * @param from defines from which frame should animation start
  77556. * @param to defines until which frame should animation run.
  77557. * @param loop defines if the animation loops
  77558. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  77559. * @param onAnimationEnd defines the function to be executed when the animation ends
  77560. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  77561. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  77562. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  77563. * @param onAnimationLoop defines the callback to call when an animation loops
  77564. * @returns the list of created animatables
  77565. */
  77566. 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[];
  77567. /**
  77568. * Begin a new animation on a given node
  77569. * @param target defines the target where the animation will take place
  77570. * @param animations defines the list of animations to start
  77571. * @param from defines the initial value
  77572. * @param to defines the final value
  77573. * @param loop defines if you want animation to loop (off by default)
  77574. * @param speedRatio defines the speed ratio to apply to all animations
  77575. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  77576. * @param onAnimationLoop defines the callback to call when an animation loops
  77577. * @returns the list of created animatables
  77578. */
  77579. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  77580. /**
  77581. * Begin a new animation on a given node and its hierarchy
  77582. * @param target defines the root node where the animation will take place
  77583. * @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.
  77584. * @param animations defines the list of animations to start
  77585. * @param from defines the initial value
  77586. * @param to defines the final value
  77587. * @param loop defines if you want animation to loop (off by default)
  77588. * @param speedRatio defines the speed ratio to apply to all animations
  77589. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  77590. * @param onAnimationLoop defines the callback to call when an animation loops
  77591. * @returns the list of animatables created for all nodes
  77592. */
  77593. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  77594. /**
  77595. * Gets the animatable associated with a specific target
  77596. * @param target defines the target of the animatable
  77597. * @returns the required animatable if found
  77598. */
  77599. getAnimatableByTarget(target: any): Nullable<Animatable>;
  77600. /**
  77601. * Gets all animatables associated with a given target
  77602. * @param target defines the target to look animatables for
  77603. * @returns an array of Animatables
  77604. */
  77605. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  77606. /**
  77607. * Stops and removes all animations that have been applied to the scene
  77608. */
  77609. stopAllAnimations(): void;
  77610. }
  77611. interface Bone {
  77612. /**
  77613. * Copy an animation range from another bone
  77614. * @param source defines the source bone
  77615. * @param rangeName defines the range name to copy
  77616. * @param frameOffset defines the frame offset
  77617. * @param rescaleAsRequired defines if rescaling must be applied if required
  77618. * @param skelDimensionsRatio defines the scaling ratio
  77619. * @returns true if operation was successful
  77620. */
  77621. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  77622. }
  77623. }
  77624. declare module BABYLON {
  77625. /**
  77626. * Class used to override all child animations of a given target
  77627. */
  77628. export class AnimationPropertiesOverride {
  77629. /**
  77630. * Gets or sets a value indicating if animation blending must be used
  77631. */
  77632. enableBlending: boolean;
  77633. /**
  77634. * Gets or sets the blending speed to use when enableBlending is true
  77635. */
  77636. blendingSpeed: number;
  77637. /**
  77638. * Gets or sets the default loop mode to use
  77639. */
  77640. loopMode: number;
  77641. }
  77642. }
  77643. declare module BABYLON {
  77644. /**
  77645. * Class used to handle skinning animations
  77646. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  77647. */
  77648. export class Skeleton implements IAnimatable {
  77649. /** defines the skeleton name */
  77650. name: string;
  77651. /** defines the skeleton Id */
  77652. id: string;
  77653. /**
  77654. * Defines the list of child bones
  77655. */
  77656. bones: Bone[];
  77657. /**
  77658. * Defines an estimate of the dimension of the skeleton at rest
  77659. */
  77660. dimensionsAtRest: Vector3;
  77661. /**
  77662. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  77663. */
  77664. needInitialSkinMatrix: boolean;
  77665. /**
  77666. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  77667. */
  77668. overrideMesh: Nullable<AbstractMesh>;
  77669. /**
  77670. * Gets the list of animations attached to this skeleton
  77671. */
  77672. animations: Array<Animation>;
  77673. private _scene;
  77674. private _isDirty;
  77675. private _transformMatrices;
  77676. private _transformMatrixTexture;
  77677. private _meshesWithPoseMatrix;
  77678. private _animatables;
  77679. private _identity;
  77680. private _synchronizedWithMesh;
  77681. private _ranges;
  77682. private _lastAbsoluteTransformsUpdateId;
  77683. private _canUseTextureForBones;
  77684. private _uniqueId;
  77685. /** @hidden */
  77686. _numBonesWithLinkedTransformNode: number;
  77687. /** @hidden */
  77688. _hasWaitingData: Nullable<boolean>;
  77689. /**
  77690. * Specifies if the skeleton should be serialized
  77691. */
  77692. doNotSerialize: boolean;
  77693. private _useTextureToStoreBoneMatrices;
  77694. /**
  77695. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  77696. * Please note that this option is not available if the hardware does not support it
  77697. */
  77698. useTextureToStoreBoneMatrices: boolean;
  77699. private _animationPropertiesOverride;
  77700. /**
  77701. * Gets or sets the animation properties override
  77702. */
  77703. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  77704. /**
  77705. * List of inspectable custom properties (used by the Inspector)
  77706. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  77707. */
  77708. inspectableCustomProperties: IInspectable[];
  77709. /**
  77710. * An observable triggered before computing the skeleton's matrices
  77711. */
  77712. onBeforeComputeObservable: Observable<Skeleton>;
  77713. /**
  77714. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  77715. */
  77716. readonly isUsingTextureForMatrices: boolean;
  77717. /**
  77718. * Gets the unique ID of this skeleton
  77719. */
  77720. readonly uniqueId: number;
  77721. /**
  77722. * Creates a new skeleton
  77723. * @param name defines the skeleton name
  77724. * @param id defines the skeleton Id
  77725. * @param scene defines the hosting scene
  77726. */
  77727. constructor(
  77728. /** defines the skeleton name */
  77729. name: string,
  77730. /** defines the skeleton Id */
  77731. id: string, scene: Scene);
  77732. /**
  77733. * Gets the current object class name.
  77734. * @return the class name
  77735. */
  77736. getClassName(): string;
  77737. /**
  77738. * Returns an array containing the root bones
  77739. * @returns an array containing the root bones
  77740. */
  77741. getChildren(): Array<Bone>;
  77742. /**
  77743. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  77744. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  77745. * @returns a Float32Array containing matrices data
  77746. */
  77747. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  77748. /**
  77749. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  77750. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  77751. * @returns a raw texture containing the data
  77752. */
  77753. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  77754. /**
  77755. * Gets the current hosting scene
  77756. * @returns a scene object
  77757. */
  77758. getScene(): Scene;
  77759. /**
  77760. * Gets a string representing the current skeleton data
  77761. * @param fullDetails defines a boolean indicating if we want a verbose version
  77762. * @returns a string representing the current skeleton data
  77763. */
  77764. toString(fullDetails?: boolean): string;
  77765. /**
  77766. * Get bone's index searching by name
  77767. * @param name defines bone's name to search for
  77768. * @return the indice of the bone. Returns -1 if not found
  77769. */
  77770. getBoneIndexByName(name: string): number;
  77771. /**
  77772. * Creater a new animation range
  77773. * @param name defines the name of the range
  77774. * @param from defines the start key
  77775. * @param to defines the end key
  77776. */
  77777. createAnimationRange(name: string, from: number, to: number): void;
  77778. /**
  77779. * Delete a specific animation range
  77780. * @param name defines the name of the range
  77781. * @param deleteFrames defines if frames must be removed as well
  77782. */
  77783. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  77784. /**
  77785. * Gets a specific animation range
  77786. * @param name defines the name of the range to look for
  77787. * @returns the requested animation range or null if not found
  77788. */
  77789. getAnimationRange(name: string): Nullable<AnimationRange>;
  77790. /**
  77791. * Gets the list of all animation ranges defined on this skeleton
  77792. * @returns an array
  77793. */
  77794. getAnimationRanges(): Nullable<AnimationRange>[];
  77795. /**
  77796. * Copy animation range from a source skeleton.
  77797. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  77798. * @param source defines the source skeleton
  77799. * @param name defines the name of the range to copy
  77800. * @param rescaleAsRequired defines if rescaling must be applied if required
  77801. * @returns true if operation was successful
  77802. */
  77803. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  77804. /**
  77805. * Forces the skeleton to go to rest pose
  77806. */
  77807. returnToRest(): void;
  77808. private _getHighestAnimationFrame;
  77809. /**
  77810. * Begin a specific animation range
  77811. * @param name defines the name of the range to start
  77812. * @param loop defines if looping must be turned on (false by default)
  77813. * @param speedRatio defines the speed ratio to apply (1 by default)
  77814. * @param onAnimationEnd defines a callback which will be called when animation will end
  77815. * @returns a new animatable
  77816. */
  77817. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  77818. /** @hidden */
  77819. _markAsDirty(): void;
  77820. /** @hidden */
  77821. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  77822. /** @hidden */
  77823. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  77824. private _computeTransformMatrices;
  77825. /**
  77826. * Build all resources required to render a skeleton
  77827. */
  77828. prepare(): void;
  77829. /**
  77830. * Gets the list of animatables currently running for this skeleton
  77831. * @returns an array of animatables
  77832. */
  77833. getAnimatables(): IAnimatable[];
  77834. /**
  77835. * Clone the current skeleton
  77836. * @param name defines the name of the new skeleton
  77837. * @param id defines the id of the new skeleton
  77838. * @returns the new skeleton
  77839. */
  77840. clone(name: string, id: string): Skeleton;
  77841. /**
  77842. * Enable animation blending for this skeleton
  77843. * @param blendingSpeed defines the blending speed to apply
  77844. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  77845. */
  77846. enableBlending(blendingSpeed?: number): void;
  77847. /**
  77848. * Releases all resources associated with the current skeleton
  77849. */
  77850. dispose(): void;
  77851. /**
  77852. * Serialize the skeleton in a JSON object
  77853. * @returns a JSON object
  77854. */
  77855. serialize(): any;
  77856. /**
  77857. * Creates a new skeleton from serialized data
  77858. * @param parsedSkeleton defines the serialized data
  77859. * @param scene defines the hosting scene
  77860. * @returns a new skeleton
  77861. */
  77862. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  77863. /**
  77864. * Compute all node absolute transforms
  77865. * @param forceUpdate defines if computation must be done even if cache is up to date
  77866. */
  77867. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  77868. /**
  77869. * Gets the root pose matrix
  77870. * @returns a matrix
  77871. */
  77872. getPoseMatrix(): Nullable<Matrix>;
  77873. /**
  77874. * Sorts bones per internal index
  77875. */
  77876. sortBones(): void;
  77877. private _sortBones;
  77878. }
  77879. }
  77880. declare module BABYLON {
  77881. /**
  77882. * Class used to store bone information
  77883. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  77884. */
  77885. export class Bone extends Node {
  77886. /**
  77887. * defines the bone name
  77888. */
  77889. name: string;
  77890. private static _tmpVecs;
  77891. private static _tmpQuat;
  77892. private static _tmpMats;
  77893. /**
  77894. * Gets the list of child bones
  77895. */
  77896. children: Bone[];
  77897. /** Gets the animations associated with this bone */
  77898. animations: Animation[];
  77899. /**
  77900. * Gets or sets bone length
  77901. */
  77902. length: number;
  77903. /**
  77904. * @hidden Internal only
  77905. * Set this value to map this bone to a different index in the transform matrices
  77906. * Set this value to -1 to exclude the bone from the transform matrices
  77907. */
  77908. _index: Nullable<number>;
  77909. private _skeleton;
  77910. private _localMatrix;
  77911. private _restPose;
  77912. private _baseMatrix;
  77913. private _absoluteTransform;
  77914. private _invertedAbsoluteTransform;
  77915. private _parent;
  77916. private _scalingDeterminant;
  77917. private _worldTransform;
  77918. private _localScaling;
  77919. private _localRotation;
  77920. private _localPosition;
  77921. private _needToDecompose;
  77922. private _needToCompose;
  77923. /** @hidden */
  77924. _linkedTransformNode: Nullable<TransformNode>;
  77925. /** @hidden */
  77926. _waitingTransformNodeId: Nullable<string>;
  77927. /** @hidden */
  77928. /** @hidden */
  77929. _matrix: Matrix;
  77930. /**
  77931. * Create a new bone
  77932. * @param name defines the bone name
  77933. * @param skeleton defines the parent skeleton
  77934. * @param parentBone defines the parent (can be null if the bone is the root)
  77935. * @param localMatrix defines the local matrix
  77936. * @param restPose defines the rest pose matrix
  77937. * @param baseMatrix defines the base matrix
  77938. * @param index defines index of the bone in the hiearchy
  77939. */
  77940. constructor(
  77941. /**
  77942. * defines the bone name
  77943. */
  77944. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  77945. /**
  77946. * Gets the current object class name.
  77947. * @return the class name
  77948. */
  77949. getClassName(): string;
  77950. /**
  77951. * Gets the parent skeleton
  77952. * @returns a skeleton
  77953. */
  77954. getSkeleton(): Skeleton;
  77955. /**
  77956. * Gets parent bone
  77957. * @returns a bone or null if the bone is the root of the bone hierarchy
  77958. */
  77959. getParent(): Nullable<Bone>;
  77960. /**
  77961. * Returns an array containing the root bones
  77962. * @returns an array containing the root bones
  77963. */
  77964. getChildren(): Array<Bone>;
  77965. /**
  77966. * Sets the parent bone
  77967. * @param parent defines the parent (can be null if the bone is the root)
  77968. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  77969. */
  77970. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  77971. /**
  77972. * Gets the local matrix
  77973. * @returns a matrix
  77974. */
  77975. getLocalMatrix(): Matrix;
  77976. /**
  77977. * Gets the base matrix (initial matrix which remains unchanged)
  77978. * @returns a matrix
  77979. */
  77980. getBaseMatrix(): Matrix;
  77981. /**
  77982. * Gets the rest pose matrix
  77983. * @returns a matrix
  77984. */
  77985. getRestPose(): Matrix;
  77986. /**
  77987. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  77988. */
  77989. getWorldMatrix(): Matrix;
  77990. /**
  77991. * Sets the local matrix to rest pose matrix
  77992. */
  77993. returnToRest(): void;
  77994. /**
  77995. * Gets the inverse of the absolute transform matrix.
  77996. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  77997. * @returns a matrix
  77998. */
  77999. getInvertedAbsoluteTransform(): Matrix;
  78000. /**
  78001. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  78002. * @returns a matrix
  78003. */
  78004. getAbsoluteTransform(): Matrix;
  78005. /**
  78006. * Links with the given transform node.
  78007. * The local matrix of this bone is copied from the transform node every frame.
  78008. * @param transformNode defines the transform node to link to
  78009. */
  78010. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  78011. /**
  78012. * Gets the node used to drive the bone's transformation
  78013. * @returns a transform node or null
  78014. */
  78015. getTransformNode(): Nullable<TransformNode>;
  78016. /** Gets or sets current position (in local space) */
  78017. position: Vector3;
  78018. /** Gets or sets current rotation (in local space) */
  78019. rotation: Vector3;
  78020. /** Gets or sets current rotation quaternion (in local space) */
  78021. rotationQuaternion: Quaternion;
  78022. /** Gets or sets current scaling (in local space) */
  78023. scaling: Vector3;
  78024. /**
  78025. * Gets the animation properties override
  78026. */
  78027. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  78028. private _decompose;
  78029. private _compose;
  78030. /**
  78031. * Update the base and local matrices
  78032. * @param matrix defines the new base or local matrix
  78033. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  78034. * @param updateLocalMatrix defines if the local matrix should be updated
  78035. */
  78036. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  78037. /** @hidden */
  78038. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  78039. /**
  78040. * Flag the bone as dirty (Forcing it to update everything)
  78041. */
  78042. markAsDirty(): void;
  78043. /** @hidden */
  78044. _markAsDirtyAndCompose(): void;
  78045. private _markAsDirtyAndDecompose;
  78046. /**
  78047. * Translate the bone in local or world space
  78048. * @param vec The amount to translate the bone
  78049. * @param space The space that the translation is in
  78050. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78051. */
  78052. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  78053. /**
  78054. * Set the postion of the bone in local or world space
  78055. * @param position The position to set the bone
  78056. * @param space The space that the position is in
  78057. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78058. */
  78059. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  78060. /**
  78061. * Set the absolute position of the bone (world space)
  78062. * @param position The position to set the bone
  78063. * @param mesh The mesh that this bone is attached to
  78064. */
  78065. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  78066. /**
  78067. * Scale the bone on the x, y and z axes (in local space)
  78068. * @param x The amount to scale the bone on the x axis
  78069. * @param y The amount to scale the bone on the y axis
  78070. * @param z The amount to scale the bone on the z axis
  78071. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  78072. */
  78073. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  78074. /**
  78075. * Set the bone scaling in local space
  78076. * @param scale defines the scaling vector
  78077. */
  78078. setScale(scale: Vector3): void;
  78079. /**
  78080. * Gets the current scaling in local space
  78081. * @returns the current scaling vector
  78082. */
  78083. getScale(): Vector3;
  78084. /**
  78085. * Gets the current scaling in local space and stores it in a target vector
  78086. * @param result defines the target vector
  78087. */
  78088. getScaleToRef(result: Vector3): void;
  78089. /**
  78090. * Set the yaw, pitch, and roll of the bone in local or world space
  78091. * @param yaw The rotation of the bone on the y axis
  78092. * @param pitch The rotation of the bone on the x axis
  78093. * @param roll The rotation of the bone on the z axis
  78094. * @param space The space that the axes of rotation are in
  78095. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78096. */
  78097. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  78098. /**
  78099. * Add a rotation to the bone on an axis in local or world space
  78100. * @param axis The axis to rotate the bone on
  78101. * @param amount The amount to rotate the bone
  78102. * @param space The space that the axis is in
  78103. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78104. */
  78105. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  78106. /**
  78107. * Set the rotation of the bone to a particular axis angle in local or world space
  78108. * @param axis The axis to rotate the bone on
  78109. * @param angle The angle that the bone should be rotated to
  78110. * @param space The space that the axis is in
  78111. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78112. */
  78113. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  78114. /**
  78115. * Set the euler rotation of the bone in local of world space
  78116. * @param rotation The euler rotation that the bone should be set to
  78117. * @param space The space that the rotation is in
  78118. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78119. */
  78120. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  78121. /**
  78122. * Set the quaternion rotation of the bone in local of world space
  78123. * @param quat The quaternion rotation that the bone should be set to
  78124. * @param space The space that the rotation is in
  78125. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78126. */
  78127. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  78128. /**
  78129. * Set the rotation matrix of the bone in local of world space
  78130. * @param rotMat The rotation matrix that the bone should be set to
  78131. * @param space The space that the rotation is in
  78132. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78133. */
  78134. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  78135. private _rotateWithMatrix;
  78136. private _getNegativeRotationToRef;
  78137. /**
  78138. * Get the position of the bone in local or world space
  78139. * @param space The space that the returned position is in
  78140. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78141. * @returns The position of the bone
  78142. */
  78143. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  78144. /**
  78145. * Copy the position of the bone to a vector3 in local or world space
  78146. * @param space The space that the returned position is in
  78147. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78148. * @param result The vector3 to copy the position to
  78149. */
  78150. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  78151. /**
  78152. * Get the absolute position of the bone (world space)
  78153. * @param mesh The mesh that this bone is attached to
  78154. * @returns The absolute position of the bone
  78155. */
  78156. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  78157. /**
  78158. * Copy the absolute position of the bone (world space) to the result param
  78159. * @param mesh The mesh that this bone is attached to
  78160. * @param result The vector3 to copy the absolute position to
  78161. */
  78162. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  78163. /**
  78164. * Compute the absolute transforms of this bone and its children
  78165. */
  78166. computeAbsoluteTransforms(): void;
  78167. /**
  78168. * Get the world direction from an axis that is in the local space of the bone
  78169. * @param localAxis The local direction that is used to compute the world direction
  78170. * @param mesh The mesh that this bone is attached to
  78171. * @returns The world direction
  78172. */
  78173. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  78174. /**
  78175. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  78176. * @param localAxis The local direction that is used to compute the world direction
  78177. * @param mesh The mesh that this bone is attached to
  78178. * @param result The vector3 that the world direction will be copied to
  78179. */
  78180. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  78181. /**
  78182. * Get the euler rotation of the bone in local or world space
  78183. * @param space The space that the rotation should be in
  78184. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78185. * @returns The euler rotation
  78186. */
  78187. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  78188. /**
  78189. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  78190. * @param space The space that the rotation should be in
  78191. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78192. * @param result The vector3 that the rotation should be copied to
  78193. */
  78194. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  78195. /**
  78196. * Get the quaternion rotation of the bone in either local or world space
  78197. * @param space The space that the rotation should be in
  78198. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78199. * @returns The quaternion rotation
  78200. */
  78201. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  78202. /**
  78203. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  78204. * @param space The space that the rotation should be in
  78205. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78206. * @param result The quaternion that the rotation should be copied to
  78207. */
  78208. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  78209. /**
  78210. * Get the rotation matrix of the bone in local or world space
  78211. * @param space The space that the rotation should be in
  78212. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78213. * @returns The rotation matrix
  78214. */
  78215. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  78216. /**
  78217. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  78218. * @param space The space that the rotation should be in
  78219. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78220. * @param result The quaternion that the rotation should be copied to
  78221. */
  78222. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  78223. /**
  78224. * Get the world position of a point that is in the local space of the bone
  78225. * @param position The local position
  78226. * @param mesh The mesh that this bone is attached to
  78227. * @returns The world position
  78228. */
  78229. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  78230. /**
  78231. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  78232. * @param position The local position
  78233. * @param mesh The mesh that this bone is attached to
  78234. * @param result The vector3 that the world position should be copied to
  78235. */
  78236. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  78237. /**
  78238. * Get the local position of a point that is in world space
  78239. * @param position The world position
  78240. * @param mesh The mesh that this bone is attached to
  78241. * @returns The local position
  78242. */
  78243. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  78244. /**
  78245. * Get the local position of a point that is in world space and copy it to the result param
  78246. * @param position The world position
  78247. * @param mesh The mesh that this bone is attached to
  78248. * @param result The vector3 that the local position should be copied to
  78249. */
  78250. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  78251. }
  78252. }
  78253. declare module BABYLON {
  78254. /**
  78255. * 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.
  78256. * @see https://doc.babylonjs.com/how_to/transformnode
  78257. */
  78258. export class TransformNode extends Node {
  78259. /**
  78260. * Object will not rotate to face the camera
  78261. */
  78262. static BILLBOARDMODE_NONE: number;
  78263. /**
  78264. * Object will rotate to face the camera but only on the x axis
  78265. */
  78266. static BILLBOARDMODE_X: number;
  78267. /**
  78268. * Object will rotate to face the camera but only on the y axis
  78269. */
  78270. static BILLBOARDMODE_Y: number;
  78271. /**
  78272. * Object will rotate to face the camera but only on the z axis
  78273. */
  78274. static BILLBOARDMODE_Z: number;
  78275. /**
  78276. * Object will rotate to face the camera
  78277. */
  78278. static BILLBOARDMODE_ALL: number;
  78279. /**
  78280. * Object will rotate to face the camera's position instead of orientation
  78281. */
  78282. static BILLBOARDMODE_USE_POSITION: number;
  78283. private _forward;
  78284. private _forwardInverted;
  78285. private _up;
  78286. private _right;
  78287. private _rightInverted;
  78288. private _position;
  78289. private _rotation;
  78290. private _rotationQuaternion;
  78291. protected _scaling: Vector3;
  78292. protected _isDirty: boolean;
  78293. private _transformToBoneReferal;
  78294. private _isAbsoluteSynced;
  78295. private _billboardMode;
  78296. /**
  78297. * Gets or sets the billboard mode. Default is 0.
  78298. *
  78299. * | Value | Type | Description |
  78300. * | --- | --- | --- |
  78301. * | 0 | BILLBOARDMODE_NONE | |
  78302. * | 1 | BILLBOARDMODE_X | |
  78303. * | 2 | BILLBOARDMODE_Y | |
  78304. * | 4 | BILLBOARDMODE_Z | |
  78305. * | 7 | BILLBOARDMODE_ALL | |
  78306. *
  78307. */
  78308. billboardMode: number;
  78309. private _preserveParentRotationForBillboard;
  78310. /**
  78311. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  78312. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  78313. */
  78314. preserveParentRotationForBillboard: boolean;
  78315. /**
  78316. * 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
  78317. */
  78318. scalingDeterminant: number;
  78319. private _infiniteDistance;
  78320. /**
  78321. * Gets or sets the distance of the object to max, often used by skybox
  78322. */
  78323. infiniteDistance: boolean;
  78324. /**
  78325. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  78326. * By default the system will update normals to compensate
  78327. */
  78328. ignoreNonUniformScaling: boolean;
  78329. /**
  78330. * 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
  78331. */
  78332. reIntegrateRotationIntoRotationQuaternion: boolean;
  78333. /** @hidden */
  78334. _poseMatrix: Nullable<Matrix>;
  78335. /** @hidden */
  78336. _localMatrix: Matrix;
  78337. private _usePivotMatrix;
  78338. private _absolutePosition;
  78339. private _absoluteScaling;
  78340. private _absoluteRotationQuaternion;
  78341. private _pivotMatrix;
  78342. private _pivotMatrixInverse;
  78343. protected _postMultiplyPivotMatrix: boolean;
  78344. protected _isWorldMatrixFrozen: boolean;
  78345. /** @hidden */
  78346. _indexInSceneTransformNodesArray: number;
  78347. /**
  78348. * An event triggered after the world matrix is updated
  78349. */
  78350. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  78351. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  78352. /**
  78353. * Gets a string identifying the name of the class
  78354. * @returns "TransformNode" string
  78355. */
  78356. getClassName(): string;
  78357. /**
  78358. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  78359. */
  78360. position: Vector3;
  78361. /**
  78362. * 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)).
  78363. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  78364. */
  78365. rotation: Vector3;
  78366. /**
  78367. * 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)).
  78368. */
  78369. scaling: Vector3;
  78370. /**
  78371. * 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).
  78372. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  78373. */
  78374. rotationQuaternion: Nullable<Quaternion>;
  78375. /**
  78376. * The forward direction of that transform in world space.
  78377. */
  78378. readonly forward: Vector3;
  78379. /**
  78380. * The up direction of that transform in world space.
  78381. */
  78382. readonly up: Vector3;
  78383. /**
  78384. * The right direction of that transform in world space.
  78385. */
  78386. readonly right: Vector3;
  78387. /**
  78388. * Copies the parameter passed Matrix into the mesh Pose matrix.
  78389. * @param matrix the matrix to copy the pose from
  78390. * @returns this TransformNode.
  78391. */
  78392. updatePoseMatrix(matrix: Matrix): TransformNode;
  78393. /**
  78394. * Returns the mesh Pose matrix.
  78395. * @returns the pose matrix
  78396. */
  78397. getPoseMatrix(): Matrix;
  78398. /** @hidden */
  78399. _isSynchronized(): boolean;
  78400. /** @hidden */
  78401. _initCache(): void;
  78402. /**
  78403. * Flag the transform node as dirty (Forcing it to update everything)
  78404. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  78405. * @returns this transform node
  78406. */
  78407. markAsDirty(property: string): TransformNode;
  78408. /**
  78409. * Returns the current mesh absolute position.
  78410. * Returns a Vector3.
  78411. */
  78412. readonly absolutePosition: Vector3;
  78413. /**
  78414. * Returns the current mesh absolute scaling.
  78415. * Returns a Vector3.
  78416. */
  78417. readonly absoluteScaling: Vector3;
  78418. /**
  78419. * Returns the current mesh absolute rotation.
  78420. * Returns a Quaternion.
  78421. */
  78422. readonly absoluteRotationQuaternion: Quaternion;
  78423. /**
  78424. * Sets a new matrix to apply before all other transformation
  78425. * @param matrix defines the transform matrix
  78426. * @returns the current TransformNode
  78427. */
  78428. setPreTransformMatrix(matrix: Matrix): TransformNode;
  78429. /**
  78430. * Sets a new pivot matrix to the current node
  78431. * @param matrix defines the new pivot matrix to use
  78432. * @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
  78433. * @returns the current TransformNode
  78434. */
  78435. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  78436. /**
  78437. * Returns the mesh pivot matrix.
  78438. * Default : Identity.
  78439. * @returns the matrix
  78440. */
  78441. getPivotMatrix(): Matrix;
  78442. /**
  78443. * Instantiate (when possible) or clone that node with its hierarchy
  78444. * @param newParent defines the new parent to use for the instance (or clone)
  78445. * @returns an instance (or a clone) of the current node with its hiearchy
  78446. */
  78447. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  78448. /**
  78449. * Prevents the World matrix to be computed any longer
  78450. * @param newWorldMatrix defines an optional matrix to use as world matrix
  78451. * @returns the TransformNode.
  78452. */
  78453. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  78454. /**
  78455. * Allows back the World matrix computation.
  78456. * @returns the TransformNode.
  78457. */
  78458. unfreezeWorldMatrix(): this;
  78459. /**
  78460. * True if the World matrix has been frozen.
  78461. */
  78462. readonly isWorldMatrixFrozen: boolean;
  78463. /**
  78464. * Retuns the mesh absolute position in the World.
  78465. * @returns a Vector3.
  78466. */
  78467. getAbsolutePosition(): Vector3;
  78468. /**
  78469. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  78470. * @param absolutePosition the absolute position to set
  78471. * @returns the TransformNode.
  78472. */
  78473. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  78474. /**
  78475. * Sets the mesh position in its local space.
  78476. * @param vector3 the position to set in localspace
  78477. * @returns the TransformNode.
  78478. */
  78479. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  78480. /**
  78481. * Returns the mesh position in the local space from the current World matrix values.
  78482. * @returns a new Vector3.
  78483. */
  78484. getPositionExpressedInLocalSpace(): Vector3;
  78485. /**
  78486. * Translates the mesh along the passed Vector3 in its local space.
  78487. * @param vector3 the distance to translate in localspace
  78488. * @returns the TransformNode.
  78489. */
  78490. locallyTranslate(vector3: Vector3): TransformNode;
  78491. private static _lookAtVectorCache;
  78492. /**
  78493. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  78494. * @param targetPoint the position (must be in same space as current mesh) to look at
  78495. * @param yawCor optional yaw (y-axis) correction in radians
  78496. * @param pitchCor optional pitch (x-axis) correction in radians
  78497. * @param rollCor optional roll (z-axis) correction in radians
  78498. * @param space the choosen space of the target
  78499. * @returns the TransformNode.
  78500. */
  78501. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  78502. /**
  78503. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  78504. * This Vector3 is expressed in the World space.
  78505. * @param localAxis axis to rotate
  78506. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  78507. */
  78508. getDirection(localAxis: Vector3): Vector3;
  78509. /**
  78510. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  78511. * localAxis is expressed in the mesh local space.
  78512. * result is computed in the Wordl space from the mesh World matrix.
  78513. * @param localAxis axis to rotate
  78514. * @param result the resulting transformnode
  78515. * @returns this TransformNode.
  78516. */
  78517. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  78518. /**
  78519. * Sets this transform node rotation to the given local axis.
  78520. * @param localAxis the axis in local space
  78521. * @param yawCor optional yaw (y-axis) correction in radians
  78522. * @param pitchCor optional pitch (x-axis) correction in radians
  78523. * @param rollCor optional roll (z-axis) correction in radians
  78524. * @returns this TransformNode
  78525. */
  78526. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  78527. /**
  78528. * Sets a new pivot point to the current node
  78529. * @param point defines the new pivot point to use
  78530. * @param space defines if the point is in world or local space (local by default)
  78531. * @returns the current TransformNode
  78532. */
  78533. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  78534. /**
  78535. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  78536. * @returns the pivot point
  78537. */
  78538. getPivotPoint(): Vector3;
  78539. /**
  78540. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  78541. * @param result the vector3 to store the result
  78542. * @returns this TransformNode.
  78543. */
  78544. getPivotPointToRef(result: Vector3): TransformNode;
  78545. /**
  78546. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  78547. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  78548. */
  78549. getAbsolutePivotPoint(): Vector3;
  78550. /**
  78551. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  78552. * @param result vector3 to store the result
  78553. * @returns this TransformNode.
  78554. */
  78555. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  78556. /**
  78557. * Defines the passed node as the parent of the current node.
  78558. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  78559. * @see https://doc.babylonjs.com/how_to/parenting
  78560. * @param node the node ot set as the parent
  78561. * @returns this TransformNode.
  78562. */
  78563. setParent(node: Nullable<Node>): TransformNode;
  78564. private _nonUniformScaling;
  78565. /**
  78566. * True if the scaling property of this object is non uniform eg. (1,2,1)
  78567. */
  78568. readonly nonUniformScaling: boolean;
  78569. /** @hidden */
  78570. _updateNonUniformScalingState(value: boolean): boolean;
  78571. /**
  78572. * Attach the current TransformNode to another TransformNode associated with a bone
  78573. * @param bone Bone affecting the TransformNode
  78574. * @param affectedTransformNode TransformNode associated with the bone
  78575. * @returns this object
  78576. */
  78577. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  78578. /**
  78579. * Detach the transform node if its associated with a bone
  78580. * @returns this object
  78581. */
  78582. detachFromBone(): TransformNode;
  78583. private static _rotationAxisCache;
  78584. /**
  78585. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  78586. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  78587. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  78588. * The passed axis is also normalized.
  78589. * @param axis the axis to rotate around
  78590. * @param amount the amount to rotate in radians
  78591. * @param space Space to rotate in (Default: local)
  78592. * @returns the TransformNode.
  78593. */
  78594. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  78595. /**
  78596. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  78597. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  78598. * The passed axis is also normalized. .
  78599. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  78600. * @param point the point to rotate around
  78601. * @param axis the axis to rotate around
  78602. * @param amount the amount to rotate in radians
  78603. * @returns the TransformNode
  78604. */
  78605. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  78606. /**
  78607. * Translates the mesh along the axis vector for the passed distance in the given space.
  78608. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  78609. * @param axis the axis to translate in
  78610. * @param distance the distance to translate
  78611. * @param space Space to rotate in (Default: local)
  78612. * @returns the TransformNode.
  78613. */
  78614. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  78615. /**
  78616. * Adds a rotation step to the mesh current rotation.
  78617. * x, y, z are Euler angles expressed in radians.
  78618. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  78619. * This means this rotation is made in the mesh local space only.
  78620. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  78621. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  78622. * ```javascript
  78623. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  78624. * ```
  78625. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  78626. * 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.
  78627. * @param x Rotation to add
  78628. * @param y Rotation to add
  78629. * @param z Rotation to add
  78630. * @returns the TransformNode.
  78631. */
  78632. addRotation(x: number, y: number, z: number): TransformNode;
  78633. /**
  78634. * @hidden
  78635. */
  78636. protected _getEffectiveParent(): Nullable<Node>;
  78637. /**
  78638. * Computes the world matrix of the node
  78639. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  78640. * @returns the world matrix
  78641. */
  78642. computeWorldMatrix(force?: boolean): Matrix;
  78643. protected _afterComputeWorldMatrix(): void;
  78644. /**
  78645. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  78646. * @param func callback function to add
  78647. *
  78648. * @returns the TransformNode.
  78649. */
  78650. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  78651. /**
  78652. * Removes a registered callback function.
  78653. * @param func callback function to remove
  78654. * @returns the TransformNode.
  78655. */
  78656. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  78657. /**
  78658. * Gets the position of the current mesh in camera space
  78659. * @param camera defines the camera to use
  78660. * @returns a position
  78661. */
  78662. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  78663. /**
  78664. * Returns the distance from the mesh to the active camera
  78665. * @param camera defines the camera to use
  78666. * @returns the distance
  78667. */
  78668. getDistanceToCamera(camera?: Nullable<Camera>): number;
  78669. /**
  78670. * Clone the current transform node
  78671. * @param name Name of the new clone
  78672. * @param newParent New parent for the clone
  78673. * @param doNotCloneChildren Do not clone children hierarchy
  78674. * @returns the new transform node
  78675. */
  78676. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  78677. /**
  78678. * Serializes the objects information.
  78679. * @param currentSerializationObject defines the object to serialize in
  78680. * @returns the serialized object
  78681. */
  78682. serialize(currentSerializationObject?: any): any;
  78683. /**
  78684. * Returns a new TransformNode object parsed from the source provided.
  78685. * @param parsedTransformNode is the source.
  78686. * @param scene the scne the object belongs to
  78687. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  78688. * @returns a new TransformNode object parsed from the source provided.
  78689. */
  78690. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  78691. /**
  78692. * Get all child-transformNodes of this node
  78693. * @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
  78694. * @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
  78695. * @returns an array of TransformNode
  78696. */
  78697. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  78698. /**
  78699. * Releases resources associated with this transform node.
  78700. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  78701. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  78702. */
  78703. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  78704. /**
  78705. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  78706. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  78707. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  78708. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  78709. * @returns the current mesh
  78710. */
  78711. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  78712. private _syncAbsoluteScalingAndRotation;
  78713. }
  78714. }
  78715. declare module BABYLON {
  78716. /**
  78717. * Defines the types of pose enabled controllers that are supported
  78718. */
  78719. export enum PoseEnabledControllerType {
  78720. /**
  78721. * HTC Vive
  78722. */
  78723. VIVE = 0,
  78724. /**
  78725. * Oculus Rift
  78726. */
  78727. OCULUS = 1,
  78728. /**
  78729. * Windows mixed reality
  78730. */
  78731. WINDOWS = 2,
  78732. /**
  78733. * Samsung gear VR
  78734. */
  78735. GEAR_VR = 3,
  78736. /**
  78737. * Google Daydream
  78738. */
  78739. DAYDREAM = 4,
  78740. /**
  78741. * Generic
  78742. */
  78743. GENERIC = 5
  78744. }
  78745. /**
  78746. * Defines the MutableGamepadButton interface for the state of a gamepad button
  78747. */
  78748. export interface MutableGamepadButton {
  78749. /**
  78750. * Value of the button/trigger
  78751. */
  78752. value: number;
  78753. /**
  78754. * If the button/trigger is currently touched
  78755. */
  78756. touched: boolean;
  78757. /**
  78758. * If the button/trigger is currently pressed
  78759. */
  78760. pressed: boolean;
  78761. }
  78762. /**
  78763. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  78764. * @hidden
  78765. */
  78766. export interface ExtendedGamepadButton extends GamepadButton {
  78767. /**
  78768. * If the button/trigger is currently pressed
  78769. */
  78770. readonly pressed: boolean;
  78771. /**
  78772. * If the button/trigger is currently touched
  78773. */
  78774. readonly touched: boolean;
  78775. /**
  78776. * Value of the button/trigger
  78777. */
  78778. readonly value: number;
  78779. }
  78780. /** @hidden */
  78781. export interface _GamePadFactory {
  78782. /**
  78783. * Returns wether or not the current gamepad can be created for this type of controller.
  78784. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  78785. * @returns true if it can be created, otherwise false
  78786. */
  78787. canCreate(gamepadInfo: any): boolean;
  78788. /**
  78789. * Creates a new instance of the Gamepad.
  78790. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  78791. * @returns the new gamepad instance
  78792. */
  78793. create(gamepadInfo: any): Gamepad;
  78794. }
  78795. /**
  78796. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  78797. */
  78798. export class PoseEnabledControllerHelper {
  78799. /** @hidden */
  78800. static _ControllerFactories: _GamePadFactory[];
  78801. /** @hidden */
  78802. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  78803. /**
  78804. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  78805. * @param vrGamepad the gamepad to initialized
  78806. * @returns a vr controller of the type the gamepad identified as
  78807. */
  78808. static InitiateController(vrGamepad: any): Gamepad;
  78809. }
  78810. /**
  78811. * Defines the PoseEnabledController object that contains state of a vr capable controller
  78812. */
  78813. export class PoseEnabledController extends Gamepad implements PoseControlled {
  78814. /**
  78815. * If the controller is used in a webXR session
  78816. */
  78817. isXR: boolean;
  78818. private _deviceRoomPosition;
  78819. private _deviceRoomRotationQuaternion;
  78820. /**
  78821. * The device position in babylon space
  78822. */
  78823. devicePosition: Vector3;
  78824. /**
  78825. * The device rotation in babylon space
  78826. */
  78827. deviceRotationQuaternion: Quaternion;
  78828. /**
  78829. * The scale factor of the device in babylon space
  78830. */
  78831. deviceScaleFactor: number;
  78832. /**
  78833. * (Likely devicePosition should be used instead) The device position in its room space
  78834. */
  78835. position: Vector3;
  78836. /**
  78837. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  78838. */
  78839. rotationQuaternion: Quaternion;
  78840. /**
  78841. * The type of controller (Eg. Windows mixed reality)
  78842. */
  78843. controllerType: PoseEnabledControllerType;
  78844. protected _calculatedPosition: Vector3;
  78845. private _calculatedRotation;
  78846. /**
  78847. * The raw pose from the device
  78848. */
  78849. rawPose: DevicePose;
  78850. private _trackPosition;
  78851. private _maxRotationDistFromHeadset;
  78852. private _draggedRoomRotation;
  78853. /**
  78854. * @hidden
  78855. */
  78856. _disableTrackPosition(fixedPosition: Vector3): void;
  78857. /**
  78858. * Internal, the mesh attached to the controller
  78859. * @hidden
  78860. */
  78861. _mesh: Nullable<AbstractMesh>;
  78862. private _poseControlledCamera;
  78863. private _leftHandSystemQuaternion;
  78864. /**
  78865. * Internal, matrix used to convert room space to babylon space
  78866. * @hidden
  78867. */
  78868. _deviceToWorld: Matrix;
  78869. /**
  78870. * Node to be used when casting a ray from the controller
  78871. * @hidden
  78872. */
  78873. _pointingPoseNode: Nullable<TransformNode>;
  78874. /**
  78875. * Name of the child mesh that can be used to cast a ray from the controller
  78876. */
  78877. static readonly POINTING_POSE: string;
  78878. /**
  78879. * Creates a new PoseEnabledController from a gamepad
  78880. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  78881. */
  78882. constructor(browserGamepad: any);
  78883. private _workingMatrix;
  78884. /**
  78885. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  78886. */
  78887. update(): void;
  78888. /**
  78889. * Updates only the pose device and mesh without doing any button event checking
  78890. */
  78891. protected _updatePoseAndMesh(): void;
  78892. /**
  78893. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  78894. * @param poseData raw pose fromthe device
  78895. */
  78896. updateFromDevice(poseData: DevicePose): void;
  78897. /**
  78898. * @hidden
  78899. */
  78900. _meshAttachedObservable: Observable<AbstractMesh>;
  78901. /**
  78902. * Attaches a mesh to the controller
  78903. * @param mesh the mesh to be attached
  78904. */
  78905. attachToMesh(mesh: AbstractMesh): void;
  78906. /**
  78907. * Attaches the controllers mesh to a camera
  78908. * @param camera the camera the mesh should be attached to
  78909. */
  78910. attachToPoseControlledCamera(camera: TargetCamera): void;
  78911. /**
  78912. * Disposes of the controller
  78913. */
  78914. dispose(): void;
  78915. /**
  78916. * The mesh that is attached to the controller
  78917. */
  78918. readonly mesh: Nullable<AbstractMesh>;
  78919. /**
  78920. * Gets the ray of the controller in the direction the controller is pointing
  78921. * @param length the length the resulting ray should be
  78922. * @returns a ray in the direction the controller is pointing
  78923. */
  78924. getForwardRay(length?: number): Ray;
  78925. }
  78926. }
  78927. declare module BABYLON {
  78928. /**
  78929. * Defines the WebVRController object that represents controllers tracked in 3D space
  78930. */
  78931. export abstract class WebVRController extends PoseEnabledController {
  78932. /**
  78933. * Internal, the default controller model for the controller
  78934. */
  78935. protected _defaultModel: AbstractMesh;
  78936. /**
  78937. * Fired when the trigger state has changed
  78938. */
  78939. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  78940. /**
  78941. * Fired when the main button state has changed
  78942. */
  78943. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  78944. /**
  78945. * Fired when the secondary button state has changed
  78946. */
  78947. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  78948. /**
  78949. * Fired when the pad state has changed
  78950. */
  78951. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  78952. /**
  78953. * Fired when controllers stick values have changed
  78954. */
  78955. onPadValuesChangedObservable: Observable<StickValues>;
  78956. /**
  78957. * Array of button availible on the controller
  78958. */
  78959. protected _buttons: Array<MutableGamepadButton>;
  78960. private _onButtonStateChange;
  78961. /**
  78962. * Fired when a controller button's state has changed
  78963. * @param callback the callback containing the button that was modified
  78964. */
  78965. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  78966. /**
  78967. * X and Y axis corresponding to the controllers joystick
  78968. */
  78969. pad: StickValues;
  78970. /**
  78971. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  78972. */
  78973. hand: string;
  78974. /**
  78975. * The default controller model for the controller
  78976. */
  78977. readonly defaultModel: AbstractMesh;
  78978. /**
  78979. * Creates a new WebVRController from a gamepad
  78980. * @param vrGamepad the gamepad that the WebVRController should be created from
  78981. */
  78982. constructor(vrGamepad: any);
  78983. /**
  78984. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  78985. */
  78986. update(): void;
  78987. /**
  78988. * Function to be called when a button is modified
  78989. */
  78990. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  78991. /**
  78992. * Loads a mesh and attaches it to the controller
  78993. * @param scene the scene the mesh should be added to
  78994. * @param meshLoaded callback for when the mesh has been loaded
  78995. */
  78996. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  78997. private _setButtonValue;
  78998. private _changes;
  78999. private _checkChanges;
  79000. /**
  79001. * Disposes of th webVRCOntroller
  79002. */
  79003. dispose(): void;
  79004. }
  79005. }
  79006. declare module BABYLON {
  79007. /**
  79008. * The HemisphericLight simulates the ambient environment light,
  79009. * so the passed direction is the light reflection direction, not the incoming direction.
  79010. */
  79011. export class HemisphericLight extends Light {
  79012. /**
  79013. * The groundColor is the light in the opposite direction to the one specified during creation.
  79014. * 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.
  79015. */
  79016. groundColor: Color3;
  79017. /**
  79018. * The light reflection direction, not the incoming direction.
  79019. */
  79020. direction: Vector3;
  79021. /**
  79022. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  79023. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  79024. * The HemisphericLight can't cast shadows.
  79025. * Documentation : https://doc.babylonjs.com/babylon101/lights
  79026. * @param name The friendly name of the light
  79027. * @param direction The direction of the light reflection
  79028. * @param scene The scene the light belongs to
  79029. */
  79030. constructor(name: string, direction: Vector3, scene: Scene);
  79031. protected _buildUniformLayout(): void;
  79032. /**
  79033. * Returns the string "HemisphericLight".
  79034. * @return The class name
  79035. */
  79036. getClassName(): string;
  79037. /**
  79038. * Sets the HemisphericLight direction towards the passed target (Vector3).
  79039. * Returns the updated direction.
  79040. * @param target The target the direction should point to
  79041. * @return The computed direction
  79042. */
  79043. setDirectionToTarget(target: Vector3): Vector3;
  79044. /**
  79045. * Returns the shadow generator associated to the light.
  79046. * @returns Always null for hemispheric lights because it does not support shadows.
  79047. */
  79048. getShadowGenerator(): Nullable<IShadowGenerator>;
  79049. /**
  79050. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  79051. * @param effect The effect to update
  79052. * @param lightIndex The index of the light in the effect to update
  79053. * @returns The hemispheric light
  79054. */
  79055. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  79056. /**
  79057. * Computes the world matrix of the node
  79058. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  79059. * @param useWasUpdatedFlag defines a reserved property
  79060. * @returns the world matrix
  79061. */
  79062. computeWorldMatrix(): Matrix;
  79063. /**
  79064. * Returns the integer 3.
  79065. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  79066. */
  79067. getTypeID(): number;
  79068. /**
  79069. * Prepares the list of defines specific to the light type.
  79070. * @param defines the list of defines
  79071. * @param lightIndex defines the index of the light for the effect
  79072. */
  79073. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  79074. }
  79075. }
  79076. declare module BABYLON {
  79077. /** @hidden */
  79078. export var vrMultiviewToSingleviewPixelShader: {
  79079. name: string;
  79080. shader: string;
  79081. };
  79082. }
  79083. declare module BABYLON {
  79084. /**
  79085. * Renders to multiple views with a single draw call
  79086. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  79087. */
  79088. export class MultiviewRenderTarget extends RenderTargetTexture {
  79089. /**
  79090. * Creates a multiview render target
  79091. * @param scene scene used with the render target
  79092. * @param size the size of the render target (used for each view)
  79093. */
  79094. constructor(scene: Scene, size?: number | {
  79095. width: number;
  79096. height: number;
  79097. } | {
  79098. ratio: number;
  79099. });
  79100. /**
  79101. * @hidden
  79102. * @param faceIndex the face index, if its a cube texture
  79103. */
  79104. _bindFrameBuffer(faceIndex?: number): void;
  79105. /**
  79106. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  79107. * @returns the view count
  79108. */
  79109. getViewCount(): number;
  79110. }
  79111. }
  79112. declare module BABYLON {
  79113. /**
  79114. * Reprasents a camera frustum
  79115. */
  79116. export class Frustum {
  79117. /**
  79118. * Gets the planes representing the frustum
  79119. * @param transform matrix to be applied to the returned planes
  79120. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  79121. */
  79122. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  79123. /**
  79124. * Gets the near frustum plane transformed by the transform matrix
  79125. * @param transform transformation matrix to be applied to the resulting frustum plane
  79126. * @param frustumPlane the resuling frustum plane
  79127. */
  79128. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79129. /**
  79130. * Gets the far frustum plane transformed by the transform matrix
  79131. * @param transform transformation matrix to be applied to the resulting frustum plane
  79132. * @param frustumPlane the resuling frustum plane
  79133. */
  79134. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79135. /**
  79136. * Gets the left frustum plane transformed by the transform matrix
  79137. * @param transform transformation matrix to be applied to the resulting frustum plane
  79138. * @param frustumPlane the resuling frustum plane
  79139. */
  79140. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79141. /**
  79142. * Gets the right frustum plane transformed by the transform matrix
  79143. * @param transform transformation matrix to be applied to the resulting frustum plane
  79144. * @param frustumPlane the resuling frustum plane
  79145. */
  79146. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79147. /**
  79148. * Gets the top frustum plane transformed by the transform matrix
  79149. * @param transform transformation matrix to be applied to the resulting frustum plane
  79150. * @param frustumPlane the resuling frustum plane
  79151. */
  79152. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79153. /**
  79154. * Gets the bottom frustum plane transformed by the transform matrix
  79155. * @param transform transformation matrix to be applied to the resulting frustum plane
  79156. * @param frustumPlane the resuling frustum plane
  79157. */
  79158. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79159. /**
  79160. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  79161. * @param transform transformation matrix to be applied to the resulting frustum planes
  79162. * @param frustumPlanes the resuling frustum planes
  79163. */
  79164. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  79165. }
  79166. }
  79167. declare module BABYLON {
  79168. interface Engine {
  79169. /**
  79170. * Creates a new multiview render target
  79171. * @param width defines the width of the texture
  79172. * @param height defines the height of the texture
  79173. * @returns the created multiview texture
  79174. */
  79175. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  79176. /**
  79177. * Binds a multiview framebuffer to be drawn to
  79178. * @param multiviewTexture texture to bind
  79179. */
  79180. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  79181. }
  79182. interface Camera {
  79183. /**
  79184. * @hidden
  79185. * 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)
  79186. */
  79187. _useMultiviewToSingleView: boolean;
  79188. /**
  79189. * @hidden
  79190. * 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)
  79191. */
  79192. _multiviewTexture: Nullable<RenderTargetTexture>;
  79193. /**
  79194. * @hidden
  79195. * ensures the multiview texture of the camera exists and has the specified width/height
  79196. * @param width height to set on the multiview texture
  79197. * @param height width to set on the multiview texture
  79198. */
  79199. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  79200. }
  79201. interface Scene {
  79202. /** @hidden */
  79203. _transformMatrixR: Matrix;
  79204. /** @hidden */
  79205. _multiviewSceneUbo: Nullable<UniformBuffer>;
  79206. /** @hidden */
  79207. _createMultiviewUbo(): void;
  79208. /** @hidden */
  79209. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  79210. /** @hidden */
  79211. _renderMultiviewToSingleView(camera: Camera): void;
  79212. }
  79213. }
  79214. declare module BABYLON {
  79215. /**
  79216. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  79217. * This will not be used for webXR as it supports displaying texture arrays directly
  79218. */
  79219. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  79220. /**
  79221. * Initializes a VRMultiviewToSingleview
  79222. * @param name name of the post process
  79223. * @param camera camera to be applied to
  79224. * @param scaleFactor scaling factor to the size of the output texture
  79225. */
  79226. constructor(name: string, camera: Camera, scaleFactor: number);
  79227. }
  79228. }
  79229. declare module BABYLON {
  79230. interface Engine {
  79231. /** @hidden */
  79232. _vrDisplay: any;
  79233. /** @hidden */
  79234. _vrSupported: boolean;
  79235. /** @hidden */
  79236. _oldSize: Size;
  79237. /** @hidden */
  79238. _oldHardwareScaleFactor: number;
  79239. /** @hidden */
  79240. _vrExclusivePointerMode: boolean;
  79241. /** @hidden */
  79242. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  79243. /** @hidden */
  79244. _onVRDisplayPointerRestricted: () => void;
  79245. /** @hidden */
  79246. _onVRDisplayPointerUnrestricted: () => void;
  79247. /** @hidden */
  79248. _onVrDisplayConnect: Nullable<(display: any) => void>;
  79249. /** @hidden */
  79250. _onVrDisplayDisconnect: Nullable<() => void>;
  79251. /** @hidden */
  79252. _onVrDisplayPresentChange: Nullable<() => void>;
  79253. /**
  79254. * Observable signaled when VR display mode changes
  79255. */
  79256. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  79257. /**
  79258. * Observable signaled when VR request present is complete
  79259. */
  79260. onVRRequestPresentComplete: Observable<boolean>;
  79261. /**
  79262. * Observable signaled when VR request present starts
  79263. */
  79264. onVRRequestPresentStart: Observable<Engine>;
  79265. /**
  79266. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  79267. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  79268. */
  79269. isInVRExclusivePointerMode: boolean;
  79270. /**
  79271. * Gets a boolean indicating if a webVR device was detected
  79272. * @returns true if a webVR device was detected
  79273. */
  79274. isVRDevicePresent(): boolean;
  79275. /**
  79276. * Gets the current webVR device
  79277. * @returns the current webVR device (or null)
  79278. */
  79279. getVRDevice(): any;
  79280. /**
  79281. * Initializes a webVR display and starts listening to display change events
  79282. * The onVRDisplayChangedObservable will be notified upon these changes
  79283. * @returns A promise containing a VRDisplay and if vr is supported
  79284. */
  79285. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  79286. /** @hidden */
  79287. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  79288. /**
  79289. * Call this function to switch to webVR mode
  79290. * Will do nothing if webVR is not supported or if there is no webVR device
  79291. * @see http://doc.babylonjs.com/how_to/webvr_camera
  79292. */
  79293. enableVR(): void;
  79294. /** @hidden */
  79295. _onVRFullScreenTriggered(): void;
  79296. }
  79297. }
  79298. declare module BABYLON {
  79299. /**
  79300. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  79301. * IMPORTANT!! The data is right-hand data.
  79302. * @export
  79303. * @interface DevicePose
  79304. */
  79305. export interface DevicePose {
  79306. /**
  79307. * The position of the device, values in array are [x,y,z].
  79308. */
  79309. readonly position: Nullable<Float32Array>;
  79310. /**
  79311. * The linearVelocity of the device, values in array are [x,y,z].
  79312. */
  79313. readonly linearVelocity: Nullable<Float32Array>;
  79314. /**
  79315. * The linearAcceleration of the device, values in array are [x,y,z].
  79316. */
  79317. readonly linearAcceleration: Nullable<Float32Array>;
  79318. /**
  79319. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  79320. */
  79321. readonly orientation: Nullable<Float32Array>;
  79322. /**
  79323. * The angularVelocity of the device, values in array are [x,y,z].
  79324. */
  79325. readonly angularVelocity: Nullable<Float32Array>;
  79326. /**
  79327. * The angularAcceleration of the device, values in array are [x,y,z].
  79328. */
  79329. readonly angularAcceleration: Nullable<Float32Array>;
  79330. }
  79331. /**
  79332. * Interface representing a pose controlled object in Babylon.
  79333. * A pose controlled object has both regular pose values as well as pose values
  79334. * from an external device such as a VR head mounted display
  79335. */
  79336. export interface PoseControlled {
  79337. /**
  79338. * The position of the object in babylon space.
  79339. */
  79340. position: Vector3;
  79341. /**
  79342. * The rotation quaternion of the object in babylon space.
  79343. */
  79344. rotationQuaternion: Quaternion;
  79345. /**
  79346. * The position of the device in babylon space.
  79347. */
  79348. devicePosition?: Vector3;
  79349. /**
  79350. * The rotation quaternion of the device in babylon space.
  79351. */
  79352. deviceRotationQuaternion: Quaternion;
  79353. /**
  79354. * The raw pose coming from the device.
  79355. */
  79356. rawPose: Nullable<DevicePose>;
  79357. /**
  79358. * The scale of the device to be used when translating from device space to babylon space.
  79359. */
  79360. deviceScaleFactor: number;
  79361. /**
  79362. * Updates the poseControlled values based on the input device pose.
  79363. * @param poseData the pose data to update the object with
  79364. */
  79365. updateFromDevice(poseData: DevicePose): void;
  79366. }
  79367. /**
  79368. * Set of options to customize the webVRCamera
  79369. */
  79370. export interface WebVROptions {
  79371. /**
  79372. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  79373. */
  79374. trackPosition?: boolean;
  79375. /**
  79376. * Sets the scale of the vrDevice in babylon space. (default: 1)
  79377. */
  79378. positionScale?: number;
  79379. /**
  79380. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  79381. */
  79382. displayName?: string;
  79383. /**
  79384. * Should the native controller meshes be initialized. (default: true)
  79385. */
  79386. controllerMeshes?: boolean;
  79387. /**
  79388. * Creating a default HemiLight only on controllers. (default: true)
  79389. */
  79390. defaultLightingOnControllers?: boolean;
  79391. /**
  79392. * If you don't want to use the default VR button of the helper. (default: false)
  79393. */
  79394. useCustomVRButton?: boolean;
  79395. /**
  79396. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  79397. */
  79398. customVRButton?: HTMLButtonElement;
  79399. /**
  79400. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  79401. */
  79402. rayLength?: number;
  79403. /**
  79404. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  79405. */
  79406. defaultHeight?: number;
  79407. /**
  79408. * If multiview should be used if availible (default: false)
  79409. */
  79410. useMultiview?: boolean;
  79411. }
  79412. /**
  79413. * This represents a WebVR camera.
  79414. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  79415. * @example http://doc.babylonjs.com/how_to/webvr_camera
  79416. */
  79417. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  79418. private webVROptions;
  79419. /**
  79420. * @hidden
  79421. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  79422. */
  79423. _vrDevice: any;
  79424. /**
  79425. * The rawPose of the vrDevice.
  79426. */
  79427. rawPose: Nullable<DevicePose>;
  79428. private _onVREnabled;
  79429. private _specsVersion;
  79430. private _attached;
  79431. private _frameData;
  79432. protected _descendants: Array<Node>;
  79433. private _deviceRoomPosition;
  79434. /** @hidden */
  79435. _deviceRoomRotationQuaternion: Quaternion;
  79436. private _standingMatrix;
  79437. /**
  79438. * Represents device position in babylon space.
  79439. */
  79440. devicePosition: Vector3;
  79441. /**
  79442. * Represents device rotation in babylon space.
  79443. */
  79444. deviceRotationQuaternion: Quaternion;
  79445. /**
  79446. * The scale of the device to be used when translating from device space to babylon space.
  79447. */
  79448. deviceScaleFactor: number;
  79449. private _deviceToWorld;
  79450. private _worldToDevice;
  79451. /**
  79452. * References to the webVR controllers for the vrDevice.
  79453. */
  79454. controllers: Array<WebVRController>;
  79455. /**
  79456. * Emits an event when a controller is attached.
  79457. */
  79458. onControllersAttachedObservable: Observable<WebVRController[]>;
  79459. /**
  79460. * Emits an event when a controller's mesh has been loaded;
  79461. */
  79462. onControllerMeshLoadedObservable: Observable<WebVRController>;
  79463. /**
  79464. * Emits an event when the HMD's pose has been updated.
  79465. */
  79466. onPoseUpdatedFromDeviceObservable: Observable<any>;
  79467. private _poseSet;
  79468. /**
  79469. * If the rig cameras be used as parent instead of this camera.
  79470. */
  79471. rigParenting: boolean;
  79472. private _lightOnControllers;
  79473. private _defaultHeight?;
  79474. /**
  79475. * Instantiates a WebVRFreeCamera.
  79476. * @param name The name of the WebVRFreeCamera
  79477. * @param position The starting anchor position for the camera
  79478. * @param scene The scene the camera belongs to
  79479. * @param webVROptions a set of customizable options for the webVRCamera
  79480. */
  79481. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  79482. /**
  79483. * Gets the device distance from the ground in meters.
  79484. * @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.
  79485. */
  79486. deviceDistanceToRoomGround(): number;
  79487. /**
  79488. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  79489. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  79490. */
  79491. useStandingMatrix(callback?: (bool: boolean) => void): void;
  79492. /**
  79493. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  79494. * @returns A promise with a boolean set to if the standing matrix is supported.
  79495. */
  79496. useStandingMatrixAsync(): Promise<boolean>;
  79497. /**
  79498. * Disposes the camera
  79499. */
  79500. dispose(): void;
  79501. /**
  79502. * Gets a vrController by name.
  79503. * @param name The name of the controller to retreive
  79504. * @returns the controller matching the name specified or null if not found
  79505. */
  79506. getControllerByName(name: string): Nullable<WebVRController>;
  79507. private _leftController;
  79508. /**
  79509. * The controller corresponding to the users left hand.
  79510. */
  79511. readonly leftController: Nullable<WebVRController>;
  79512. private _rightController;
  79513. /**
  79514. * The controller corresponding to the users right hand.
  79515. */
  79516. readonly rightController: Nullable<WebVRController>;
  79517. /**
  79518. * Casts a ray forward from the vrCamera's gaze.
  79519. * @param length Length of the ray (default: 100)
  79520. * @returns the ray corresponding to the gaze
  79521. */
  79522. getForwardRay(length?: number): Ray;
  79523. /**
  79524. * @hidden
  79525. * Updates the camera based on device's frame data
  79526. */
  79527. _checkInputs(): void;
  79528. /**
  79529. * Updates the poseControlled values based on the input device pose.
  79530. * @param poseData Pose coming from the device
  79531. */
  79532. updateFromDevice(poseData: DevicePose): void;
  79533. private _htmlElementAttached;
  79534. private _detachIfAttached;
  79535. /**
  79536. * WebVR's attach control will start broadcasting frames to the device.
  79537. * Note that in certain browsers (chrome for example) this function must be called
  79538. * within a user-interaction callback. Example:
  79539. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  79540. *
  79541. * @param element html element to attach the vrDevice to
  79542. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  79543. */
  79544. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79545. /**
  79546. * Detaches the camera from the html element and disables VR
  79547. *
  79548. * @param element html element to detach from
  79549. */
  79550. detachControl(element: HTMLElement): void;
  79551. /**
  79552. * @returns the name of this class
  79553. */
  79554. getClassName(): string;
  79555. /**
  79556. * Calls resetPose on the vrDisplay
  79557. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  79558. */
  79559. resetToCurrentRotation(): void;
  79560. /**
  79561. * @hidden
  79562. * Updates the rig cameras (left and right eye)
  79563. */
  79564. _updateRigCameras(): void;
  79565. private _workingVector;
  79566. private _oneVector;
  79567. private _workingMatrix;
  79568. private updateCacheCalled;
  79569. private _correctPositionIfNotTrackPosition;
  79570. /**
  79571. * @hidden
  79572. * Updates the cached values of the camera
  79573. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  79574. */
  79575. _updateCache(ignoreParentClass?: boolean): void;
  79576. /**
  79577. * @hidden
  79578. * Get current device position in babylon world
  79579. */
  79580. _computeDevicePosition(): void;
  79581. /**
  79582. * Updates the current device position and rotation in the babylon world
  79583. */
  79584. update(): void;
  79585. /**
  79586. * @hidden
  79587. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  79588. * @returns an identity matrix
  79589. */
  79590. _getViewMatrix(): Matrix;
  79591. private _tmpMatrix;
  79592. /**
  79593. * This function is called by the two RIG cameras.
  79594. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  79595. * @hidden
  79596. */
  79597. _getWebVRViewMatrix(): Matrix;
  79598. /** @hidden */
  79599. _getWebVRProjectionMatrix(): Matrix;
  79600. private _onGamepadConnectedObserver;
  79601. private _onGamepadDisconnectedObserver;
  79602. private _updateCacheWhenTrackingDisabledObserver;
  79603. /**
  79604. * Initializes the controllers and their meshes
  79605. */
  79606. initControllers(): void;
  79607. }
  79608. }
  79609. declare module BABYLON {
  79610. /**
  79611. * Size options for a post process
  79612. */
  79613. export type PostProcessOptions = {
  79614. width: number;
  79615. height: number;
  79616. };
  79617. /**
  79618. * PostProcess can be used to apply a shader to a texture after it has been rendered
  79619. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  79620. */
  79621. export class PostProcess {
  79622. /** Name of the PostProcess. */
  79623. name: string;
  79624. /**
  79625. * Gets or sets the unique id of the post process
  79626. */
  79627. uniqueId: number;
  79628. /**
  79629. * Width of the texture to apply the post process on
  79630. */
  79631. width: number;
  79632. /**
  79633. * Height of the texture to apply the post process on
  79634. */
  79635. height: number;
  79636. /**
  79637. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  79638. * @hidden
  79639. */
  79640. _outputTexture: Nullable<InternalTexture>;
  79641. /**
  79642. * Sampling mode used by the shader
  79643. * See https://doc.babylonjs.com/classes/3.1/texture
  79644. */
  79645. renderTargetSamplingMode: number;
  79646. /**
  79647. * Clear color to use when screen clearing
  79648. */
  79649. clearColor: Color4;
  79650. /**
  79651. * If the buffer needs to be cleared before applying the post process. (default: true)
  79652. * Should be set to false if shader will overwrite all previous pixels.
  79653. */
  79654. autoClear: boolean;
  79655. /**
  79656. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  79657. */
  79658. alphaMode: number;
  79659. /**
  79660. * Sets the setAlphaBlendConstants of the babylon engine
  79661. */
  79662. alphaConstants: Color4;
  79663. /**
  79664. * Animations to be used for the post processing
  79665. */
  79666. animations: Animation[];
  79667. /**
  79668. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  79669. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  79670. */
  79671. enablePixelPerfectMode: boolean;
  79672. /**
  79673. * Force the postprocess to be applied without taking in account viewport
  79674. */
  79675. forceFullscreenViewport: boolean;
  79676. /**
  79677. * List of inspectable custom properties (used by the Inspector)
  79678. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  79679. */
  79680. inspectableCustomProperties: IInspectable[];
  79681. /**
  79682. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  79683. *
  79684. * | Value | Type | Description |
  79685. * | ----- | ----------------------------------- | ----------- |
  79686. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  79687. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  79688. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  79689. *
  79690. */
  79691. scaleMode: number;
  79692. /**
  79693. * Force textures to be a power of two (default: false)
  79694. */
  79695. alwaysForcePOT: boolean;
  79696. private _samples;
  79697. /**
  79698. * Number of sample textures (default: 1)
  79699. */
  79700. samples: number;
  79701. /**
  79702. * Modify the scale of the post process to be the same as the viewport (default: false)
  79703. */
  79704. adaptScaleToCurrentViewport: boolean;
  79705. private _camera;
  79706. private _scene;
  79707. private _engine;
  79708. private _options;
  79709. private _reusable;
  79710. private _textureType;
  79711. /**
  79712. * Smart array of input and output textures for the post process.
  79713. * @hidden
  79714. */
  79715. _textures: SmartArray<InternalTexture>;
  79716. /**
  79717. * The index in _textures that corresponds to the output texture.
  79718. * @hidden
  79719. */
  79720. _currentRenderTextureInd: number;
  79721. private _effect;
  79722. private _samplers;
  79723. private _fragmentUrl;
  79724. private _vertexUrl;
  79725. private _parameters;
  79726. private _scaleRatio;
  79727. protected _indexParameters: any;
  79728. private _shareOutputWithPostProcess;
  79729. private _texelSize;
  79730. private _forcedOutputTexture;
  79731. /**
  79732. * Returns the fragment url or shader name used in the post process.
  79733. * @returns the fragment url or name in the shader store.
  79734. */
  79735. getEffectName(): string;
  79736. /**
  79737. * An event triggered when the postprocess is activated.
  79738. */
  79739. onActivateObservable: Observable<Camera>;
  79740. private _onActivateObserver;
  79741. /**
  79742. * A function that is added to the onActivateObservable
  79743. */
  79744. onActivate: Nullable<(camera: Camera) => void>;
  79745. /**
  79746. * An event triggered when the postprocess changes its size.
  79747. */
  79748. onSizeChangedObservable: Observable<PostProcess>;
  79749. private _onSizeChangedObserver;
  79750. /**
  79751. * A function that is added to the onSizeChangedObservable
  79752. */
  79753. onSizeChanged: (postProcess: PostProcess) => void;
  79754. /**
  79755. * An event triggered when the postprocess applies its effect.
  79756. */
  79757. onApplyObservable: Observable<Effect>;
  79758. private _onApplyObserver;
  79759. /**
  79760. * A function that is added to the onApplyObservable
  79761. */
  79762. onApply: (effect: Effect) => void;
  79763. /**
  79764. * An event triggered before rendering the postprocess
  79765. */
  79766. onBeforeRenderObservable: Observable<Effect>;
  79767. private _onBeforeRenderObserver;
  79768. /**
  79769. * A function that is added to the onBeforeRenderObservable
  79770. */
  79771. onBeforeRender: (effect: Effect) => void;
  79772. /**
  79773. * An event triggered after rendering the postprocess
  79774. */
  79775. onAfterRenderObservable: Observable<Effect>;
  79776. private _onAfterRenderObserver;
  79777. /**
  79778. * A function that is added to the onAfterRenderObservable
  79779. */
  79780. onAfterRender: (efect: Effect) => void;
  79781. /**
  79782. * 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
  79783. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  79784. */
  79785. inputTexture: InternalTexture;
  79786. /**
  79787. * Gets the camera which post process is applied to.
  79788. * @returns The camera the post process is applied to.
  79789. */
  79790. getCamera(): Camera;
  79791. /**
  79792. * Gets the texel size of the postprocess.
  79793. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  79794. */
  79795. readonly texelSize: Vector2;
  79796. /**
  79797. * Creates a new instance PostProcess
  79798. * @param name The name of the PostProcess.
  79799. * @param fragmentUrl The url of the fragment shader to be used.
  79800. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  79801. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  79802. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  79803. * @param camera The camera to apply the render pass to.
  79804. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  79805. * @param engine The engine which the post process will be applied. (default: current engine)
  79806. * @param reusable If the post process can be reused on the same frame. (default: false)
  79807. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  79808. * @param textureType Type of textures used when performing the post process. (default: 0)
  79809. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  79810. * @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
  79811. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  79812. */
  79813. constructor(
  79814. /** Name of the PostProcess. */
  79815. 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);
  79816. /**
  79817. * Gets a string idenfifying the name of the class
  79818. * @returns "PostProcess" string
  79819. */
  79820. getClassName(): string;
  79821. /**
  79822. * Gets the engine which this post process belongs to.
  79823. * @returns The engine the post process was enabled with.
  79824. */
  79825. getEngine(): Engine;
  79826. /**
  79827. * The effect that is created when initializing the post process.
  79828. * @returns The created effect corresponding the the postprocess.
  79829. */
  79830. getEffect(): Effect;
  79831. /**
  79832. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  79833. * @param postProcess The post process to share the output with.
  79834. * @returns This post process.
  79835. */
  79836. shareOutputWith(postProcess: PostProcess): PostProcess;
  79837. /**
  79838. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  79839. * This should be called if the post process that shares output with this post process is disabled/disposed.
  79840. */
  79841. useOwnOutput(): void;
  79842. /**
  79843. * Updates the effect with the current post process compile time values and recompiles the shader.
  79844. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  79845. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  79846. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  79847. * @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
  79848. * @param onCompiled Called when the shader has been compiled.
  79849. * @param onError Called if there is an error when compiling a shader.
  79850. */
  79851. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  79852. /**
  79853. * The post process is reusable if it can be used multiple times within one frame.
  79854. * @returns If the post process is reusable
  79855. */
  79856. isReusable(): boolean;
  79857. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  79858. markTextureDirty(): void;
  79859. /**
  79860. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  79861. * 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.
  79862. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  79863. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  79864. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  79865. * @returns The target texture that was bound to be written to.
  79866. */
  79867. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  79868. /**
  79869. * If the post process is supported.
  79870. */
  79871. readonly isSupported: boolean;
  79872. /**
  79873. * The aspect ratio of the output texture.
  79874. */
  79875. readonly aspectRatio: number;
  79876. /**
  79877. * Get a value indicating if the post-process is ready to be used
  79878. * @returns true if the post-process is ready (shader is compiled)
  79879. */
  79880. isReady(): boolean;
  79881. /**
  79882. * Binds all textures and uniforms to the shader, this will be run on every pass.
  79883. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  79884. */
  79885. apply(): Nullable<Effect>;
  79886. private _disposeTextures;
  79887. /**
  79888. * Disposes the post process.
  79889. * @param camera The camera to dispose the post process on.
  79890. */
  79891. dispose(camera?: Camera): void;
  79892. }
  79893. }
  79894. declare module BABYLON {
  79895. /** @hidden */
  79896. export var kernelBlurVaryingDeclaration: {
  79897. name: string;
  79898. shader: string;
  79899. };
  79900. }
  79901. declare module BABYLON {
  79902. /** @hidden */
  79903. export var kernelBlurFragment: {
  79904. name: string;
  79905. shader: string;
  79906. };
  79907. }
  79908. declare module BABYLON {
  79909. /** @hidden */
  79910. export var kernelBlurFragment2: {
  79911. name: string;
  79912. shader: string;
  79913. };
  79914. }
  79915. declare module BABYLON {
  79916. /** @hidden */
  79917. export var kernelBlurPixelShader: {
  79918. name: string;
  79919. shader: string;
  79920. };
  79921. }
  79922. declare module BABYLON {
  79923. /** @hidden */
  79924. export var kernelBlurVertex: {
  79925. name: string;
  79926. shader: string;
  79927. };
  79928. }
  79929. declare module BABYLON {
  79930. /** @hidden */
  79931. export var kernelBlurVertexShader: {
  79932. name: string;
  79933. shader: string;
  79934. };
  79935. }
  79936. declare module BABYLON {
  79937. /**
  79938. * The Blur Post Process which blurs an image based on a kernel and direction.
  79939. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  79940. */
  79941. export class BlurPostProcess extends PostProcess {
  79942. /** The direction in which to blur the image. */
  79943. direction: Vector2;
  79944. private blockCompilation;
  79945. protected _kernel: number;
  79946. protected _idealKernel: number;
  79947. protected _packedFloat: boolean;
  79948. private _staticDefines;
  79949. /**
  79950. * Sets the length in pixels of the blur sample region
  79951. */
  79952. /**
  79953. * Gets the length in pixels of the blur sample region
  79954. */
  79955. kernel: number;
  79956. /**
  79957. * Sets wether or not the blur needs to unpack/repack floats
  79958. */
  79959. /**
  79960. * Gets wether or not the blur is unpacking/repacking floats
  79961. */
  79962. packedFloat: boolean;
  79963. /**
  79964. * Creates a new instance BlurPostProcess
  79965. * @param name The name of the effect.
  79966. * @param direction The direction in which to blur the image.
  79967. * @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.
  79968. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  79969. * @param camera The camera to apply the render pass to.
  79970. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  79971. * @param engine The engine which the post process will be applied. (default: current engine)
  79972. * @param reusable If the post process can be reused on the same frame. (default: false)
  79973. * @param textureType Type of textures used when performing the post process. (default: 0)
  79974. * @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)
  79975. */
  79976. constructor(name: string,
  79977. /** The direction in which to blur the image. */
  79978. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  79979. /**
  79980. * Updates the effect with the current post process compile time values and recompiles the shader.
  79981. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  79982. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  79983. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  79984. * @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
  79985. * @param onCompiled Called when the shader has been compiled.
  79986. * @param onError Called if there is an error when compiling a shader.
  79987. */
  79988. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  79989. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  79990. /**
  79991. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  79992. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  79993. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  79994. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  79995. * The gaps between physical kernels are compensated for in the weighting of the samples
  79996. * @param idealKernel Ideal blur kernel.
  79997. * @return Nearest best kernel.
  79998. */
  79999. protected _nearestBestKernel(idealKernel: number): number;
  80000. /**
  80001. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  80002. * @param x The point on the Gaussian distribution to sample.
  80003. * @return the value of the Gaussian function at x.
  80004. */
  80005. protected _gaussianWeight(x: number): number;
  80006. /**
  80007. * Generates a string that can be used as a floating point number in GLSL.
  80008. * @param x Value to print.
  80009. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  80010. * @return GLSL float string.
  80011. */
  80012. protected _glslFloat(x: number, decimalFigures?: number): string;
  80013. }
  80014. }
  80015. declare module BABYLON {
  80016. /**
  80017. * Mirror texture can be used to simulate the view from a mirror in a scene.
  80018. * It will dynamically be rendered every frame to adapt to the camera point of view.
  80019. * You can then easily use it as a reflectionTexture on a flat surface.
  80020. * In case the surface is not a plane, please consider relying on reflection probes.
  80021. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  80022. */
  80023. export class MirrorTexture extends RenderTargetTexture {
  80024. private scene;
  80025. /**
  80026. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  80027. * 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.
  80028. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  80029. */
  80030. mirrorPlane: Plane;
  80031. /**
  80032. * Define the blur ratio used to blur the reflection if needed.
  80033. */
  80034. blurRatio: number;
  80035. /**
  80036. * Define the adaptive blur kernel used to blur the reflection if needed.
  80037. * This will autocompute the closest best match for the `blurKernel`
  80038. */
  80039. adaptiveBlurKernel: number;
  80040. /**
  80041. * Define the blur kernel used to blur the reflection if needed.
  80042. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  80043. */
  80044. blurKernel: number;
  80045. /**
  80046. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  80047. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  80048. */
  80049. blurKernelX: number;
  80050. /**
  80051. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  80052. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  80053. */
  80054. blurKernelY: number;
  80055. private _autoComputeBlurKernel;
  80056. protected _onRatioRescale(): void;
  80057. private _updateGammaSpace;
  80058. private _imageProcessingConfigChangeObserver;
  80059. private _transformMatrix;
  80060. private _mirrorMatrix;
  80061. private _savedViewMatrix;
  80062. private _blurX;
  80063. private _blurY;
  80064. private _adaptiveBlurKernel;
  80065. private _blurKernelX;
  80066. private _blurKernelY;
  80067. private _blurRatio;
  80068. /**
  80069. * Instantiates a Mirror Texture.
  80070. * Mirror texture can be used to simulate the view from a mirror in a scene.
  80071. * It will dynamically be rendered every frame to adapt to the camera point of view.
  80072. * You can then easily use it as a reflectionTexture on a flat surface.
  80073. * In case the surface is not a plane, please consider relying on reflection probes.
  80074. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  80075. * @param name
  80076. * @param size
  80077. * @param scene
  80078. * @param generateMipMaps
  80079. * @param type
  80080. * @param samplingMode
  80081. * @param generateDepthBuffer
  80082. */
  80083. constructor(name: string, size: number | {
  80084. width: number;
  80085. height: number;
  80086. } | {
  80087. ratio: number;
  80088. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  80089. private _preparePostProcesses;
  80090. /**
  80091. * Clone the mirror texture.
  80092. * @returns the cloned texture
  80093. */
  80094. clone(): MirrorTexture;
  80095. /**
  80096. * Serialize the texture to a JSON representation you could use in Parse later on
  80097. * @returns the serialized JSON representation
  80098. */
  80099. serialize(): any;
  80100. /**
  80101. * Dispose the texture and release its associated resources.
  80102. */
  80103. dispose(): void;
  80104. }
  80105. }
  80106. declare module BABYLON {
  80107. /**
  80108. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  80109. * @see http://doc.babylonjs.com/babylon101/materials#texture
  80110. */
  80111. export class Texture extends BaseTexture {
  80112. /** @hidden */
  80113. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  80114. /** @hidden */
  80115. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  80116. /** @hidden */
  80117. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  80118. /** nearest is mag = nearest and min = nearest and mip = linear */
  80119. static readonly NEAREST_SAMPLINGMODE: number;
  80120. /** nearest is mag = nearest and min = nearest and mip = linear */
  80121. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  80122. /** Bilinear is mag = linear and min = linear and mip = nearest */
  80123. static readonly BILINEAR_SAMPLINGMODE: number;
  80124. /** Bilinear is mag = linear and min = linear and mip = nearest */
  80125. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  80126. /** Trilinear is mag = linear and min = linear and mip = linear */
  80127. static readonly TRILINEAR_SAMPLINGMODE: number;
  80128. /** Trilinear is mag = linear and min = linear and mip = linear */
  80129. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  80130. /** mag = nearest and min = nearest and mip = nearest */
  80131. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  80132. /** mag = nearest and min = linear and mip = nearest */
  80133. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  80134. /** mag = nearest and min = linear and mip = linear */
  80135. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  80136. /** mag = nearest and min = linear and mip = none */
  80137. static readonly NEAREST_LINEAR: number;
  80138. /** mag = nearest and min = nearest and mip = none */
  80139. static readonly NEAREST_NEAREST: number;
  80140. /** mag = linear and min = nearest and mip = nearest */
  80141. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  80142. /** mag = linear and min = nearest and mip = linear */
  80143. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  80144. /** mag = linear and min = linear and mip = none */
  80145. static readonly LINEAR_LINEAR: number;
  80146. /** mag = linear and min = nearest and mip = none */
  80147. static readonly LINEAR_NEAREST: number;
  80148. /** Explicit coordinates mode */
  80149. static readonly EXPLICIT_MODE: number;
  80150. /** Spherical coordinates mode */
  80151. static readonly SPHERICAL_MODE: number;
  80152. /** Planar coordinates mode */
  80153. static readonly PLANAR_MODE: number;
  80154. /** Cubic coordinates mode */
  80155. static readonly CUBIC_MODE: number;
  80156. /** Projection coordinates mode */
  80157. static readonly PROJECTION_MODE: number;
  80158. /** Inverse Cubic coordinates mode */
  80159. static readonly SKYBOX_MODE: number;
  80160. /** Inverse Cubic coordinates mode */
  80161. static readonly INVCUBIC_MODE: number;
  80162. /** Equirectangular coordinates mode */
  80163. static readonly EQUIRECTANGULAR_MODE: number;
  80164. /** Equirectangular Fixed coordinates mode */
  80165. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  80166. /** Equirectangular Fixed Mirrored coordinates mode */
  80167. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  80168. /** Texture is not repeating outside of 0..1 UVs */
  80169. static readonly CLAMP_ADDRESSMODE: number;
  80170. /** Texture is repeating outside of 0..1 UVs */
  80171. static readonly WRAP_ADDRESSMODE: number;
  80172. /** Texture is repeating and mirrored */
  80173. static readonly MIRROR_ADDRESSMODE: number;
  80174. /**
  80175. * 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
  80176. */
  80177. static UseSerializedUrlIfAny: boolean;
  80178. /**
  80179. * Define the url of the texture.
  80180. */
  80181. url: Nullable<string>;
  80182. /**
  80183. * Define an offset on the texture to offset the u coordinates of the UVs
  80184. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  80185. */
  80186. uOffset: number;
  80187. /**
  80188. * Define an offset on the texture to offset the v coordinates of the UVs
  80189. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  80190. */
  80191. vOffset: number;
  80192. /**
  80193. * Define an offset on the texture to scale the u coordinates of the UVs
  80194. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  80195. */
  80196. uScale: number;
  80197. /**
  80198. * Define an offset on the texture to scale the v coordinates of the UVs
  80199. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  80200. */
  80201. vScale: number;
  80202. /**
  80203. * Define an offset on the texture to rotate around the u coordinates of the UVs
  80204. * @see http://doc.babylonjs.com/how_to/more_materials
  80205. */
  80206. uAng: number;
  80207. /**
  80208. * Define an offset on the texture to rotate around the v coordinates of the UVs
  80209. * @see http://doc.babylonjs.com/how_to/more_materials
  80210. */
  80211. vAng: number;
  80212. /**
  80213. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  80214. * @see http://doc.babylonjs.com/how_to/more_materials
  80215. */
  80216. wAng: number;
  80217. /**
  80218. * Defines the center of rotation (U)
  80219. */
  80220. uRotationCenter: number;
  80221. /**
  80222. * Defines the center of rotation (V)
  80223. */
  80224. vRotationCenter: number;
  80225. /**
  80226. * Defines the center of rotation (W)
  80227. */
  80228. wRotationCenter: number;
  80229. /**
  80230. * Are mip maps generated for this texture or not.
  80231. */
  80232. readonly noMipmap: boolean;
  80233. /**
  80234. * List of inspectable custom properties (used by the Inspector)
  80235. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  80236. */
  80237. inspectableCustomProperties: Nullable<IInspectable[]>;
  80238. private _noMipmap;
  80239. /** @hidden */
  80240. _invertY: boolean;
  80241. private _rowGenerationMatrix;
  80242. private _cachedTextureMatrix;
  80243. private _projectionModeMatrix;
  80244. private _t0;
  80245. private _t1;
  80246. private _t2;
  80247. private _cachedUOffset;
  80248. private _cachedVOffset;
  80249. private _cachedUScale;
  80250. private _cachedVScale;
  80251. private _cachedUAng;
  80252. private _cachedVAng;
  80253. private _cachedWAng;
  80254. private _cachedProjectionMatrixId;
  80255. private _cachedCoordinatesMode;
  80256. /** @hidden */
  80257. protected _initialSamplingMode: number;
  80258. /** @hidden */
  80259. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  80260. private _deleteBuffer;
  80261. protected _format: Nullable<number>;
  80262. private _delayedOnLoad;
  80263. private _delayedOnError;
  80264. /**
  80265. * Observable triggered once the texture has been loaded.
  80266. */
  80267. onLoadObservable: Observable<Texture>;
  80268. protected _isBlocking: boolean;
  80269. /**
  80270. * Is the texture preventing material to render while loading.
  80271. * If false, a default texture will be used instead of the loading one during the preparation step.
  80272. */
  80273. isBlocking: boolean;
  80274. /**
  80275. * Get the current sampling mode associated with the texture.
  80276. */
  80277. readonly samplingMode: number;
  80278. /**
  80279. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  80280. */
  80281. readonly invertY: boolean;
  80282. /**
  80283. * Instantiates a new texture.
  80284. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  80285. * @see http://doc.babylonjs.com/babylon101/materials#texture
  80286. * @param url define the url of the picture to load as a texture
  80287. * @param scene define the scene or engine the texture will belong to
  80288. * @param noMipmap define if the texture will require mip maps or not
  80289. * @param invertY define if the texture needs to be inverted on the y axis during loading
  80290. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  80291. * @param onLoad define a callback triggered when the texture has been loaded
  80292. * @param onError define a callback triggered when an error occurred during the loading session
  80293. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  80294. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  80295. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  80296. */
  80297. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  80298. /**
  80299. * Update the url (and optional buffer) of this texture if url was null during construction.
  80300. * @param url the url of the texture
  80301. * @param buffer the buffer of the texture (defaults to null)
  80302. * @param onLoad callback called when the texture is loaded (defaults to null)
  80303. */
  80304. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  80305. /**
  80306. * Finish the loading sequence of a texture flagged as delayed load.
  80307. * @hidden
  80308. */
  80309. delayLoad(): void;
  80310. private _prepareRowForTextureGeneration;
  80311. /**
  80312. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  80313. * @returns the transform matrix of the texture.
  80314. */
  80315. getTextureMatrix(): Matrix;
  80316. /**
  80317. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  80318. * @returns The reflection texture transform
  80319. */
  80320. getReflectionTextureMatrix(): Matrix;
  80321. /**
  80322. * Clones the texture.
  80323. * @returns the cloned texture
  80324. */
  80325. clone(): Texture;
  80326. /**
  80327. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  80328. * @returns The JSON representation of the texture
  80329. */
  80330. serialize(): any;
  80331. /**
  80332. * Get the current class name of the texture useful for serialization or dynamic coding.
  80333. * @returns "Texture"
  80334. */
  80335. getClassName(): string;
  80336. /**
  80337. * Dispose the texture and release its associated resources.
  80338. */
  80339. dispose(): void;
  80340. /**
  80341. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  80342. * @param parsedTexture Define the JSON representation of the texture
  80343. * @param scene Define the scene the parsed texture should be instantiated in
  80344. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  80345. * @returns The parsed texture if successful
  80346. */
  80347. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  80348. /**
  80349. * Creates a texture from its base 64 representation.
  80350. * @param data Define the base64 payload without the data: prefix
  80351. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  80352. * @param scene Define the scene the texture should belong to
  80353. * @param noMipmap Forces the texture to not create mip map information if true
  80354. * @param invertY define if the texture needs to be inverted on the y axis during loading
  80355. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  80356. * @param onLoad define a callback triggered when the texture has been loaded
  80357. * @param onError define a callback triggered when an error occurred during the loading session
  80358. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  80359. * @returns the created texture
  80360. */
  80361. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  80362. /**
  80363. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  80364. * @param data Define the base64 payload without the data: prefix
  80365. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  80366. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  80367. * @param scene Define the scene the texture should belong to
  80368. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  80369. * @param noMipmap Forces the texture to not create mip map information if true
  80370. * @param invertY define if the texture needs to be inverted on the y axis during loading
  80371. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  80372. * @param onLoad define a callback triggered when the texture has been loaded
  80373. * @param onError define a callback triggered when an error occurred during the loading session
  80374. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  80375. * @returns the created texture
  80376. */
  80377. 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;
  80378. }
  80379. }
  80380. declare module BABYLON {
  80381. /**
  80382. * PostProcessManager is used to manage one or more post processes or post process pipelines
  80383. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  80384. */
  80385. export class PostProcessManager {
  80386. private _scene;
  80387. private _indexBuffer;
  80388. private _vertexBuffers;
  80389. /**
  80390. * Creates a new instance PostProcess
  80391. * @param scene The scene that the post process is associated with.
  80392. */
  80393. constructor(scene: Scene);
  80394. private _prepareBuffers;
  80395. private _buildIndexBuffer;
  80396. /**
  80397. * Rebuilds the vertex buffers of the manager.
  80398. * @hidden
  80399. */
  80400. _rebuild(): void;
  80401. /**
  80402. * Prepares a frame to be run through a post process.
  80403. * @param sourceTexture The input texture to the post procesess. (default: null)
  80404. * @param postProcesses An array of post processes to be run. (default: null)
  80405. * @returns True if the post processes were able to be run.
  80406. * @hidden
  80407. */
  80408. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  80409. /**
  80410. * Manually render a set of post processes to a texture.
  80411. * @param postProcesses An array of post processes to be run.
  80412. * @param targetTexture The target texture to render to.
  80413. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  80414. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  80415. * @param lodLevel defines which lod of the texture to render to
  80416. */
  80417. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  80418. /**
  80419. * Finalize the result of the output of the postprocesses.
  80420. * @param doNotPresent If true the result will not be displayed to the screen.
  80421. * @param targetTexture The target texture to render to.
  80422. * @param faceIndex The index of the face to bind the target texture to.
  80423. * @param postProcesses The array of post processes to render.
  80424. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  80425. * @hidden
  80426. */
  80427. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  80428. /**
  80429. * Disposes of the post process manager.
  80430. */
  80431. dispose(): void;
  80432. }
  80433. }
  80434. declare module BABYLON {
  80435. /** Interface used by value gradients (color, factor, ...) */
  80436. export interface IValueGradient {
  80437. /**
  80438. * Gets or sets the gradient value (between 0 and 1)
  80439. */
  80440. gradient: number;
  80441. }
  80442. /** Class used to store color4 gradient */
  80443. export class ColorGradient implements IValueGradient {
  80444. /**
  80445. * Gets or sets the gradient value (between 0 and 1)
  80446. */
  80447. gradient: number;
  80448. /**
  80449. * Gets or sets first associated color
  80450. */
  80451. color1: Color4;
  80452. /**
  80453. * Gets or sets second associated color
  80454. */
  80455. color2?: Color4;
  80456. /**
  80457. * Will get a color picked randomly between color1 and color2.
  80458. * If color2 is undefined then color1 will be used
  80459. * @param result defines the target Color4 to store the result in
  80460. */
  80461. getColorToRef(result: Color4): void;
  80462. }
  80463. /** Class used to store color 3 gradient */
  80464. export class Color3Gradient implements IValueGradient {
  80465. /**
  80466. * Gets or sets the gradient value (between 0 and 1)
  80467. */
  80468. gradient: number;
  80469. /**
  80470. * Gets or sets the associated color
  80471. */
  80472. color: Color3;
  80473. }
  80474. /** Class used to store factor gradient */
  80475. export class FactorGradient implements IValueGradient {
  80476. /**
  80477. * Gets or sets the gradient value (between 0 and 1)
  80478. */
  80479. gradient: number;
  80480. /**
  80481. * Gets or sets first associated factor
  80482. */
  80483. factor1: number;
  80484. /**
  80485. * Gets or sets second associated factor
  80486. */
  80487. factor2?: number;
  80488. /**
  80489. * Will get a number picked randomly between factor1 and factor2.
  80490. * If factor2 is undefined then factor1 will be used
  80491. * @returns the picked number
  80492. */
  80493. getFactor(): number;
  80494. }
  80495. /**
  80496. * Helper used to simplify some generic gradient tasks
  80497. */
  80498. export class GradientHelper {
  80499. /**
  80500. * Gets the current gradient from an array of IValueGradient
  80501. * @param ratio defines the current ratio to get
  80502. * @param gradients defines the array of IValueGradient
  80503. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  80504. */
  80505. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  80506. }
  80507. }
  80508. declare module BABYLON {
  80509. interface AbstractScene {
  80510. /**
  80511. * The list of procedural textures added to the scene
  80512. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80513. */
  80514. proceduralTextures: Array<ProceduralTexture>;
  80515. }
  80516. /**
  80517. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  80518. * in a given scene.
  80519. */
  80520. export class ProceduralTextureSceneComponent implements ISceneComponent {
  80521. /**
  80522. * The component name helpfull to identify the component in the list of scene components.
  80523. */
  80524. readonly name: string;
  80525. /**
  80526. * The scene the component belongs to.
  80527. */
  80528. scene: Scene;
  80529. /**
  80530. * Creates a new instance of the component for the given scene
  80531. * @param scene Defines the scene to register the component in
  80532. */
  80533. constructor(scene: Scene);
  80534. /**
  80535. * Registers the component in a given scene
  80536. */
  80537. register(): void;
  80538. /**
  80539. * Rebuilds the elements related to this component in case of
  80540. * context lost for instance.
  80541. */
  80542. rebuild(): void;
  80543. /**
  80544. * Disposes the component and the associated ressources.
  80545. */
  80546. dispose(): void;
  80547. private _beforeClear;
  80548. }
  80549. }
  80550. declare module BABYLON {
  80551. interface Engine {
  80552. /**
  80553. * Creates a new render target cube texture
  80554. * @param size defines the size of the texture
  80555. * @param options defines the options used to create the texture
  80556. * @returns a new render target cube texture stored in an InternalTexture
  80557. */
  80558. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  80559. }
  80560. }
  80561. declare module BABYLON {
  80562. /** @hidden */
  80563. export var proceduralVertexShader: {
  80564. name: string;
  80565. shader: string;
  80566. };
  80567. }
  80568. declare module BABYLON {
  80569. /**
  80570. * 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.
  80571. * This is the base class of any Procedural texture and contains most of the shareable code.
  80572. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80573. */
  80574. export class ProceduralTexture extends Texture {
  80575. isCube: boolean;
  80576. /**
  80577. * Define if the texture is enabled or not (disabled texture will not render)
  80578. */
  80579. isEnabled: boolean;
  80580. /**
  80581. * Define if the texture must be cleared before rendering (default is true)
  80582. */
  80583. autoClear: boolean;
  80584. /**
  80585. * Callback called when the texture is generated
  80586. */
  80587. onGenerated: () => void;
  80588. /**
  80589. * Event raised when the texture is generated
  80590. */
  80591. onGeneratedObservable: Observable<ProceduralTexture>;
  80592. /** @hidden */
  80593. _generateMipMaps: boolean;
  80594. /** @hidden **/
  80595. _effect: Effect;
  80596. /** @hidden */
  80597. _textures: {
  80598. [key: string]: Texture;
  80599. };
  80600. private _size;
  80601. private _currentRefreshId;
  80602. private _refreshRate;
  80603. private _vertexBuffers;
  80604. private _indexBuffer;
  80605. private _uniforms;
  80606. private _samplers;
  80607. private _fragment;
  80608. private _floats;
  80609. private _ints;
  80610. private _floatsArrays;
  80611. private _colors3;
  80612. private _colors4;
  80613. private _vectors2;
  80614. private _vectors3;
  80615. private _matrices;
  80616. private _fallbackTexture;
  80617. private _fallbackTextureUsed;
  80618. private _engine;
  80619. private _cachedDefines;
  80620. private _contentUpdateId;
  80621. private _contentData;
  80622. /**
  80623. * Instantiates a new procedural texture.
  80624. * 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.
  80625. * This is the base class of any Procedural texture and contains most of the shareable code.
  80626. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80627. * @param name Define the name of the texture
  80628. * @param size Define the size of the texture to create
  80629. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  80630. * @param scene Define the scene the texture belongs to
  80631. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  80632. * @param generateMipMaps Define if the texture should creates mip maps or not
  80633. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  80634. */
  80635. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  80636. /**
  80637. * The effect that is created when initializing the post process.
  80638. * @returns The created effect corresponding the the postprocess.
  80639. */
  80640. getEffect(): Effect;
  80641. /**
  80642. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  80643. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  80644. */
  80645. getContent(): Nullable<ArrayBufferView>;
  80646. private _createIndexBuffer;
  80647. /** @hidden */
  80648. _rebuild(): void;
  80649. /**
  80650. * Resets the texture in order to recreate its associated resources.
  80651. * This can be called in case of context loss
  80652. */
  80653. reset(): void;
  80654. protected _getDefines(): string;
  80655. /**
  80656. * Is the texture ready to be used ? (rendered at least once)
  80657. * @returns true if ready, otherwise, false.
  80658. */
  80659. isReady(): boolean;
  80660. /**
  80661. * Resets the refresh counter of the texture and start bak from scratch.
  80662. * Could be useful to regenerate the texture if it is setup to render only once.
  80663. */
  80664. resetRefreshCounter(): void;
  80665. /**
  80666. * Set the fragment shader to use in order to render the texture.
  80667. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  80668. */
  80669. setFragment(fragment: any): void;
  80670. /**
  80671. * Define the refresh rate of the texture or the rendering frequency.
  80672. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  80673. */
  80674. refreshRate: number;
  80675. /** @hidden */
  80676. _shouldRender(): boolean;
  80677. /**
  80678. * Get the size the texture is rendering at.
  80679. * @returns the size (texture is always squared)
  80680. */
  80681. getRenderSize(): number;
  80682. /**
  80683. * Resize the texture to new value.
  80684. * @param size Define the new size the texture should have
  80685. * @param generateMipMaps Define whether the new texture should create mip maps
  80686. */
  80687. resize(size: number, generateMipMaps: boolean): void;
  80688. private _checkUniform;
  80689. /**
  80690. * Set a texture in the shader program used to render.
  80691. * @param name Define the name of the uniform samplers as defined in the shader
  80692. * @param texture Define the texture to bind to this sampler
  80693. * @return the texture itself allowing "fluent" like uniform updates
  80694. */
  80695. setTexture(name: string, texture: Texture): ProceduralTexture;
  80696. /**
  80697. * Set a float in the shader.
  80698. * @param name Define the name of the uniform as defined in the shader
  80699. * @param value Define the value to give to the uniform
  80700. * @return the texture itself allowing "fluent" like uniform updates
  80701. */
  80702. setFloat(name: string, value: number): ProceduralTexture;
  80703. /**
  80704. * Set a int in the shader.
  80705. * @param name Define the name of the uniform as defined in the shader
  80706. * @param value Define the value to give to the uniform
  80707. * @return the texture itself allowing "fluent" like uniform updates
  80708. */
  80709. setInt(name: string, value: number): ProceduralTexture;
  80710. /**
  80711. * Set an array of floats in the shader.
  80712. * @param name Define the name of the uniform as defined in the shader
  80713. * @param value Define the value to give to the uniform
  80714. * @return the texture itself allowing "fluent" like uniform updates
  80715. */
  80716. setFloats(name: string, value: number[]): ProceduralTexture;
  80717. /**
  80718. * Set a vec3 in the shader from a Color3.
  80719. * @param name Define the name of the uniform as defined in the shader
  80720. * @param value Define the value to give to the uniform
  80721. * @return the texture itself allowing "fluent" like uniform updates
  80722. */
  80723. setColor3(name: string, value: Color3): ProceduralTexture;
  80724. /**
  80725. * Set a vec4 in the shader from a Color4.
  80726. * @param name Define the name of the uniform as defined in the shader
  80727. * @param value Define the value to give to the uniform
  80728. * @return the texture itself allowing "fluent" like uniform updates
  80729. */
  80730. setColor4(name: string, value: Color4): ProceduralTexture;
  80731. /**
  80732. * Set a vec2 in the shader from a Vector2.
  80733. * @param name Define the name of the uniform as defined in the shader
  80734. * @param value Define the value to give to the uniform
  80735. * @return the texture itself allowing "fluent" like uniform updates
  80736. */
  80737. setVector2(name: string, value: Vector2): ProceduralTexture;
  80738. /**
  80739. * Set a vec3 in the shader from a Vector3.
  80740. * @param name Define the name of the uniform as defined in the shader
  80741. * @param value Define the value to give to the uniform
  80742. * @return the texture itself allowing "fluent" like uniform updates
  80743. */
  80744. setVector3(name: string, value: Vector3): ProceduralTexture;
  80745. /**
  80746. * Set a mat4 in the shader from a MAtrix.
  80747. * @param name Define the name of the uniform as defined in the shader
  80748. * @param value Define the value to give to the uniform
  80749. * @return the texture itself allowing "fluent" like uniform updates
  80750. */
  80751. setMatrix(name: string, value: Matrix): ProceduralTexture;
  80752. /**
  80753. * Render the texture to its associated render target.
  80754. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  80755. */
  80756. render(useCameraPostProcess?: boolean): void;
  80757. /**
  80758. * Clone the texture.
  80759. * @returns the cloned texture
  80760. */
  80761. clone(): ProceduralTexture;
  80762. /**
  80763. * Dispose the texture and release its asoociated resources.
  80764. */
  80765. dispose(): void;
  80766. }
  80767. }
  80768. declare module BABYLON {
  80769. /**
  80770. * This represents the base class for particle system in Babylon.
  80771. * 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.
  80772. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  80773. * @example https://doc.babylonjs.com/babylon101/particles
  80774. */
  80775. export class BaseParticleSystem {
  80776. /**
  80777. * Source color is added to the destination color without alpha affecting the result
  80778. */
  80779. static BLENDMODE_ONEONE: number;
  80780. /**
  80781. * Blend current color and particle color using particle’s alpha
  80782. */
  80783. static BLENDMODE_STANDARD: number;
  80784. /**
  80785. * Add current color and particle color multiplied by particle’s alpha
  80786. */
  80787. static BLENDMODE_ADD: number;
  80788. /**
  80789. * Multiply current color with particle color
  80790. */
  80791. static BLENDMODE_MULTIPLY: number;
  80792. /**
  80793. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  80794. */
  80795. static BLENDMODE_MULTIPLYADD: number;
  80796. /**
  80797. * List of animations used by the particle system.
  80798. */
  80799. animations: Animation[];
  80800. /**
  80801. * The id of the Particle system.
  80802. */
  80803. id: string;
  80804. /**
  80805. * The friendly name of the Particle system.
  80806. */
  80807. name: string;
  80808. /**
  80809. * The rendering group used by the Particle system to chose when to render.
  80810. */
  80811. renderingGroupId: number;
  80812. /**
  80813. * The emitter represents the Mesh or position we are attaching the particle system to.
  80814. */
  80815. emitter: Nullable<AbstractMesh | Vector3>;
  80816. /**
  80817. * The maximum number of particles to emit per frame
  80818. */
  80819. emitRate: number;
  80820. /**
  80821. * If you want to launch only a few particles at once, that can be done, as well.
  80822. */
  80823. manualEmitCount: number;
  80824. /**
  80825. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  80826. */
  80827. updateSpeed: number;
  80828. /**
  80829. * The amount of time the particle system is running (depends of the overall update speed).
  80830. */
  80831. targetStopDuration: number;
  80832. /**
  80833. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  80834. */
  80835. disposeOnStop: boolean;
  80836. /**
  80837. * Minimum power of emitting particles.
  80838. */
  80839. minEmitPower: number;
  80840. /**
  80841. * Maximum power of emitting particles.
  80842. */
  80843. maxEmitPower: number;
  80844. /**
  80845. * Minimum life time of emitting particles.
  80846. */
  80847. minLifeTime: number;
  80848. /**
  80849. * Maximum life time of emitting particles.
  80850. */
  80851. maxLifeTime: number;
  80852. /**
  80853. * Minimum Size of emitting particles.
  80854. */
  80855. minSize: number;
  80856. /**
  80857. * Maximum Size of emitting particles.
  80858. */
  80859. maxSize: number;
  80860. /**
  80861. * Minimum scale of emitting particles on X axis.
  80862. */
  80863. minScaleX: number;
  80864. /**
  80865. * Maximum scale of emitting particles on X axis.
  80866. */
  80867. maxScaleX: number;
  80868. /**
  80869. * Minimum scale of emitting particles on Y axis.
  80870. */
  80871. minScaleY: number;
  80872. /**
  80873. * Maximum scale of emitting particles on Y axis.
  80874. */
  80875. maxScaleY: number;
  80876. /**
  80877. * Gets or sets the minimal initial rotation in radians.
  80878. */
  80879. minInitialRotation: number;
  80880. /**
  80881. * Gets or sets the maximal initial rotation in radians.
  80882. */
  80883. maxInitialRotation: number;
  80884. /**
  80885. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  80886. */
  80887. minAngularSpeed: number;
  80888. /**
  80889. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  80890. */
  80891. maxAngularSpeed: number;
  80892. /**
  80893. * The texture used to render each particle. (this can be a spritesheet)
  80894. */
  80895. particleTexture: Nullable<Texture>;
  80896. /**
  80897. * The layer mask we are rendering the particles through.
  80898. */
  80899. layerMask: number;
  80900. /**
  80901. * This can help using your own shader to render the particle system.
  80902. * The according effect will be created
  80903. */
  80904. customShader: any;
  80905. /**
  80906. * By default particle system starts as soon as they are created. This prevents the
  80907. * automatic start to happen and let you decide when to start emitting particles.
  80908. */
  80909. preventAutoStart: boolean;
  80910. private _noiseTexture;
  80911. /**
  80912. * Gets or sets a texture used to add random noise to particle positions
  80913. */
  80914. noiseTexture: Nullable<ProceduralTexture>;
  80915. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  80916. noiseStrength: Vector3;
  80917. /**
  80918. * Callback triggered when the particle animation is ending.
  80919. */
  80920. onAnimationEnd: Nullable<() => void>;
  80921. /**
  80922. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  80923. */
  80924. blendMode: number;
  80925. /**
  80926. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  80927. * to override the particles.
  80928. */
  80929. forceDepthWrite: boolean;
  80930. /** 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 */
  80931. preWarmCycles: number;
  80932. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  80933. preWarmStepOffset: number;
  80934. /**
  80935. * 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)
  80936. */
  80937. spriteCellChangeSpeed: number;
  80938. /**
  80939. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  80940. */
  80941. startSpriteCellID: number;
  80942. /**
  80943. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  80944. */
  80945. endSpriteCellID: number;
  80946. /**
  80947. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  80948. */
  80949. spriteCellWidth: number;
  80950. /**
  80951. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  80952. */
  80953. spriteCellHeight: number;
  80954. /**
  80955. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  80956. */
  80957. spriteRandomStartCell: boolean;
  80958. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  80959. translationPivot: Vector2;
  80960. /** @hidden */
  80961. protected _isAnimationSheetEnabled: boolean;
  80962. /**
  80963. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  80964. */
  80965. beginAnimationOnStart: boolean;
  80966. /**
  80967. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  80968. */
  80969. beginAnimationFrom: number;
  80970. /**
  80971. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  80972. */
  80973. beginAnimationTo: number;
  80974. /**
  80975. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  80976. */
  80977. beginAnimationLoop: boolean;
  80978. /**
  80979. * Gets or sets a world offset applied to all particles
  80980. */
  80981. worldOffset: Vector3;
  80982. /**
  80983. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  80984. */
  80985. isAnimationSheetEnabled: boolean;
  80986. /**
  80987. * Get hosting scene
  80988. * @returns the scene
  80989. */
  80990. getScene(): Scene;
  80991. /**
  80992. * You can use gravity if you want to give an orientation to your particles.
  80993. */
  80994. gravity: Vector3;
  80995. protected _colorGradients: Nullable<Array<ColorGradient>>;
  80996. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  80997. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  80998. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  80999. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  81000. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  81001. protected _dragGradients: Nullable<Array<FactorGradient>>;
  81002. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  81003. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  81004. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  81005. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  81006. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  81007. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  81008. /**
  81009. * Defines the delay in milliseconds before starting the system (0 by default)
  81010. */
  81011. startDelay: number;
  81012. /**
  81013. * Gets the current list of drag gradients.
  81014. * You must use addDragGradient and removeDragGradient to udpate this list
  81015. * @returns the list of drag gradients
  81016. */
  81017. getDragGradients(): Nullable<Array<FactorGradient>>;
  81018. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  81019. limitVelocityDamping: number;
  81020. /**
  81021. * Gets the current list of limit velocity gradients.
  81022. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  81023. * @returns the list of limit velocity gradients
  81024. */
  81025. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  81026. /**
  81027. * Gets the current list of color gradients.
  81028. * You must use addColorGradient and removeColorGradient to udpate this list
  81029. * @returns the list of color gradients
  81030. */
  81031. getColorGradients(): Nullable<Array<ColorGradient>>;
  81032. /**
  81033. * Gets the current list of size gradients.
  81034. * You must use addSizeGradient and removeSizeGradient to udpate this list
  81035. * @returns the list of size gradients
  81036. */
  81037. getSizeGradients(): Nullable<Array<FactorGradient>>;
  81038. /**
  81039. * Gets the current list of color remap gradients.
  81040. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  81041. * @returns the list of color remap gradients
  81042. */
  81043. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  81044. /**
  81045. * Gets the current list of alpha remap gradients.
  81046. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  81047. * @returns the list of alpha remap gradients
  81048. */
  81049. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  81050. /**
  81051. * Gets the current list of life time gradients.
  81052. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  81053. * @returns the list of life time gradients
  81054. */
  81055. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  81056. /**
  81057. * Gets the current list of angular speed gradients.
  81058. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  81059. * @returns the list of angular speed gradients
  81060. */
  81061. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  81062. /**
  81063. * Gets the current list of velocity gradients.
  81064. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  81065. * @returns the list of velocity gradients
  81066. */
  81067. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  81068. /**
  81069. * Gets the current list of start size gradients.
  81070. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  81071. * @returns the list of start size gradients
  81072. */
  81073. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  81074. /**
  81075. * Gets the current list of emit rate gradients.
  81076. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  81077. * @returns the list of emit rate gradients
  81078. */
  81079. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  81080. /**
  81081. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81082. * This only works when particleEmitterTyps is a BoxParticleEmitter
  81083. */
  81084. direction1: Vector3;
  81085. /**
  81086. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81087. * This only works when particleEmitterTyps is a BoxParticleEmitter
  81088. */
  81089. direction2: Vector3;
  81090. /**
  81091. * 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.
  81092. * This only works when particleEmitterTyps is a BoxParticleEmitter
  81093. */
  81094. minEmitBox: Vector3;
  81095. /**
  81096. * 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.
  81097. * This only works when particleEmitterTyps is a BoxParticleEmitter
  81098. */
  81099. maxEmitBox: Vector3;
  81100. /**
  81101. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  81102. */
  81103. color1: Color4;
  81104. /**
  81105. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  81106. */
  81107. color2: Color4;
  81108. /**
  81109. * Color the particle will have at the end of its lifetime
  81110. */
  81111. colorDead: Color4;
  81112. /**
  81113. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  81114. */
  81115. textureMask: Color4;
  81116. /**
  81117. * The particle emitter type defines the emitter used by the particle system.
  81118. * It can be for example box, sphere, or cone...
  81119. */
  81120. particleEmitterType: IParticleEmitterType;
  81121. /** @hidden */
  81122. _isSubEmitter: boolean;
  81123. /**
  81124. * Gets or sets the billboard mode to use when isBillboardBased = true.
  81125. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  81126. */
  81127. billboardMode: number;
  81128. protected _isBillboardBased: boolean;
  81129. /**
  81130. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  81131. */
  81132. isBillboardBased: boolean;
  81133. /**
  81134. * The scene the particle system belongs to.
  81135. */
  81136. protected _scene: Scene;
  81137. /**
  81138. * Local cache of defines for image processing.
  81139. */
  81140. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  81141. /**
  81142. * Default configuration related to image processing available in the standard Material.
  81143. */
  81144. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  81145. /**
  81146. * Gets the image processing configuration used either in this material.
  81147. */
  81148. /**
  81149. * Sets the Default image processing configuration used either in the this material.
  81150. *
  81151. * If sets to null, the scene one is in use.
  81152. */
  81153. imageProcessingConfiguration: ImageProcessingConfiguration;
  81154. /**
  81155. * Attaches a new image processing configuration to the Standard Material.
  81156. * @param configuration
  81157. */
  81158. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  81159. /** @hidden */
  81160. protected _reset(): void;
  81161. /** @hidden */
  81162. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  81163. /**
  81164. * Instantiates a particle system.
  81165. * 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.
  81166. * @param name The name of the particle system
  81167. */
  81168. constructor(name: string);
  81169. /**
  81170. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  81171. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  81172. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  81173. * @returns the emitter
  81174. */
  81175. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  81176. /**
  81177. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  81178. * @param radius The radius of the hemisphere to emit from
  81179. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  81180. * @returns the emitter
  81181. */
  81182. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  81183. /**
  81184. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  81185. * @param radius The radius of the sphere to emit from
  81186. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  81187. * @returns the emitter
  81188. */
  81189. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  81190. /**
  81191. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  81192. * @param radius The radius of the sphere to emit from
  81193. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  81194. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  81195. * @returns the emitter
  81196. */
  81197. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  81198. /**
  81199. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  81200. * @param radius The radius of the emission cylinder
  81201. * @param height The height of the emission cylinder
  81202. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  81203. * @param directionRandomizer How much to randomize the particle direction [0-1]
  81204. * @returns the emitter
  81205. */
  81206. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  81207. /**
  81208. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  81209. * @param radius The radius of the cylinder to emit from
  81210. * @param height The height of the emission cylinder
  81211. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81212. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  81213. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  81214. * @returns the emitter
  81215. */
  81216. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  81217. /**
  81218. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  81219. * @param radius The radius of the cone to emit from
  81220. * @param angle The base angle of the cone
  81221. * @returns the emitter
  81222. */
  81223. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  81224. /**
  81225. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  81226. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  81227. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  81228. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  81229. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  81230. * @returns the emitter
  81231. */
  81232. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  81233. }
  81234. }
  81235. declare module BABYLON {
  81236. /**
  81237. * Type of sub emitter
  81238. */
  81239. export enum SubEmitterType {
  81240. /**
  81241. * Attached to the particle over it's lifetime
  81242. */
  81243. ATTACHED = 0,
  81244. /**
  81245. * Created when the particle dies
  81246. */
  81247. END = 1
  81248. }
  81249. /**
  81250. * Sub emitter class used to emit particles from an existing particle
  81251. */
  81252. export class SubEmitter {
  81253. /**
  81254. * the particle system to be used by the sub emitter
  81255. */
  81256. particleSystem: ParticleSystem;
  81257. /**
  81258. * Type of the submitter (Default: END)
  81259. */
  81260. type: SubEmitterType;
  81261. /**
  81262. * 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)
  81263. * Note: This only is supported when using an emitter of type Mesh
  81264. */
  81265. inheritDirection: boolean;
  81266. /**
  81267. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  81268. */
  81269. inheritedVelocityAmount: number;
  81270. /**
  81271. * Creates a sub emitter
  81272. * @param particleSystem the particle system to be used by the sub emitter
  81273. */
  81274. constructor(
  81275. /**
  81276. * the particle system to be used by the sub emitter
  81277. */
  81278. particleSystem: ParticleSystem);
  81279. /**
  81280. * Clones the sub emitter
  81281. * @returns the cloned sub emitter
  81282. */
  81283. clone(): SubEmitter;
  81284. /**
  81285. * Serialize current object to a JSON object
  81286. * @returns the serialized object
  81287. */
  81288. serialize(): any;
  81289. /** @hidden */
  81290. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  81291. /**
  81292. * Creates a new SubEmitter from a serialized JSON version
  81293. * @param serializationObject defines the JSON object to read from
  81294. * @param scene defines the hosting scene
  81295. * @param rootUrl defines the rootUrl for data loading
  81296. * @returns a new SubEmitter
  81297. */
  81298. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  81299. /** Release associated resources */
  81300. dispose(): void;
  81301. }
  81302. }
  81303. declare module BABYLON {
  81304. /** @hidden */
  81305. export var clipPlaneFragmentDeclaration: {
  81306. name: string;
  81307. shader: string;
  81308. };
  81309. }
  81310. declare module BABYLON {
  81311. /** @hidden */
  81312. export var imageProcessingDeclaration: {
  81313. name: string;
  81314. shader: string;
  81315. };
  81316. }
  81317. declare module BABYLON {
  81318. /** @hidden */
  81319. export var imageProcessingFunctions: {
  81320. name: string;
  81321. shader: string;
  81322. };
  81323. }
  81324. declare module BABYLON {
  81325. /** @hidden */
  81326. export var clipPlaneFragment: {
  81327. name: string;
  81328. shader: string;
  81329. };
  81330. }
  81331. declare module BABYLON {
  81332. /** @hidden */
  81333. export var particlesPixelShader: {
  81334. name: string;
  81335. shader: string;
  81336. };
  81337. }
  81338. declare module BABYLON {
  81339. /** @hidden */
  81340. export var clipPlaneVertexDeclaration: {
  81341. name: string;
  81342. shader: string;
  81343. };
  81344. }
  81345. declare module BABYLON {
  81346. /** @hidden */
  81347. export var clipPlaneVertex: {
  81348. name: string;
  81349. shader: string;
  81350. };
  81351. }
  81352. declare module BABYLON {
  81353. /** @hidden */
  81354. export var particlesVertexShader: {
  81355. name: string;
  81356. shader: string;
  81357. };
  81358. }
  81359. declare module BABYLON {
  81360. /**
  81361. * This represents a particle system in Babylon.
  81362. * 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.
  81363. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  81364. * @example https://doc.babylonjs.com/babylon101/particles
  81365. */
  81366. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  81367. /**
  81368. * Billboard mode will only apply to Y axis
  81369. */
  81370. static readonly BILLBOARDMODE_Y: number;
  81371. /**
  81372. * Billboard mode will apply to all axes
  81373. */
  81374. static readonly BILLBOARDMODE_ALL: number;
  81375. /**
  81376. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  81377. */
  81378. static readonly BILLBOARDMODE_STRETCHED: number;
  81379. /**
  81380. * This function can be defined to provide custom update for active particles.
  81381. * This function will be called instead of regular update (age, position, color, etc.).
  81382. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  81383. */
  81384. updateFunction: (particles: Particle[]) => void;
  81385. private _emitterWorldMatrix;
  81386. /**
  81387. * This function can be defined to specify initial direction for every new particle.
  81388. * It by default use the emitterType defined function
  81389. */
  81390. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  81391. /**
  81392. * This function can be defined to specify initial position for every new particle.
  81393. * It by default use the emitterType defined function
  81394. */
  81395. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  81396. /**
  81397. * @hidden
  81398. */
  81399. _inheritedVelocityOffset: Vector3;
  81400. /**
  81401. * An event triggered when the system is disposed
  81402. */
  81403. onDisposeObservable: Observable<ParticleSystem>;
  81404. private _onDisposeObserver;
  81405. /**
  81406. * Sets a callback that will be triggered when the system is disposed
  81407. */
  81408. onDispose: () => void;
  81409. private _particles;
  81410. private _epsilon;
  81411. private _capacity;
  81412. private _stockParticles;
  81413. private _newPartsExcess;
  81414. private _vertexData;
  81415. private _vertexBuffer;
  81416. private _vertexBuffers;
  81417. private _spriteBuffer;
  81418. private _indexBuffer;
  81419. private _effect;
  81420. private _customEffect;
  81421. private _cachedDefines;
  81422. private _scaledColorStep;
  81423. private _colorDiff;
  81424. private _scaledDirection;
  81425. private _scaledGravity;
  81426. private _currentRenderId;
  81427. private _alive;
  81428. private _useInstancing;
  81429. private _started;
  81430. private _stopped;
  81431. private _actualFrame;
  81432. private _scaledUpdateSpeed;
  81433. private _vertexBufferSize;
  81434. /** @hidden */
  81435. _currentEmitRateGradient: Nullable<FactorGradient>;
  81436. /** @hidden */
  81437. _currentEmitRate1: number;
  81438. /** @hidden */
  81439. _currentEmitRate2: number;
  81440. /** @hidden */
  81441. _currentStartSizeGradient: Nullable<FactorGradient>;
  81442. /** @hidden */
  81443. _currentStartSize1: number;
  81444. /** @hidden */
  81445. _currentStartSize2: number;
  81446. private readonly _rawTextureWidth;
  81447. private _rampGradientsTexture;
  81448. private _useRampGradients;
  81449. /** Gets or sets a boolean indicating that ramp gradients must be used
  81450. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  81451. */
  81452. useRampGradients: boolean;
  81453. /**
  81454. * 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.
  81455. * 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: [])
  81456. */
  81457. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  81458. private _subEmitters;
  81459. /**
  81460. * @hidden
  81461. * If the particle systems emitter should be disposed when the particle system is disposed
  81462. */
  81463. _disposeEmitterOnDispose: boolean;
  81464. /**
  81465. * The current active Sub-systems, this property is used by the root particle system only.
  81466. */
  81467. activeSubSystems: Array<ParticleSystem>;
  81468. private _rootParticleSystem;
  81469. /**
  81470. * Gets the current list of active particles
  81471. */
  81472. readonly particles: Particle[];
  81473. /**
  81474. * Returns the string "ParticleSystem"
  81475. * @returns a string containing the class name
  81476. */
  81477. getClassName(): string;
  81478. /**
  81479. * Instantiates a particle system.
  81480. * 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.
  81481. * @param name The name of the particle system
  81482. * @param capacity The max number of particles alive at the same time
  81483. * @param scene The scene the particle system belongs to
  81484. * @param customEffect a custom effect used to change the way particles are rendered by default
  81485. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  81486. * @param epsilon Offset used to render the particles
  81487. */
  81488. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  81489. private _addFactorGradient;
  81490. private _removeFactorGradient;
  81491. /**
  81492. * Adds a new life time gradient
  81493. * @param gradient defines the gradient to use (between 0 and 1)
  81494. * @param factor defines the life time factor to affect to the specified gradient
  81495. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81496. * @returns the current particle system
  81497. */
  81498. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81499. /**
  81500. * Remove a specific life time gradient
  81501. * @param gradient defines the gradient to remove
  81502. * @returns the current particle system
  81503. */
  81504. removeLifeTimeGradient(gradient: number): IParticleSystem;
  81505. /**
  81506. * Adds a new size gradient
  81507. * @param gradient defines the gradient to use (between 0 and 1)
  81508. * @param factor defines the size factor to affect to the specified gradient
  81509. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81510. * @returns the current particle system
  81511. */
  81512. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81513. /**
  81514. * Remove a specific size gradient
  81515. * @param gradient defines the gradient to remove
  81516. * @returns the current particle system
  81517. */
  81518. removeSizeGradient(gradient: number): IParticleSystem;
  81519. /**
  81520. * Adds a new color remap gradient
  81521. * @param gradient defines the gradient to use (between 0 and 1)
  81522. * @param min defines the color remap minimal range
  81523. * @param max defines the color remap maximal range
  81524. * @returns the current particle system
  81525. */
  81526. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  81527. /**
  81528. * Remove a specific color remap gradient
  81529. * @param gradient defines the gradient to remove
  81530. * @returns the current particle system
  81531. */
  81532. removeColorRemapGradient(gradient: number): IParticleSystem;
  81533. /**
  81534. * Adds a new alpha remap gradient
  81535. * @param gradient defines the gradient to use (between 0 and 1)
  81536. * @param min defines the alpha remap minimal range
  81537. * @param max defines the alpha remap maximal range
  81538. * @returns the current particle system
  81539. */
  81540. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  81541. /**
  81542. * Remove a specific alpha remap gradient
  81543. * @param gradient defines the gradient to remove
  81544. * @returns the current particle system
  81545. */
  81546. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  81547. /**
  81548. * Adds a new angular speed gradient
  81549. * @param gradient defines the gradient to use (between 0 and 1)
  81550. * @param factor defines the angular speed to affect to the specified gradient
  81551. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81552. * @returns the current particle system
  81553. */
  81554. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81555. /**
  81556. * Remove a specific angular speed gradient
  81557. * @param gradient defines the gradient to remove
  81558. * @returns the current particle system
  81559. */
  81560. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  81561. /**
  81562. * Adds a new velocity gradient
  81563. * @param gradient defines the gradient to use (between 0 and 1)
  81564. * @param factor defines the velocity to affect to the specified gradient
  81565. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81566. * @returns the current particle system
  81567. */
  81568. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81569. /**
  81570. * Remove a specific velocity gradient
  81571. * @param gradient defines the gradient to remove
  81572. * @returns the current particle system
  81573. */
  81574. removeVelocityGradient(gradient: number): IParticleSystem;
  81575. /**
  81576. * Adds a new limit velocity gradient
  81577. * @param gradient defines the gradient to use (between 0 and 1)
  81578. * @param factor defines the limit velocity value to affect to the specified gradient
  81579. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81580. * @returns the current particle system
  81581. */
  81582. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81583. /**
  81584. * Remove a specific limit velocity gradient
  81585. * @param gradient defines the gradient to remove
  81586. * @returns the current particle system
  81587. */
  81588. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  81589. /**
  81590. * Adds a new drag gradient
  81591. * @param gradient defines the gradient to use (between 0 and 1)
  81592. * @param factor defines the drag value to affect to the specified gradient
  81593. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81594. * @returns the current particle system
  81595. */
  81596. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81597. /**
  81598. * Remove a specific drag gradient
  81599. * @param gradient defines the gradient to remove
  81600. * @returns the current particle system
  81601. */
  81602. removeDragGradient(gradient: number): IParticleSystem;
  81603. /**
  81604. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  81605. * @param gradient defines the gradient to use (between 0 and 1)
  81606. * @param factor defines the emit rate value to affect to the specified gradient
  81607. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81608. * @returns the current particle system
  81609. */
  81610. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81611. /**
  81612. * Remove a specific emit rate gradient
  81613. * @param gradient defines the gradient to remove
  81614. * @returns the current particle system
  81615. */
  81616. removeEmitRateGradient(gradient: number): IParticleSystem;
  81617. /**
  81618. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  81619. * @param gradient defines the gradient to use (between 0 and 1)
  81620. * @param factor defines the start size value to affect to the specified gradient
  81621. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81622. * @returns the current particle system
  81623. */
  81624. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81625. /**
  81626. * Remove a specific start size gradient
  81627. * @param gradient defines the gradient to remove
  81628. * @returns the current particle system
  81629. */
  81630. removeStartSizeGradient(gradient: number): IParticleSystem;
  81631. private _createRampGradientTexture;
  81632. /**
  81633. * Gets the current list of ramp gradients.
  81634. * You must use addRampGradient and removeRampGradient to udpate this list
  81635. * @returns the list of ramp gradients
  81636. */
  81637. getRampGradients(): Nullable<Array<Color3Gradient>>;
  81638. /**
  81639. * Adds a new ramp gradient used to remap particle colors
  81640. * @param gradient defines the gradient to use (between 0 and 1)
  81641. * @param color defines the color to affect to the specified gradient
  81642. * @returns the current particle system
  81643. */
  81644. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  81645. /**
  81646. * Remove a specific ramp gradient
  81647. * @param gradient defines the gradient to remove
  81648. * @returns the current particle system
  81649. */
  81650. removeRampGradient(gradient: number): ParticleSystem;
  81651. /**
  81652. * Adds a new color gradient
  81653. * @param gradient defines the gradient to use (between 0 and 1)
  81654. * @param color1 defines the color to affect to the specified gradient
  81655. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  81656. * @returns this particle system
  81657. */
  81658. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  81659. /**
  81660. * Remove a specific color gradient
  81661. * @param gradient defines the gradient to remove
  81662. * @returns this particle system
  81663. */
  81664. removeColorGradient(gradient: number): IParticleSystem;
  81665. private _fetchR;
  81666. protected _reset(): void;
  81667. private _resetEffect;
  81668. private _createVertexBuffers;
  81669. private _createIndexBuffer;
  81670. /**
  81671. * Gets the maximum number of particles active at the same time.
  81672. * @returns The max number of active particles.
  81673. */
  81674. getCapacity(): number;
  81675. /**
  81676. * Gets whether there are still active particles in the system.
  81677. * @returns True if it is alive, otherwise false.
  81678. */
  81679. isAlive(): boolean;
  81680. /**
  81681. * Gets if the system has been started. (Note: this will still be true after stop is called)
  81682. * @returns True if it has been started, otherwise false.
  81683. */
  81684. isStarted(): boolean;
  81685. private _prepareSubEmitterInternalArray;
  81686. /**
  81687. * Starts the particle system and begins to emit
  81688. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  81689. */
  81690. start(delay?: number): void;
  81691. /**
  81692. * Stops the particle system.
  81693. * @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.
  81694. */
  81695. stop(stopSubEmitters?: boolean): void;
  81696. /**
  81697. * Remove all active particles
  81698. */
  81699. reset(): void;
  81700. /**
  81701. * @hidden (for internal use only)
  81702. */
  81703. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  81704. /**
  81705. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  81706. * Its lifetime will start back at 0.
  81707. */
  81708. recycleParticle: (particle: Particle) => void;
  81709. private _stopSubEmitters;
  81710. private _createParticle;
  81711. private _removeFromRoot;
  81712. private _emitFromParticle;
  81713. private _update;
  81714. /** @hidden */
  81715. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  81716. /** @hidden */
  81717. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  81718. /** @hidden */
  81719. private _getEffect;
  81720. /**
  81721. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  81722. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  81723. */
  81724. animate(preWarmOnly?: boolean): void;
  81725. private _appendParticleVertices;
  81726. /**
  81727. * Rebuilds the particle system.
  81728. */
  81729. rebuild(): void;
  81730. /**
  81731. * Is this system ready to be used/rendered
  81732. * @return true if the system is ready
  81733. */
  81734. isReady(): boolean;
  81735. private _render;
  81736. /**
  81737. * Renders the particle system in its current state.
  81738. * @returns the current number of particles
  81739. */
  81740. render(): number;
  81741. /**
  81742. * Disposes the particle system and free the associated resources
  81743. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  81744. */
  81745. dispose(disposeTexture?: boolean): void;
  81746. /**
  81747. * Clones the particle system.
  81748. * @param name The name of the cloned object
  81749. * @param newEmitter The new emitter to use
  81750. * @returns the cloned particle system
  81751. */
  81752. clone(name: string, newEmitter: any): ParticleSystem;
  81753. /**
  81754. * Serializes the particle system to a JSON object.
  81755. * @returns the JSON object
  81756. */
  81757. serialize(): any;
  81758. /** @hidden */
  81759. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  81760. /** @hidden */
  81761. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  81762. /**
  81763. * Parses a JSON object to create a particle system.
  81764. * @param parsedParticleSystem The JSON object to parse
  81765. * @param scene The scene to create the particle system in
  81766. * @param rootUrl The root url to use to load external dependencies like texture
  81767. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  81768. * @returns the Parsed particle system
  81769. */
  81770. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  81771. }
  81772. }
  81773. declare module BABYLON {
  81774. /**
  81775. * A particle represents one of the element emitted by a particle system.
  81776. * This is mainly define by its coordinates, direction, velocity and age.
  81777. */
  81778. export class Particle {
  81779. /**
  81780. * The particle system the particle belongs to.
  81781. */
  81782. particleSystem: ParticleSystem;
  81783. private static _Count;
  81784. /**
  81785. * Unique ID of the particle
  81786. */
  81787. id: number;
  81788. /**
  81789. * The world position of the particle in the scene.
  81790. */
  81791. position: Vector3;
  81792. /**
  81793. * The world direction of the particle in the scene.
  81794. */
  81795. direction: Vector3;
  81796. /**
  81797. * The color of the particle.
  81798. */
  81799. color: Color4;
  81800. /**
  81801. * The color change of the particle per step.
  81802. */
  81803. colorStep: Color4;
  81804. /**
  81805. * Defines how long will the life of the particle be.
  81806. */
  81807. lifeTime: number;
  81808. /**
  81809. * The current age of the particle.
  81810. */
  81811. age: number;
  81812. /**
  81813. * The current size of the particle.
  81814. */
  81815. size: number;
  81816. /**
  81817. * The current scale of the particle.
  81818. */
  81819. scale: Vector2;
  81820. /**
  81821. * The current angle of the particle.
  81822. */
  81823. angle: number;
  81824. /**
  81825. * Defines how fast is the angle changing.
  81826. */
  81827. angularSpeed: number;
  81828. /**
  81829. * Defines the cell index used by the particle to be rendered from a sprite.
  81830. */
  81831. cellIndex: number;
  81832. /**
  81833. * The information required to support color remapping
  81834. */
  81835. remapData: Vector4;
  81836. /** @hidden */
  81837. _randomCellOffset?: number;
  81838. /** @hidden */
  81839. _initialDirection: Nullable<Vector3>;
  81840. /** @hidden */
  81841. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  81842. /** @hidden */
  81843. _initialStartSpriteCellID: number;
  81844. /** @hidden */
  81845. _initialEndSpriteCellID: number;
  81846. /** @hidden */
  81847. _currentColorGradient: Nullable<ColorGradient>;
  81848. /** @hidden */
  81849. _currentColor1: Color4;
  81850. /** @hidden */
  81851. _currentColor2: Color4;
  81852. /** @hidden */
  81853. _currentSizeGradient: Nullable<FactorGradient>;
  81854. /** @hidden */
  81855. _currentSize1: number;
  81856. /** @hidden */
  81857. _currentSize2: number;
  81858. /** @hidden */
  81859. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  81860. /** @hidden */
  81861. _currentAngularSpeed1: number;
  81862. /** @hidden */
  81863. _currentAngularSpeed2: number;
  81864. /** @hidden */
  81865. _currentVelocityGradient: Nullable<FactorGradient>;
  81866. /** @hidden */
  81867. _currentVelocity1: number;
  81868. /** @hidden */
  81869. _currentVelocity2: number;
  81870. /** @hidden */
  81871. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  81872. /** @hidden */
  81873. _currentLimitVelocity1: number;
  81874. /** @hidden */
  81875. _currentLimitVelocity2: number;
  81876. /** @hidden */
  81877. _currentDragGradient: Nullable<FactorGradient>;
  81878. /** @hidden */
  81879. _currentDrag1: number;
  81880. /** @hidden */
  81881. _currentDrag2: number;
  81882. /** @hidden */
  81883. _randomNoiseCoordinates1: Vector3;
  81884. /** @hidden */
  81885. _randomNoiseCoordinates2: Vector3;
  81886. /**
  81887. * Creates a new instance Particle
  81888. * @param particleSystem the particle system the particle belongs to
  81889. */
  81890. constructor(
  81891. /**
  81892. * The particle system the particle belongs to.
  81893. */
  81894. particleSystem: ParticleSystem);
  81895. private updateCellInfoFromSystem;
  81896. /**
  81897. * Defines how the sprite cell index is updated for the particle
  81898. */
  81899. updateCellIndex(): void;
  81900. /** @hidden */
  81901. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  81902. /** @hidden */
  81903. _inheritParticleInfoToSubEmitters(): void;
  81904. /** @hidden */
  81905. _reset(): void;
  81906. /**
  81907. * Copy the properties of particle to another one.
  81908. * @param other the particle to copy the information to.
  81909. */
  81910. copyTo(other: Particle): void;
  81911. }
  81912. }
  81913. declare module BABYLON {
  81914. /**
  81915. * Particle emitter represents a volume emitting particles.
  81916. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  81917. */
  81918. export interface IParticleEmitterType {
  81919. /**
  81920. * Called by the particle System when the direction is computed for the created particle.
  81921. * @param worldMatrix is the world matrix of the particle system
  81922. * @param directionToUpdate is the direction vector to update with the result
  81923. * @param particle is the particle we are computed the direction for
  81924. */
  81925. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81926. /**
  81927. * Called by the particle System when the position is computed for the created particle.
  81928. * @param worldMatrix is the world matrix of the particle system
  81929. * @param positionToUpdate is the position vector to update with the result
  81930. * @param particle is the particle we are computed the position for
  81931. */
  81932. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81933. /**
  81934. * Clones the current emitter and returns a copy of it
  81935. * @returns the new emitter
  81936. */
  81937. clone(): IParticleEmitterType;
  81938. /**
  81939. * Called by the GPUParticleSystem to setup the update shader
  81940. * @param effect defines the update shader
  81941. */
  81942. applyToShader(effect: Effect): void;
  81943. /**
  81944. * Returns a string to use to update the GPU particles update shader
  81945. * @returns the effect defines string
  81946. */
  81947. getEffectDefines(): string;
  81948. /**
  81949. * Returns a string representing the class name
  81950. * @returns a string containing the class name
  81951. */
  81952. getClassName(): string;
  81953. /**
  81954. * Serializes the particle system to a JSON object.
  81955. * @returns the JSON object
  81956. */
  81957. serialize(): any;
  81958. /**
  81959. * Parse properties from a JSON object
  81960. * @param serializationObject defines the JSON object
  81961. */
  81962. parse(serializationObject: any): void;
  81963. }
  81964. }
  81965. declare module BABYLON {
  81966. /**
  81967. * Particle emitter emitting particles from the inside of a box.
  81968. * It emits the particles randomly between 2 given directions.
  81969. */
  81970. export class BoxParticleEmitter implements IParticleEmitterType {
  81971. /**
  81972. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81973. */
  81974. direction1: Vector3;
  81975. /**
  81976. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81977. */
  81978. direction2: Vector3;
  81979. /**
  81980. * 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.
  81981. */
  81982. minEmitBox: Vector3;
  81983. /**
  81984. * 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.
  81985. */
  81986. maxEmitBox: Vector3;
  81987. /**
  81988. * Creates a new instance BoxParticleEmitter
  81989. */
  81990. constructor();
  81991. /**
  81992. * Called by the particle System when the direction is computed for the created particle.
  81993. * @param worldMatrix is the world matrix of the particle system
  81994. * @param directionToUpdate is the direction vector to update with the result
  81995. * @param particle is the particle we are computed the direction for
  81996. */
  81997. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81998. /**
  81999. * Called by the particle System when the position is computed for the created particle.
  82000. * @param worldMatrix is the world matrix of the particle system
  82001. * @param positionToUpdate is the position vector to update with the result
  82002. * @param particle is the particle we are computed the position for
  82003. */
  82004. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82005. /**
  82006. * Clones the current emitter and returns a copy of it
  82007. * @returns the new emitter
  82008. */
  82009. clone(): BoxParticleEmitter;
  82010. /**
  82011. * Called by the GPUParticleSystem to setup the update shader
  82012. * @param effect defines the update shader
  82013. */
  82014. applyToShader(effect: Effect): void;
  82015. /**
  82016. * Returns a string to use to update the GPU particles update shader
  82017. * @returns a string containng the defines string
  82018. */
  82019. getEffectDefines(): string;
  82020. /**
  82021. * Returns the string "BoxParticleEmitter"
  82022. * @returns a string containing the class name
  82023. */
  82024. getClassName(): string;
  82025. /**
  82026. * Serializes the particle system to a JSON object.
  82027. * @returns the JSON object
  82028. */
  82029. serialize(): any;
  82030. /**
  82031. * Parse properties from a JSON object
  82032. * @param serializationObject defines the JSON object
  82033. */
  82034. parse(serializationObject: any): void;
  82035. }
  82036. }
  82037. declare module BABYLON {
  82038. /**
  82039. * Particle emitter emitting particles from the inside of a cone.
  82040. * It emits the particles alongside the cone volume from the base to the particle.
  82041. * The emission direction might be randomized.
  82042. */
  82043. export class ConeParticleEmitter implements IParticleEmitterType {
  82044. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  82045. directionRandomizer: number;
  82046. private _radius;
  82047. private _angle;
  82048. private _height;
  82049. /**
  82050. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  82051. */
  82052. radiusRange: number;
  82053. /**
  82054. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  82055. */
  82056. heightRange: number;
  82057. /**
  82058. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  82059. */
  82060. emitFromSpawnPointOnly: boolean;
  82061. /**
  82062. * Gets or sets the radius of the emission cone
  82063. */
  82064. radius: number;
  82065. /**
  82066. * Gets or sets the angle of the emission cone
  82067. */
  82068. angle: number;
  82069. private _buildHeight;
  82070. /**
  82071. * Creates a new instance ConeParticleEmitter
  82072. * @param radius the radius of the emission cone (1 by default)
  82073. * @param angle the cone base angle (PI by default)
  82074. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  82075. */
  82076. constructor(radius?: number, angle?: number,
  82077. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  82078. directionRandomizer?: number);
  82079. /**
  82080. * Called by the particle System when the direction is computed for the created particle.
  82081. * @param worldMatrix is the world matrix of the particle system
  82082. * @param directionToUpdate is the direction vector to update with the result
  82083. * @param particle is the particle we are computed the direction for
  82084. */
  82085. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82086. /**
  82087. * Called by the particle System when the position is computed for the created particle.
  82088. * @param worldMatrix is the world matrix of the particle system
  82089. * @param positionToUpdate is the position vector to update with the result
  82090. * @param particle is the particle we are computed the position for
  82091. */
  82092. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82093. /**
  82094. * Clones the current emitter and returns a copy of it
  82095. * @returns the new emitter
  82096. */
  82097. clone(): ConeParticleEmitter;
  82098. /**
  82099. * Called by the GPUParticleSystem to setup the update shader
  82100. * @param effect defines the update shader
  82101. */
  82102. applyToShader(effect: Effect): void;
  82103. /**
  82104. * Returns a string to use to update the GPU particles update shader
  82105. * @returns a string containng the defines string
  82106. */
  82107. getEffectDefines(): string;
  82108. /**
  82109. * Returns the string "ConeParticleEmitter"
  82110. * @returns a string containing the class name
  82111. */
  82112. getClassName(): string;
  82113. /**
  82114. * Serializes the particle system to a JSON object.
  82115. * @returns the JSON object
  82116. */
  82117. serialize(): any;
  82118. /**
  82119. * Parse properties from a JSON object
  82120. * @param serializationObject defines the JSON object
  82121. */
  82122. parse(serializationObject: any): void;
  82123. }
  82124. }
  82125. declare module BABYLON {
  82126. /**
  82127. * Particle emitter emitting particles from the inside of a cylinder.
  82128. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  82129. */
  82130. export class CylinderParticleEmitter implements IParticleEmitterType {
  82131. /**
  82132. * The radius of the emission cylinder.
  82133. */
  82134. radius: number;
  82135. /**
  82136. * The height of the emission cylinder.
  82137. */
  82138. height: number;
  82139. /**
  82140. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82141. */
  82142. radiusRange: number;
  82143. /**
  82144. * How much to randomize the particle direction [0-1].
  82145. */
  82146. directionRandomizer: number;
  82147. /**
  82148. * Creates a new instance CylinderParticleEmitter
  82149. * @param radius the radius of the emission cylinder (1 by default)
  82150. * @param height the height of the emission cylinder (1 by default)
  82151. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82152. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  82153. */
  82154. constructor(
  82155. /**
  82156. * The radius of the emission cylinder.
  82157. */
  82158. radius?: number,
  82159. /**
  82160. * The height of the emission cylinder.
  82161. */
  82162. height?: number,
  82163. /**
  82164. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82165. */
  82166. radiusRange?: number,
  82167. /**
  82168. * How much to randomize the particle direction [0-1].
  82169. */
  82170. directionRandomizer?: number);
  82171. /**
  82172. * Called by the particle System when the direction is computed for the created particle.
  82173. * @param worldMatrix is the world matrix of the particle system
  82174. * @param directionToUpdate is the direction vector to update with the result
  82175. * @param particle is the particle we are computed the direction for
  82176. */
  82177. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82178. /**
  82179. * Called by the particle System when the position is computed for the created particle.
  82180. * @param worldMatrix is the world matrix of the particle system
  82181. * @param positionToUpdate is the position vector to update with the result
  82182. * @param particle is the particle we are computed the position for
  82183. */
  82184. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82185. /**
  82186. * Clones the current emitter and returns a copy of it
  82187. * @returns the new emitter
  82188. */
  82189. clone(): CylinderParticleEmitter;
  82190. /**
  82191. * Called by the GPUParticleSystem to setup the update shader
  82192. * @param effect defines the update shader
  82193. */
  82194. applyToShader(effect: Effect): void;
  82195. /**
  82196. * Returns a string to use to update the GPU particles update shader
  82197. * @returns a string containng the defines string
  82198. */
  82199. getEffectDefines(): string;
  82200. /**
  82201. * Returns the string "CylinderParticleEmitter"
  82202. * @returns a string containing the class name
  82203. */
  82204. getClassName(): string;
  82205. /**
  82206. * Serializes the particle system to a JSON object.
  82207. * @returns the JSON object
  82208. */
  82209. serialize(): any;
  82210. /**
  82211. * Parse properties from a JSON object
  82212. * @param serializationObject defines the JSON object
  82213. */
  82214. parse(serializationObject: any): void;
  82215. }
  82216. /**
  82217. * Particle emitter emitting particles from the inside of a cylinder.
  82218. * It emits the particles randomly between two vectors.
  82219. */
  82220. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  82221. /**
  82222. * The min limit of the emission direction.
  82223. */
  82224. direction1: Vector3;
  82225. /**
  82226. * The max limit of the emission direction.
  82227. */
  82228. direction2: Vector3;
  82229. /**
  82230. * Creates a new instance CylinderDirectedParticleEmitter
  82231. * @param radius the radius of the emission cylinder (1 by default)
  82232. * @param height the height of the emission cylinder (1 by default)
  82233. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82234. * @param direction1 the min limit of the emission direction (up vector by default)
  82235. * @param direction2 the max limit of the emission direction (up vector by default)
  82236. */
  82237. constructor(radius?: number, height?: number, radiusRange?: number,
  82238. /**
  82239. * The min limit of the emission direction.
  82240. */
  82241. direction1?: Vector3,
  82242. /**
  82243. * The max limit of the emission direction.
  82244. */
  82245. direction2?: Vector3);
  82246. /**
  82247. * Called by the particle System when the direction is computed for the created particle.
  82248. * @param worldMatrix is the world matrix of the particle system
  82249. * @param directionToUpdate is the direction vector to update with the result
  82250. * @param particle is the particle we are computed the direction for
  82251. */
  82252. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82253. /**
  82254. * Clones the current emitter and returns a copy of it
  82255. * @returns the new emitter
  82256. */
  82257. clone(): CylinderDirectedParticleEmitter;
  82258. /**
  82259. * Called by the GPUParticleSystem to setup the update shader
  82260. * @param effect defines the update shader
  82261. */
  82262. applyToShader(effect: Effect): void;
  82263. /**
  82264. * Returns a string to use to update the GPU particles update shader
  82265. * @returns a string containng the defines string
  82266. */
  82267. getEffectDefines(): string;
  82268. /**
  82269. * Returns the string "CylinderDirectedParticleEmitter"
  82270. * @returns a string containing the class name
  82271. */
  82272. getClassName(): string;
  82273. /**
  82274. * Serializes the particle system to a JSON object.
  82275. * @returns the JSON object
  82276. */
  82277. serialize(): any;
  82278. /**
  82279. * Parse properties from a JSON object
  82280. * @param serializationObject defines the JSON object
  82281. */
  82282. parse(serializationObject: any): void;
  82283. }
  82284. }
  82285. declare module BABYLON {
  82286. /**
  82287. * Particle emitter emitting particles from the inside of a hemisphere.
  82288. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  82289. */
  82290. export class HemisphericParticleEmitter implements IParticleEmitterType {
  82291. /**
  82292. * The radius of the emission hemisphere.
  82293. */
  82294. radius: number;
  82295. /**
  82296. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82297. */
  82298. radiusRange: number;
  82299. /**
  82300. * How much to randomize the particle direction [0-1].
  82301. */
  82302. directionRandomizer: number;
  82303. /**
  82304. * Creates a new instance HemisphericParticleEmitter
  82305. * @param radius the radius of the emission hemisphere (1 by default)
  82306. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82307. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  82308. */
  82309. constructor(
  82310. /**
  82311. * The radius of the emission hemisphere.
  82312. */
  82313. radius?: number,
  82314. /**
  82315. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82316. */
  82317. radiusRange?: number,
  82318. /**
  82319. * How much to randomize the particle direction [0-1].
  82320. */
  82321. directionRandomizer?: number);
  82322. /**
  82323. * Called by the particle System when the direction is computed for the created particle.
  82324. * @param worldMatrix is the world matrix of the particle system
  82325. * @param directionToUpdate is the direction vector to update with the result
  82326. * @param particle is the particle we are computed the direction for
  82327. */
  82328. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82329. /**
  82330. * Called by the particle System when the position is computed for the created particle.
  82331. * @param worldMatrix is the world matrix of the particle system
  82332. * @param positionToUpdate is the position vector to update with the result
  82333. * @param particle is the particle we are computed the position for
  82334. */
  82335. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82336. /**
  82337. * Clones the current emitter and returns a copy of it
  82338. * @returns the new emitter
  82339. */
  82340. clone(): HemisphericParticleEmitter;
  82341. /**
  82342. * Called by the GPUParticleSystem to setup the update shader
  82343. * @param effect defines the update shader
  82344. */
  82345. applyToShader(effect: Effect): void;
  82346. /**
  82347. * Returns a string to use to update the GPU particles update shader
  82348. * @returns a string containng the defines string
  82349. */
  82350. getEffectDefines(): string;
  82351. /**
  82352. * Returns the string "HemisphericParticleEmitter"
  82353. * @returns a string containing the class name
  82354. */
  82355. getClassName(): string;
  82356. /**
  82357. * Serializes the particle system to a JSON object.
  82358. * @returns the JSON object
  82359. */
  82360. serialize(): any;
  82361. /**
  82362. * Parse properties from a JSON object
  82363. * @param serializationObject defines the JSON object
  82364. */
  82365. parse(serializationObject: any): void;
  82366. }
  82367. }
  82368. declare module BABYLON {
  82369. /**
  82370. * Particle emitter emitting particles from a point.
  82371. * It emits the particles randomly between 2 given directions.
  82372. */
  82373. export class PointParticleEmitter implements IParticleEmitterType {
  82374. /**
  82375. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82376. */
  82377. direction1: Vector3;
  82378. /**
  82379. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82380. */
  82381. direction2: Vector3;
  82382. /**
  82383. * Creates a new instance PointParticleEmitter
  82384. */
  82385. constructor();
  82386. /**
  82387. * Called by the particle System when the direction is computed for the created particle.
  82388. * @param worldMatrix is the world matrix of the particle system
  82389. * @param directionToUpdate is the direction vector to update with the result
  82390. * @param particle is the particle we are computed the direction for
  82391. */
  82392. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82393. /**
  82394. * Called by the particle System when the position is computed for the created particle.
  82395. * @param worldMatrix is the world matrix of the particle system
  82396. * @param positionToUpdate is the position vector to update with the result
  82397. * @param particle is the particle we are computed the position for
  82398. */
  82399. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82400. /**
  82401. * Clones the current emitter and returns a copy of it
  82402. * @returns the new emitter
  82403. */
  82404. clone(): PointParticleEmitter;
  82405. /**
  82406. * Called by the GPUParticleSystem to setup the update shader
  82407. * @param effect defines the update shader
  82408. */
  82409. applyToShader(effect: Effect): void;
  82410. /**
  82411. * Returns a string to use to update the GPU particles update shader
  82412. * @returns a string containng the defines string
  82413. */
  82414. getEffectDefines(): string;
  82415. /**
  82416. * Returns the string "PointParticleEmitter"
  82417. * @returns a string containing the class name
  82418. */
  82419. getClassName(): string;
  82420. /**
  82421. * Serializes the particle system to a JSON object.
  82422. * @returns the JSON object
  82423. */
  82424. serialize(): any;
  82425. /**
  82426. * Parse properties from a JSON object
  82427. * @param serializationObject defines the JSON object
  82428. */
  82429. parse(serializationObject: any): void;
  82430. }
  82431. }
  82432. declare module BABYLON {
  82433. /**
  82434. * Particle emitter emitting particles from the inside of a sphere.
  82435. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  82436. */
  82437. export class SphereParticleEmitter implements IParticleEmitterType {
  82438. /**
  82439. * The radius of the emission sphere.
  82440. */
  82441. radius: number;
  82442. /**
  82443. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82444. */
  82445. radiusRange: number;
  82446. /**
  82447. * How much to randomize the particle direction [0-1].
  82448. */
  82449. directionRandomizer: number;
  82450. /**
  82451. * Creates a new instance SphereParticleEmitter
  82452. * @param radius the radius of the emission sphere (1 by default)
  82453. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82454. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  82455. */
  82456. constructor(
  82457. /**
  82458. * The radius of the emission sphere.
  82459. */
  82460. radius?: number,
  82461. /**
  82462. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82463. */
  82464. radiusRange?: number,
  82465. /**
  82466. * How much to randomize the particle direction [0-1].
  82467. */
  82468. directionRandomizer?: number);
  82469. /**
  82470. * Called by the particle System when the direction is computed for the created particle.
  82471. * @param worldMatrix is the world matrix of the particle system
  82472. * @param directionToUpdate is the direction vector to update with the result
  82473. * @param particle is the particle we are computed the direction for
  82474. */
  82475. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82476. /**
  82477. * Called by the particle System when the position is computed for the created particle.
  82478. * @param worldMatrix is the world matrix of the particle system
  82479. * @param positionToUpdate is the position vector to update with the result
  82480. * @param particle is the particle we are computed the position for
  82481. */
  82482. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82483. /**
  82484. * Clones the current emitter and returns a copy of it
  82485. * @returns the new emitter
  82486. */
  82487. clone(): SphereParticleEmitter;
  82488. /**
  82489. * Called by the GPUParticleSystem to setup the update shader
  82490. * @param effect defines the update shader
  82491. */
  82492. applyToShader(effect: Effect): void;
  82493. /**
  82494. * Returns a string to use to update the GPU particles update shader
  82495. * @returns a string containng the defines string
  82496. */
  82497. getEffectDefines(): string;
  82498. /**
  82499. * Returns the string "SphereParticleEmitter"
  82500. * @returns a string containing the class name
  82501. */
  82502. getClassName(): string;
  82503. /**
  82504. * Serializes the particle system to a JSON object.
  82505. * @returns the JSON object
  82506. */
  82507. serialize(): any;
  82508. /**
  82509. * Parse properties from a JSON object
  82510. * @param serializationObject defines the JSON object
  82511. */
  82512. parse(serializationObject: any): void;
  82513. }
  82514. /**
  82515. * Particle emitter emitting particles from the inside of a sphere.
  82516. * It emits the particles randomly between two vectors.
  82517. */
  82518. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  82519. /**
  82520. * The min limit of the emission direction.
  82521. */
  82522. direction1: Vector3;
  82523. /**
  82524. * The max limit of the emission direction.
  82525. */
  82526. direction2: Vector3;
  82527. /**
  82528. * Creates a new instance SphereDirectedParticleEmitter
  82529. * @param radius the radius of the emission sphere (1 by default)
  82530. * @param direction1 the min limit of the emission direction (up vector by default)
  82531. * @param direction2 the max limit of the emission direction (up vector by default)
  82532. */
  82533. constructor(radius?: number,
  82534. /**
  82535. * The min limit of the emission direction.
  82536. */
  82537. direction1?: Vector3,
  82538. /**
  82539. * The max limit of the emission direction.
  82540. */
  82541. direction2?: Vector3);
  82542. /**
  82543. * Called by the particle System when the direction is computed for the created particle.
  82544. * @param worldMatrix is the world matrix of the particle system
  82545. * @param directionToUpdate is the direction vector to update with the result
  82546. * @param particle is the particle we are computed the direction for
  82547. */
  82548. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82549. /**
  82550. * Clones the current emitter and returns a copy of it
  82551. * @returns the new emitter
  82552. */
  82553. clone(): SphereDirectedParticleEmitter;
  82554. /**
  82555. * Called by the GPUParticleSystem to setup the update shader
  82556. * @param effect defines the update shader
  82557. */
  82558. applyToShader(effect: Effect): void;
  82559. /**
  82560. * Returns a string to use to update the GPU particles update shader
  82561. * @returns a string containng the defines string
  82562. */
  82563. getEffectDefines(): string;
  82564. /**
  82565. * Returns the string "SphereDirectedParticleEmitter"
  82566. * @returns a string containing the class name
  82567. */
  82568. getClassName(): string;
  82569. /**
  82570. * Serializes the particle system to a JSON object.
  82571. * @returns the JSON object
  82572. */
  82573. serialize(): any;
  82574. /**
  82575. * Parse properties from a JSON object
  82576. * @param serializationObject defines the JSON object
  82577. */
  82578. parse(serializationObject: any): void;
  82579. }
  82580. }
  82581. declare module BABYLON {
  82582. /**
  82583. * Interface representing a particle system in Babylon.js.
  82584. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  82585. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  82586. */
  82587. export interface IParticleSystem {
  82588. /**
  82589. * List of animations used by the particle system.
  82590. */
  82591. animations: Animation[];
  82592. /**
  82593. * The id of the Particle system.
  82594. */
  82595. id: string;
  82596. /**
  82597. * The name of the Particle system.
  82598. */
  82599. name: string;
  82600. /**
  82601. * The emitter represents the Mesh or position we are attaching the particle system to.
  82602. */
  82603. emitter: Nullable<AbstractMesh | Vector3>;
  82604. /**
  82605. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  82606. */
  82607. isBillboardBased: boolean;
  82608. /**
  82609. * The rendering group used by the Particle system to chose when to render.
  82610. */
  82611. renderingGroupId: number;
  82612. /**
  82613. * The layer mask we are rendering the particles through.
  82614. */
  82615. layerMask: number;
  82616. /**
  82617. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  82618. */
  82619. updateSpeed: number;
  82620. /**
  82621. * The amount of time the particle system is running (depends of the overall update speed).
  82622. */
  82623. targetStopDuration: number;
  82624. /**
  82625. * The texture used to render each particle. (this can be a spritesheet)
  82626. */
  82627. particleTexture: Nullable<Texture>;
  82628. /**
  82629. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  82630. */
  82631. blendMode: number;
  82632. /**
  82633. * Minimum life time of emitting particles.
  82634. */
  82635. minLifeTime: number;
  82636. /**
  82637. * Maximum life time of emitting particles.
  82638. */
  82639. maxLifeTime: number;
  82640. /**
  82641. * Minimum Size of emitting particles.
  82642. */
  82643. minSize: number;
  82644. /**
  82645. * Maximum Size of emitting particles.
  82646. */
  82647. maxSize: number;
  82648. /**
  82649. * Minimum scale of emitting particles on X axis.
  82650. */
  82651. minScaleX: number;
  82652. /**
  82653. * Maximum scale of emitting particles on X axis.
  82654. */
  82655. maxScaleX: number;
  82656. /**
  82657. * Minimum scale of emitting particles on Y axis.
  82658. */
  82659. minScaleY: number;
  82660. /**
  82661. * Maximum scale of emitting particles on Y axis.
  82662. */
  82663. maxScaleY: number;
  82664. /**
  82665. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  82666. */
  82667. color1: Color4;
  82668. /**
  82669. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  82670. */
  82671. color2: Color4;
  82672. /**
  82673. * Color the particle will have at the end of its lifetime.
  82674. */
  82675. colorDead: Color4;
  82676. /**
  82677. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  82678. */
  82679. emitRate: number;
  82680. /**
  82681. * You can use gravity if you want to give an orientation to your particles.
  82682. */
  82683. gravity: Vector3;
  82684. /**
  82685. * Minimum power of emitting particles.
  82686. */
  82687. minEmitPower: number;
  82688. /**
  82689. * Maximum power of emitting particles.
  82690. */
  82691. maxEmitPower: number;
  82692. /**
  82693. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  82694. */
  82695. minAngularSpeed: number;
  82696. /**
  82697. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  82698. */
  82699. maxAngularSpeed: number;
  82700. /**
  82701. * Gets or sets the minimal initial rotation in radians.
  82702. */
  82703. minInitialRotation: number;
  82704. /**
  82705. * Gets or sets the maximal initial rotation in radians.
  82706. */
  82707. maxInitialRotation: number;
  82708. /**
  82709. * The particle emitter type defines the emitter used by the particle system.
  82710. * It can be for example box, sphere, or cone...
  82711. */
  82712. particleEmitterType: Nullable<IParticleEmitterType>;
  82713. /**
  82714. * Defines the delay in milliseconds before starting the system (0 by default)
  82715. */
  82716. startDelay: number;
  82717. /**
  82718. * 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
  82719. */
  82720. preWarmCycles: number;
  82721. /**
  82722. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  82723. */
  82724. preWarmStepOffset: number;
  82725. /**
  82726. * 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)
  82727. */
  82728. spriteCellChangeSpeed: number;
  82729. /**
  82730. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  82731. */
  82732. startSpriteCellID: number;
  82733. /**
  82734. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  82735. */
  82736. endSpriteCellID: number;
  82737. /**
  82738. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  82739. */
  82740. spriteCellWidth: number;
  82741. /**
  82742. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  82743. */
  82744. spriteCellHeight: number;
  82745. /**
  82746. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  82747. */
  82748. spriteRandomStartCell: boolean;
  82749. /**
  82750. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  82751. */
  82752. isAnimationSheetEnabled: boolean;
  82753. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  82754. translationPivot: Vector2;
  82755. /**
  82756. * Gets or sets a texture used to add random noise to particle positions
  82757. */
  82758. noiseTexture: Nullable<BaseTexture>;
  82759. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  82760. noiseStrength: Vector3;
  82761. /**
  82762. * Gets or sets the billboard mode to use when isBillboardBased = true.
  82763. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  82764. */
  82765. billboardMode: number;
  82766. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  82767. limitVelocityDamping: number;
  82768. /**
  82769. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  82770. */
  82771. beginAnimationOnStart: boolean;
  82772. /**
  82773. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  82774. */
  82775. beginAnimationFrom: number;
  82776. /**
  82777. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  82778. */
  82779. beginAnimationTo: number;
  82780. /**
  82781. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  82782. */
  82783. beginAnimationLoop: boolean;
  82784. /**
  82785. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  82786. */
  82787. disposeOnStop: boolean;
  82788. /**
  82789. * Gets the maximum number of particles active at the same time.
  82790. * @returns The max number of active particles.
  82791. */
  82792. getCapacity(): number;
  82793. /**
  82794. * Gets if the system has been started. (Note: this will still be true after stop is called)
  82795. * @returns True if it has been started, otherwise false.
  82796. */
  82797. isStarted(): boolean;
  82798. /**
  82799. * Animates the particle system for this frame.
  82800. */
  82801. animate(): void;
  82802. /**
  82803. * Renders the particle system in its current state.
  82804. * @returns the current number of particles
  82805. */
  82806. render(): number;
  82807. /**
  82808. * Dispose the particle system and frees its associated resources.
  82809. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  82810. */
  82811. dispose(disposeTexture?: boolean): void;
  82812. /**
  82813. * Clones the particle system.
  82814. * @param name The name of the cloned object
  82815. * @param newEmitter The new emitter to use
  82816. * @returns the cloned particle system
  82817. */
  82818. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  82819. /**
  82820. * Serializes the particle system to a JSON object.
  82821. * @returns the JSON object
  82822. */
  82823. serialize(): any;
  82824. /**
  82825. * Rebuild the particle system
  82826. */
  82827. rebuild(): void;
  82828. /**
  82829. * Starts the particle system and begins to emit
  82830. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  82831. */
  82832. start(delay?: number): void;
  82833. /**
  82834. * Stops the particle system.
  82835. */
  82836. stop(): void;
  82837. /**
  82838. * Remove all active particles
  82839. */
  82840. reset(): void;
  82841. /**
  82842. * Is this system ready to be used/rendered
  82843. * @return true if the system is ready
  82844. */
  82845. isReady(): boolean;
  82846. /**
  82847. * Adds a new color gradient
  82848. * @param gradient defines the gradient to use (between 0 and 1)
  82849. * @param color1 defines the color to affect to the specified gradient
  82850. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  82851. * @returns the current particle system
  82852. */
  82853. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  82854. /**
  82855. * Remove a specific color gradient
  82856. * @param gradient defines the gradient to remove
  82857. * @returns the current particle system
  82858. */
  82859. removeColorGradient(gradient: number): IParticleSystem;
  82860. /**
  82861. * Adds a new size gradient
  82862. * @param gradient defines the gradient to use (between 0 and 1)
  82863. * @param factor defines the size factor to affect to the specified gradient
  82864. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82865. * @returns the current particle system
  82866. */
  82867. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82868. /**
  82869. * Remove a specific size gradient
  82870. * @param gradient defines the gradient to remove
  82871. * @returns the current particle system
  82872. */
  82873. removeSizeGradient(gradient: number): IParticleSystem;
  82874. /**
  82875. * Gets the current list of color gradients.
  82876. * You must use addColorGradient and removeColorGradient to udpate this list
  82877. * @returns the list of color gradients
  82878. */
  82879. getColorGradients(): Nullable<Array<ColorGradient>>;
  82880. /**
  82881. * Gets the current list of size gradients.
  82882. * You must use addSizeGradient and removeSizeGradient to udpate this list
  82883. * @returns the list of size gradients
  82884. */
  82885. getSizeGradients(): Nullable<Array<FactorGradient>>;
  82886. /**
  82887. * Gets the current list of angular speed gradients.
  82888. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  82889. * @returns the list of angular speed gradients
  82890. */
  82891. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  82892. /**
  82893. * Adds a new angular speed gradient
  82894. * @param gradient defines the gradient to use (between 0 and 1)
  82895. * @param factor defines the angular speed to affect to the specified gradient
  82896. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82897. * @returns the current particle system
  82898. */
  82899. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82900. /**
  82901. * Remove a specific angular speed gradient
  82902. * @param gradient defines the gradient to remove
  82903. * @returns the current particle system
  82904. */
  82905. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  82906. /**
  82907. * Gets the current list of velocity gradients.
  82908. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  82909. * @returns the list of velocity gradients
  82910. */
  82911. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  82912. /**
  82913. * Adds a new velocity gradient
  82914. * @param gradient defines the gradient to use (between 0 and 1)
  82915. * @param factor defines the velocity to affect to the specified gradient
  82916. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82917. * @returns the current particle system
  82918. */
  82919. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82920. /**
  82921. * Remove a specific velocity gradient
  82922. * @param gradient defines the gradient to remove
  82923. * @returns the current particle system
  82924. */
  82925. removeVelocityGradient(gradient: number): IParticleSystem;
  82926. /**
  82927. * Gets the current list of limit velocity gradients.
  82928. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  82929. * @returns the list of limit velocity gradients
  82930. */
  82931. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  82932. /**
  82933. * Adds a new limit velocity gradient
  82934. * @param gradient defines the gradient to use (between 0 and 1)
  82935. * @param factor defines the limit velocity to affect to the specified gradient
  82936. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82937. * @returns the current particle system
  82938. */
  82939. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82940. /**
  82941. * Remove a specific limit velocity gradient
  82942. * @param gradient defines the gradient to remove
  82943. * @returns the current particle system
  82944. */
  82945. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  82946. /**
  82947. * Adds a new drag gradient
  82948. * @param gradient defines the gradient to use (between 0 and 1)
  82949. * @param factor defines the drag to affect to the specified gradient
  82950. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82951. * @returns the current particle system
  82952. */
  82953. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82954. /**
  82955. * Remove a specific drag gradient
  82956. * @param gradient defines the gradient to remove
  82957. * @returns the current particle system
  82958. */
  82959. removeDragGradient(gradient: number): IParticleSystem;
  82960. /**
  82961. * Gets the current list of drag gradients.
  82962. * You must use addDragGradient and removeDragGradient to udpate this list
  82963. * @returns the list of drag gradients
  82964. */
  82965. getDragGradients(): Nullable<Array<FactorGradient>>;
  82966. /**
  82967. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  82968. * @param gradient defines the gradient to use (between 0 and 1)
  82969. * @param factor defines the emit rate to affect to the specified gradient
  82970. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82971. * @returns the current particle system
  82972. */
  82973. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82974. /**
  82975. * Remove a specific emit rate gradient
  82976. * @param gradient defines the gradient to remove
  82977. * @returns the current particle system
  82978. */
  82979. removeEmitRateGradient(gradient: number): IParticleSystem;
  82980. /**
  82981. * Gets the current list of emit rate gradients.
  82982. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  82983. * @returns the list of emit rate gradients
  82984. */
  82985. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  82986. /**
  82987. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  82988. * @param gradient defines the gradient to use (between 0 and 1)
  82989. * @param factor defines the start size to affect to the specified gradient
  82990. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82991. * @returns the current particle system
  82992. */
  82993. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82994. /**
  82995. * Remove a specific start size gradient
  82996. * @param gradient defines the gradient to remove
  82997. * @returns the current particle system
  82998. */
  82999. removeStartSizeGradient(gradient: number): IParticleSystem;
  83000. /**
  83001. * Gets the current list of start size gradients.
  83002. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  83003. * @returns the list of start size gradients
  83004. */
  83005. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  83006. /**
  83007. * Adds a new life time gradient
  83008. * @param gradient defines the gradient to use (between 0 and 1)
  83009. * @param factor defines the life time factor to affect to the specified gradient
  83010. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83011. * @returns the current particle system
  83012. */
  83013. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83014. /**
  83015. * Remove a specific life time gradient
  83016. * @param gradient defines the gradient to remove
  83017. * @returns the current particle system
  83018. */
  83019. removeLifeTimeGradient(gradient: number): IParticleSystem;
  83020. /**
  83021. * Gets the current list of life time gradients.
  83022. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  83023. * @returns the list of life time gradients
  83024. */
  83025. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  83026. /**
  83027. * Gets the current list of color gradients.
  83028. * You must use addColorGradient and removeColorGradient to udpate this list
  83029. * @returns the list of color gradients
  83030. */
  83031. getColorGradients(): Nullable<Array<ColorGradient>>;
  83032. /**
  83033. * Adds a new ramp gradient used to remap particle colors
  83034. * @param gradient defines the gradient to use (between 0 and 1)
  83035. * @param color defines the color to affect to the specified gradient
  83036. * @returns the current particle system
  83037. */
  83038. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  83039. /**
  83040. * Gets the current list of ramp gradients.
  83041. * You must use addRampGradient and removeRampGradient to udpate this list
  83042. * @returns the list of ramp gradients
  83043. */
  83044. getRampGradients(): Nullable<Array<Color3Gradient>>;
  83045. /** Gets or sets a boolean indicating that ramp gradients must be used
  83046. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  83047. */
  83048. useRampGradients: boolean;
  83049. /**
  83050. * Adds a new color remap gradient
  83051. * @param gradient defines the gradient to use (between 0 and 1)
  83052. * @param min defines the color remap minimal range
  83053. * @param max defines the color remap maximal range
  83054. * @returns the current particle system
  83055. */
  83056. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  83057. /**
  83058. * Gets the current list of color remap gradients.
  83059. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  83060. * @returns the list of color remap gradients
  83061. */
  83062. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  83063. /**
  83064. * Adds a new alpha remap gradient
  83065. * @param gradient defines the gradient to use (between 0 and 1)
  83066. * @param min defines the alpha remap minimal range
  83067. * @param max defines the alpha remap maximal range
  83068. * @returns the current particle system
  83069. */
  83070. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  83071. /**
  83072. * Gets the current list of alpha remap gradients.
  83073. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  83074. * @returns the list of alpha remap gradients
  83075. */
  83076. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  83077. /**
  83078. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  83079. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  83080. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  83081. * @returns the emitter
  83082. */
  83083. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  83084. /**
  83085. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  83086. * @param radius The radius of the hemisphere to emit from
  83087. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  83088. * @returns the emitter
  83089. */
  83090. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  83091. /**
  83092. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  83093. * @param radius The radius of the sphere to emit from
  83094. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  83095. * @returns the emitter
  83096. */
  83097. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  83098. /**
  83099. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  83100. * @param radius The radius of the sphere to emit from
  83101. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  83102. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  83103. * @returns the emitter
  83104. */
  83105. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  83106. /**
  83107. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  83108. * @param radius The radius of the emission cylinder
  83109. * @param height The height of the emission cylinder
  83110. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  83111. * @param directionRandomizer How much to randomize the particle direction [0-1]
  83112. * @returns the emitter
  83113. */
  83114. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  83115. /**
  83116. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  83117. * @param radius The radius of the cylinder to emit from
  83118. * @param height The height of the emission cylinder
  83119. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83120. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  83121. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  83122. * @returns the emitter
  83123. */
  83124. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  83125. /**
  83126. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  83127. * @param radius The radius of the cone to emit from
  83128. * @param angle The base angle of the cone
  83129. * @returns the emitter
  83130. */
  83131. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  83132. /**
  83133. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  83134. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  83135. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  83136. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  83137. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  83138. * @returns the emitter
  83139. */
  83140. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  83141. /**
  83142. * Get hosting scene
  83143. * @returns the scene
  83144. */
  83145. getScene(): Scene;
  83146. }
  83147. }
  83148. declare module BABYLON {
  83149. /**
  83150. * Creates an instance based on a source mesh.
  83151. */
  83152. export class InstancedMesh extends AbstractMesh {
  83153. private _sourceMesh;
  83154. private _currentLOD;
  83155. /** @hidden */
  83156. _indexInSourceMeshInstanceArray: number;
  83157. constructor(name: string, source: Mesh);
  83158. /**
  83159. * Returns the string "InstancedMesh".
  83160. */
  83161. getClassName(): string;
  83162. /** Gets the list of lights affecting that mesh */
  83163. readonly lightSources: Light[];
  83164. _resyncLightSources(): void;
  83165. _resyncLighSource(light: Light): void;
  83166. _removeLightSource(light: Light): void;
  83167. /**
  83168. * If the source mesh receives shadows
  83169. */
  83170. readonly receiveShadows: boolean;
  83171. /**
  83172. * The material of the source mesh
  83173. */
  83174. readonly material: Nullable<Material>;
  83175. /**
  83176. * Visibility of the source mesh
  83177. */
  83178. readonly visibility: number;
  83179. /**
  83180. * Skeleton of the source mesh
  83181. */
  83182. readonly skeleton: Nullable<Skeleton>;
  83183. /**
  83184. * Rendering ground id of the source mesh
  83185. */
  83186. renderingGroupId: number;
  83187. /**
  83188. * Returns the total number of vertices (integer).
  83189. */
  83190. getTotalVertices(): number;
  83191. /**
  83192. * Returns a positive integer : the total number of indices in this mesh geometry.
  83193. * @returns the numner of indices or zero if the mesh has no geometry.
  83194. */
  83195. getTotalIndices(): number;
  83196. /**
  83197. * The source mesh of the instance
  83198. */
  83199. readonly sourceMesh: Mesh;
  83200. /**
  83201. * Is this node ready to be used/rendered
  83202. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  83203. * @return {boolean} is it ready
  83204. */
  83205. isReady(completeCheck?: boolean): boolean;
  83206. /**
  83207. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  83208. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  83209. * @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.
  83210. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  83211. */
  83212. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  83213. /**
  83214. * Sets the vertex data of the mesh geometry for the requested `kind`.
  83215. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  83216. * The `data` are either a numeric array either a Float32Array.
  83217. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  83218. * 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).
  83219. * Note that a new underlying VertexBuffer object is created each call.
  83220. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  83221. *
  83222. * Possible `kind` values :
  83223. * - VertexBuffer.PositionKind
  83224. * - VertexBuffer.UVKind
  83225. * - VertexBuffer.UV2Kind
  83226. * - VertexBuffer.UV3Kind
  83227. * - VertexBuffer.UV4Kind
  83228. * - VertexBuffer.UV5Kind
  83229. * - VertexBuffer.UV6Kind
  83230. * - VertexBuffer.ColorKind
  83231. * - VertexBuffer.MatricesIndicesKind
  83232. * - VertexBuffer.MatricesIndicesExtraKind
  83233. * - VertexBuffer.MatricesWeightsKind
  83234. * - VertexBuffer.MatricesWeightsExtraKind
  83235. *
  83236. * Returns the Mesh.
  83237. */
  83238. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  83239. /**
  83240. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  83241. * If the mesh has no geometry, it is simply returned as it is.
  83242. * The `data` are either a numeric array either a Float32Array.
  83243. * No new underlying VertexBuffer object is created.
  83244. * 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.
  83245. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  83246. *
  83247. * Possible `kind` values :
  83248. * - VertexBuffer.PositionKind
  83249. * - VertexBuffer.UVKind
  83250. * - VertexBuffer.UV2Kind
  83251. * - VertexBuffer.UV3Kind
  83252. * - VertexBuffer.UV4Kind
  83253. * - VertexBuffer.UV5Kind
  83254. * - VertexBuffer.UV6Kind
  83255. * - VertexBuffer.ColorKind
  83256. * - VertexBuffer.MatricesIndicesKind
  83257. * - VertexBuffer.MatricesIndicesExtraKind
  83258. * - VertexBuffer.MatricesWeightsKind
  83259. * - VertexBuffer.MatricesWeightsExtraKind
  83260. *
  83261. * Returns the Mesh.
  83262. */
  83263. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  83264. /**
  83265. * Sets the mesh indices.
  83266. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  83267. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  83268. * This method creates a new index buffer each call.
  83269. * Returns the Mesh.
  83270. */
  83271. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  83272. /**
  83273. * Boolean : True if the mesh owns the requested kind of data.
  83274. */
  83275. isVerticesDataPresent(kind: string): boolean;
  83276. /**
  83277. * Returns an array of indices (IndicesArray).
  83278. */
  83279. getIndices(): Nullable<IndicesArray>;
  83280. readonly _positions: Nullable<Vector3[]>;
  83281. /**
  83282. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  83283. * This means the mesh underlying bounding box and sphere are recomputed.
  83284. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  83285. * @returns the current mesh
  83286. */
  83287. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  83288. /** @hidden */
  83289. _preActivate(): InstancedMesh;
  83290. /** @hidden */
  83291. _activate(renderId: number, intermediateRendering: boolean): boolean;
  83292. /** @hidden */
  83293. _postActivate(): void;
  83294. getWorldMatrix(): Matrix;
  83295. readonly isAnInstance: boolean;
  83296. /**
  83297. * Returns the current associated LOD AbstractMesh.
  83298. */
  83299. getLOD(camera: Camera): AbstractMesh;
  83300. /** @hidden */
  83301. _syncSubMeshes(): InstancedMesh;
  83302. /** @hidden */
  83303. _generatePointsArray(): boolean;
  83304. /**
  83305. * Creates a new InstancedMesh from the current mesh.
  83306. * - name (string) : the cloned mesh name
  83307. * - newParent (optional Node) : the optional Node to parent the clone to.
  83308. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  83309. *
  83310. * Returns the clone.
  83311. */
  83312. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  83313. /**
  83314. * Disposes the InstancedMesh.
  83315. * Returns nothing.
  83316. */
  83317. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  83318. }
  83319. }
  83320. declare module BABYLON {
  83321. /**
  83322. * Defines the options associated with the creation of a shader material.
  83323. */
  83324. export interface IShaderMaterialOptions {
  83325. /**
  83326. * Does the material work in alpha blend mode
  83327. */
  83328. needAlphaBlending: boolean;
  83329. /**
  83330. * Does the material work in alpha test mode
  83331. */
  83332. needAlphaTesting: boolean;
  83333. /**
  83334. * The list of attribute names used in the shader
  83335. */
  83336. attributes: string[];
  83337. /**
  83338. * The list of unifrom names used in the shader
  83339. */
  83340. uniforms: string[];
  83341. /**
  83342. * The list of UBO names used in the shader
  83343. */
  83344. uniformBuffers: string[];
  83345. /**
  83346. * The list of sampler names used in the shader
  83347. */
  83348. samplers: string[];
  83349. /**
  83350. * The list of defines used in the shader
  83351. */
  83352. defines: string[];
  83353. }
  83354. /**
  83355. * 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.
  83356. *
  83357. * This returned material effects how the mesh will look based on the code in the shaders.
  83358. *
  83359. * @see http://doc.babylonjs.com/how_to/shader_material
  83360. */
  83361. export class ShaderMaterial extends Material {
  83362. private _shaderPath;
  83363. private _options;
  83364. private _textures;
  83365. private _textureArrays;
  83366. private _floats;
  83367. private _ints;
  83368. private _floatsArrays;
  83369. private _colors3;
  83370. private _colors3Arrays;
  83371. private _colors4;
  83372. private _colors4Arrays;
  83373. private _vectors2;
  83374. private _vectors3;
  83375. private _vectors4;
  83376. private _matrices;
  83377. private _matrices3x3;
  83378. private _matrices2x2;
  83379. private _vectors2Arrays;
  83380. private _vectors3Arrays;
  83381. private _vectors4Arrays;
  83382. private _cachedWorldViewMatrix;
  83383. private _cachedWorldViewProjectionMatrix;
  83384. private _renderId;
  83385. /**
  83386. * Instantiate a new shader material.
  83387. * 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.
  83388. * This returned material effects how the mesh will look based on the code in the shaders.
  83389. * @see http://doc.babylonjs.com/how_to/shader_material
  83390. * @param name Define the name of the material in the scene
  83391. * @param scene Define the scene the material belongs to
  83392. * @param shaderPath Defines the route to the shader code in one of three ways:
  83393. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  83394. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  83395. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  83396. * @param options Define the options used to create the shader
  83397. */
  83398. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  83399. /**
  83400. * Gets the options used to compile the shader.
  83401. * They can be modified to trigger a new compilation
  83402. */
  83403. readonly options: IShaderMaterialOptions;
  83404. /**
  83405. * Gets the current class name of the material e.g. "ShaderMaterial"
  83406. * Mainly use in serialization.
  83407. * @returns the class name
  83408. */
  83409. getClassName(): string;
  83410. /**
  83411. * Specifies if the material will require alpha blending
  83412. * @returns a boolean specifying if alpha blending is needed
  83413. */
  83414. needAlphaBlending(): boolean;
  83415. /**
  83416. * Specifies if this material should be rendered in alpha test mode
  83417. * @returns a boolean specifying if an alpha test is needed.
  83418. */
  83419. needAlphaTesting(): boolean;
  83420. private _checkUniform;
  83421. /**
  83422. * Set a texture in the shader.
  83423. * @param name Define the name of the uniform samplers as defined in the shader
  83424. * @param texture Define the texture to bind to this sampler
  83425. * @return the material itself allowing "fluent" like uniform updates
  83426. */
  83427. setTexture(name: string, texture: Texture): ShaderMaterial;
  83428. /**
  83429. * Set a texture array in the shader.
  83430. * @param name Define the name of the uniform sampler array as defined in the shader
  83431. * @param textures Define the list of textures to bind to this sampler
  83432. * @return the material itself allowing "fluent" like uniform updates
  83433. */
  83434. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  83435. /**
  83436. * Set a float in the shader.
  83437. * @param name Define the name of the uniform as defined in the shader
  83438. * @param value Define the value to give to the uniform
  83439. * @return the material itself allowing "fluent" like uniform updates
  83440. */
  83441. setFloat(name: string, value: number): ShaderMaterial;
  83442. /**
  83443. * Set a int in the shader.
  83444. * @param name Define the name of the uniform as defined in the shader
  83445. * @param value Define the value to give to the uniform
  83446. * @return the material itself allowing "fluent" like uniform updates
  83447. */
  83448. setInt(name: string, value: number): ShaderMaterial;
  83449. /**
  83450. * Set an array of floats in the shader.
  83451. * @param name Define the name of the uniform as defined in the shader
  83452. * @param value Define the value to give to the uniform
  83453. * @return the material itself allowing "fluent" like uniform updates
  83454. */
  83455. setFloats(name: string, value: number[]): ShaderMaterial;
  83456. /**
  83457. * Set a vec3 in the shader from a Color3.
  83458. * @param name Define the name of the uniform as defined in the shader
  83459. * @param value Define the value to give to the uniform
  83460. * @return the material itself allowing "fluent" like uniform updates
  83461. */
  83462. setColor3(name: string, value: Color3): ShaderMaterial;
  83463. /**
  83464. * Set a vec3 array in the shader from a Color3 array.
  83465. * @param name Define the name of the uniform as defined in the shader
  83466. * @param value Define the value to give to the uniform
  83467. * @return the material itself allowing "fluent" like uniform updates
  83468. */
  83469. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  83470. /**
  83471. * Set a vec4 in the shader from a Color4.
  83472. * @param name Define the name of the uniform as defined in the shader
  83473. * @param value Define the value to give to the uniform
  83474. * @return the material itself allowing "fluent" like uniform updates
  83475. */
  83476. setColor4(name: string, value: Color4): ShaderMaterial;
  83477. /**
  83478. * Set a vec4 array in the shader from a Color4 array.
  83479. * @param name Define the name of the uniform as defined in the shader
  83480. * @param value Define the value to give to the uniform
  83481. * @return the material itself allowing "fluent" like uniform updates
  83482. */
  83483. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  83484. /**
  83485. * Set a vec2 in the shader from a Vector2.
  83486. * @param name Define the name of the uniform as defined in the shader
  83487. * @param value Define the value to give to the uniform
  83488. * @return the material itself allowing "fluent" like uniform updates
  83489. */
  83490. setVector2(name: string, value: Vector2): ShaderMaterial;
  83491. /**
  83492. * Set a vec3 in the shader from a Vector3.
  83493. * @param name Define the name of the uniform as defined in the shader
  83494. * @param value Define the value to give to the uniform
  83495. * @return the material itself allowing "fluent" like uniform updates
  83496. */
  83497. setVector3(name: string, value: Vector3): ShaderMaterial;
  83498. /**
  83499. * Set a vec4 in the shader from a Vector4.
  83500. * @param name Define the name of the uniform as defined in the shader
  83501. * @param value Define the value to give to the uniform
  83502. * @return the material itself allowing "fluent" like uniform updates
  83503. */
  83504. setVector4(name: string, value: Vector4): ShaderMaterial;
  83505. /**
  83506. * Set a mat4 in the shader from a Matrix.
  83507. * @param name Define the name of the uniform as defined in the shader
  83508. * @param value Define the value to give to the uniform
  83509. * @return the material itself allowing "fluent" like uniform updates
  83510. */
  83511. setMatrix(name: string, value: Matrix): ShaderMaterial;
  83512. /**
  83513. * Set a mat3 in the shader from a Float32Array.
  83514. * @param name Define the name of the uniform as defined in the shader
  83515. * @param value Define the value to give to the uniform
  83516. * @return the material itself allowing "fluent" like uniform updates
  83517. */
  83518. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  83519. /**
  83520. * Set a mat2 in the shader from a Float32Array.
  83521. * @param name Define the name of the uniform as defined in the shader
  83522. * @param value Define the value to give to the uniform
  83523. * @return the material itself allowing "fluent" like uniform updates
  83524. */
  83525. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  83526. /**
  83527. * Set a vec2 array in the shader from a number array.
  83528. * @param name Define the name of the uniform as defined in the shader
  83529. * @param value Define the value to give to the uniform
  83530. * @return the material itself allowing "fluent" like uniform updates
  83531. */
  83532. setArray2(name: string, value: number[]): ShaderMaterial;
  83533. /**
  83534. * Set a vec3 array in the shader from a number array.
  83535. * @param name Define the name of the uniform as defined in the shader
  83536. * @param value Define the value to give to the uniform
  83537. * @return the material itself allowing "fluent" like uniform updates
  83538. */
  83539. setArray3(name: string, value: number[]): ShaderMaterial;
  83540. /**
  83541. * Set a vec4 array in the shader from a number array.
  83542. * @param name Define the name of the uniform as defined in the shader
  83543. * @param value Define the value to give to the uniform
  83544. * @return the material itself allowing "fluent" like uniform updates
  83545. */
  83546. setArray4(name: string, value: number[]): ShaderMaterial;
  83547. private _checkCache;
  83548. /**
  83549. * Specifies that the submesh is ready to be used
  83550. * @param mesh defines the mesh to check
  83551. * @param subMesh defines which submesh to check
  83552. * @param useInstances specifies that instances should be used
  83553. * @returns a boolean indicating that the submesh is ready or not
  83554. */
  83555. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  83556. /**
  83557. * Checks if the material is ready to render the requested mesh
  83558. * @param mesh Define the mesh to render
  83559. * @param useInstances Define whether or not the material is used with instances
  83560. * @returns true if ready, otherwise false
  83561. */
  83562. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  83563. /**
  83564. * Binds the world matrix to the material
  83565. * @param world defines the world transformation matrix
  83566. */
  83567. bindOnlyWorldMatrix(world: Matrix): void;
  83568. /**
  83569. * Binds the material to the mesh
  83570. * @param world defines the world transformation matrix
  83571. * @param mesh defines the mesh to bind the material to
  83572. */
  83573. bind(world: Matrix, mesh?: Mesh): void;
  83574. /**
  83575. * Gets the active textures from the material
  83576. * @returns an array of textures
  83577. */
  83578. getActiveTextures(): BaseTexture[];
  83579. /**
  83580. * Specifies if the material uses a texture
  83581. * @param texture defines the texture to check against the material
  83582. * @returns a boolean specifying if the material uses the texture
  83583. */
  83584. hasTexture(texture: BaseTexture): boolean;
  83585. /**
  83586. * Makes a duplicate of the material, and gives it a new name
  83587. * @param name defines the new name for the duplicated material
  83588. * @returns the cloned material
  83589. */
  83590. clone(name: string): ShaderMaterial;
  83591. /**
  83592. * Disposes the material
  83593. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  83594. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  83595. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  83596. */
  83597. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  83598. /**
  83599. * Serializes this material in a JSON representation
  83600. * @returns the serialized material object
  83601. */
  83602. serialize(): any;
  83603. /**
  83604. * Creates a shader material from parsed shader material data
  83605. * @param source defines the JSON represnetation of the material
  83606. * @param scene defines the hosting scene
  83607. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  83608. * @returns a new material
  83609. */
  83610. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  83611. }
  83612. }
  83613. declare module BABYLON {
  83614. /** @hidden */
  83615. export var colorPixelShader: {
  83616. name: string;
  83617. shader: string;
  83618. };
  83619. }
  83620. declare module BABYLON {
  83621. /** @hidden */
  83622. export var colorVertexShader: {
  83623. name: string;
  83624. shader: string;
  83625. };
  83626. }
  83627. declare module BABYLON {
  83628. /**
  83629. * Line mesh
  83630. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  83631. */
  83632. export class LinesMesh extends Mesh {
  83633. /**
  83634. * If vertex color should be applied to the mesh
  83635. */
  83636. readonly useVertexColor?: boolean | undefined;
  83637. /**
  83638. * If vertex alpha should be applied to the mesh
  83639. */
  83640. readonly useVertexAlpha?: boolean | undefined;
  83641. /**
  83642. * Color of the line (Default: White)
  83643. */
  83644. color: Color3;
  83645. /**
  83646. * Alpha of the line (Default: 1)
  83647. */
  83648. alpha: number;
  83649. /**
  83650. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  83651. * This margin is expressed in world space coordinates, so its value may vary.
  83652. * Default value is 0.1
  83653. */
  83654. intersectionThreshold: number;
  83655. private _colorShader;
  83656. private color4;
  83657. /**
  83658. * Creates a new LinesMesh
  83659. * @param name defines the name
  83660. * @param scene defines the hosting scene
  83661. * @param parent defines the parent mesh if any
  83662. * @param source defines the optional source LinesMesh used to clone data from
  83663. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  83664. * When false, achieved by calling a clone(), also passing False.
  83665. * This will make creation of children, recursive.
  83666. * @param useVertexColor defines if this LinesMesh supports vertex color
  83667. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  83668. */
  83669. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  83670. /**
  83671. * If vertex color should be applied to the mesh
  83672. */
  83673. useVertexColor?: boolean | undefined,
  83674. /**
  83675. * If vertex alpha should be applied to the mesh
  83676. */
  83677. useVertexAlpha?: boolean | undefined);
  83678. private _addClipPlaneDefine;
  83679. private _removeClipPlaneDefine;
  83680. isReady(): boolean;
  83681. /**
  83682. * Returns the string "LineMesh"
  83683. */
  83684. getClassName(): string;
  83685. /**
  83686. * @hidden
  83687. */
  83688. /**
  83689. * @hidden
  83690. */
  83691. material: Material;
  83692. /**
  83693. * @hidden
  83694. */
  83695. readonly checkCollisions: boolean;
  83696. /** @hidden */
  83697. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  83698. /** @hidden */
  83699. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  83700. /**
  83701. * Disposes of the line mesh
  83702. * @param doNotRecurse If children should be disposed
  83703. */
  83704. dispose(doNotRecurse?: boolean): void;
  83705. /**
  83706. * Returns a new LineMesh object cloned from the current one.
  83707. */
  83708. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  83709. /**
  83710. * Creates a new InstancedLinesMesh object from the mesh model.
  83711. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  83712. * @param name defines the name of the new instance
  83713. * @returns a new InstancedLinesMesh
  83714. */
  83715. createInstance(name: string): InstancedLinesMesh;
  83716. }
  83717. /**
  83718. * Creates an instance based on a source LinesMesh
  83719. */
  83720. export class InstancedLinesMesh extends InstancedMesh {
  83721. /**
  83722. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  83723. * This margin is expressed in world space coordinates, so its value may vary.
  83724. * Initilized with the intersectionThreshold value of the source LinesMesh
  83725. */
  83726. intersectionThreshold: number;
  83727. constructor(name: string, source: LinesMesh);
  83728. /**
  83729. * Returns the string "InstancedLinesMesh".
  83730. */
  83731. getClassName(): string;
  83732. }
  83733. }
  83734. declare module BABYLON {
  83735. /** @hidden */
  83736. export var linePixelShader: {
  83737. name: string;
  83738. shader: string;
  83739. };
  83740. }
  83741. declare module BABYLON {
  83742. /** @hidden */
  83743. export var lineVertexShader: {
  83744. name: string;
  83745. shader: string;
  83746. };
  83747. }
  83748. declare module BABYLON {
  83749. interface AbstractMesh {
  83750. /**
  83751. * Gets the edgesRenderer associated with the mesh
  83752. */
  83753. edgesRenderer: Nullable<EdgesRenderer>;
  83754. }
  83755. interface LinesMesh {
  83756. /**
  83757. * Enables the edge rendering mode on the mesh.
  83758. * This mode makes the mesh edges visible
  83759. * @param epsilon defines the maximal distance between two angles to detect a face
  83760. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  83761. * @returns the currentAbstractMesh
  83762. * @see https://www.babylonjs-playground.com/#19O9TU#0
  83763. */
  83764. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  83765. }
  83766. interface InstancedLinesMesh {
  83767. /**
  83768. * Enables the edge rendering mode on the mesh.
  83769. * This mode makes the mesh edges visible
  83770. * @param epsilon defines the maximal distance between two angles to detect a face
  83771. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  83772. * @returns the current InstancedLinesMesh
  83773. * @see https://www.babylonjs-playground.com/#19O9TU#0
  83774. */
  83775. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  83776. }
  83777. /**
  83778. * Defines the minimum contract an Edges renderer should follow.
  83779. */
  83780. export interface IEdgesRenderer extends IDisposable {
  83781. /**
  83782. * Gets or sets a boolean indicating if the edgesRenderer is active
  83783. */
  83784. isEnabled: boolean;
  83785. /**
  83786. * Renders the edges of the attached mesh,
  83787. */
  83788. render(): void;
  83789. /**
  83790. * Checks wether or not the edges renderer is ready to render.
  83791. * @return true if ready, otherwise false.
  83792. */
  83793. isReady(): boolean;
  83794. }
  83795. /**
  83796. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  83797. */
  83798. export class EdgesRenderer implements IEdgesRenderer {
  83799. /**
  83800. * Define the size of the edges with an orthographic camera
  83801. */
  83802. edgesWidthScalerForOrthographic: number;
  83803. /**
  83804. * Define the size of the edges with a perspective camera
  83805. */
  83806. edgesWidthScalerForPerspective: number;
  83807. protected _source: AbstractMesh;
  83808. protected _linesPositions: number[];
  83809. protected _linesNormals: number[];
  83810. protected _linesIndices: number[];
  83811. protected _epsilon: number;
  83812. protected _indicesCount: number;
  83813. protected _lineShader: ShaderMaterial;
  83814. protected _ib: DataBuffer;
  83815. protected _buffers: {
  83816. [key: string]: Nullable<VertexBuffer>;
  83817. };
  83818. protected _checkVerticesInsteadOfIndices: boolean;
  83819. private _meshRebuildObserver;
  83820. private _meshDisposeObserver;
  83821. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  83822. isEnabled: boolean;
  83823. /**
  83824. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  83825. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  83826. * @param source Mesh used to create edges
  83827. * @param epsilon sum of angles in adjacency to check for edge
  83828. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  83829. * @param generateEdgesLines - should generate Lines or only prepare resources.
  83830. */
  83831. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  83832. protected _prepareRessources(): void;
  83833. /** @hidden */
  83834. _rebuild(): void;
  83835. /**
  83836. * Releases the required resources for the edges renderer
  83837. */
  83838. dispose(): void;
  83839. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  83840. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  83841. /**
  83842. * Checks if the pair of p0 and p1 is en edge
  83843. * @param faceIndex
  83844. * @param edge
  83845. * @param faceNormals
  83846. * @param p0
  83847. * @param p1
  83848. * @private
  83849. */
  83850. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  83851. /**
  83852. * push line into the position, normal and index buffer
  83853. * @protected
  83854. */
  83855. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  83856. /**
  83857. * Generates lines edges from adjacencjes
  83858. * @private
  83859. */
  83860. _generateEdgesLines(): void;
  83861. /**
  83862. * Checks wether or not the edges renderer is ready to render.
  83863. * @return true if ready, otherwise false.
  83864. */
  83865. isReady(): boolean;
  83866. /**
  83867. * Renders the edges of the attached mesh,
  83868. */
  83869. render(): void;
  83870. }
  83871. /**
  83872. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  83873. */
  83874. export class LineEdgesRenderer extends EdgesRenderer {
  83875. /**
  83876. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  83877. * @param source LineMesh used to generate edges
  83878. * @param epsilon not important (specified angle for edge detection)
  83879. * @param checkVerticesInsteadOfIndices not important for LineMesh
  83880. */
  83881. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  83882. /**
  83883. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  83884. */
  83885. _generateEdgesLines(): void;
  83886. }
  83887. }
  83888. declare module BABYLON {
  83889. /**
  83890. * This represents the object necessary to create a rendering group.
  83891. * This is exclusively used and created by the rendering manager.
  83892. * To modify the behavior, you use the available helpers in your scene or meshes.
  83893. * @hidden
  83894. */
  83895. export class RenderingGroup {
  83896. index: number;
  83897. private static _zeroVector;
  83898. private _scene;
  83899. private _opaqueSubMeshes;
  83900. private _transparentSubMeshes;
  83901. private _alphaTestSubMeshes;
  83902. private _depthOnlySubMeshes;
  83903. private _particleSystems;
  83904. private _spriteManagers;
  83905. private _opaqueSortCompareFn;
  83906. private _alphaTestSortCompareFn;
  83907. private _transparentSortCompareFn;
  83908. private _renderOpaque;
  83909. private _renderAlphaTest;
  83910. private _renderTransparent;
  83911. /** @hidden */
  83912. _edgesRenderers: SmartArray<IEdgesRenderer>;
  83913. onBeforeTransparentRendering: () => void;
  83914. /**
  83915. * Set the opaque sort comparison function.
  83916. * If null the sub meshes will be render in the order they were created
  83917. */
  83918. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  83919. /**
  83920. * Set the alpha test sort comparison function.
  83921. * If null the sub meshes will be render in the order they were created
  83922. */
  83923. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  83924. /**
  83925. * Set the transparent sort comparison function.
  83926. * If null the sub meshes will be render in the order they were created
  83927. */
  83928. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  83929. /**
  83930. * Creates a new rendering group.
  83931. * @param index The rendering group index
  83932. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  83933. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  83934. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  83935. */
  83936. 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>);
  83937. /**
  83938. * Render all the sub meshes contained in the group.
  83939. * @param customRenderFunction Used to override the default render behaviour of the group.
  83940. * @returns true if rendered some submeshes.
  83941. */
  83942. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  83943. /**
  83944. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  83945. * @param subMeshes The submeshes to render
  83946. */
  83947. private renderOpaqueSorted;
  83948. /**
  83949. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  83950. * @param subMeshes The submeshes to render
  83951. */
  83952. private renderAlphaTestSorted;
  83953. /**
  83954. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  83955. * @param subMeshes The submeshes to render
  83956. */
  83957. private renderTransparentSorted;
  83958. /**
  83959. * Renders the submeshes in a specified order.
  83960. * @param subMeshes The submeshes to sort before render
  83961. * @param sortCompareFn The comparison function use to sort
  83962. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  83963. * @param transparent Specifies to activate blending if true
  83964. */
  83965. private static renderSorted;
  83966. /**
  83967. * Renders the submeshes in the order they were dispatched (no sort applied).
  83968. * @param subMeshes The submeshes to render
  83969. */
  83970. private static renderUnsorted;
  83971. /**
  83972. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  83973. * are rendered back to front if in the same alpha index.
  83974. *
  83975. * @param a The first submesh
  83976. * @param b The second submesh
  83977. * @returns The result of the comparison
  83978. */
  83979. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  83980. /**
  83981. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  83982. * are rendered back to front.
  83983. *
  83984. * @param a The first submesh
  83985. * @param b The second submesh
  83986. * @returns The result of the comparison
  83987. */
  83988. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  83989. /**
  83990. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  83991. * are rendered front to back (prevent overdraw).
  83992. *
  83993. * @param a The first submesh
  83994. * @param b The second submesh
  83995. * @returns The result of the comparison
  83996. */
  83997. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  83998. /**
  83999. * Resets the different lists of submeshes to prepare a new frame.
  84000. */
  84001. prepare(): void;
  84002. dispose(): void;
  84003. /**
  84004. * Inserts the submesh in its correct queue depending on its material.
  84005. * @param subMesh The submesh to dispatch
  84006. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  84007. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  84008. */
  84009. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  84010. dispatchSprites(spriteManager: ISpriteManager): void;
  84011. dispatchParticles(particleSystem: IParticleSystem): void;
  84012. private _renderParticles;
  84013. private _renderSprites;
  84014. }
  84015. }
  84016. declare module BABYLON {
  84017. /**
  84018. * Interface describing the different options available in the rendering manager
  84019. * regarding Auto Clear between groups.
  84020. */
  84021. export interface IRenderingManagerAutoClearSetup {
  84022. /**
  84023. * Defines whether or not autoclear is enable.
  84024. */
  84025. autoClear: boolean;
  84026. /**
  84027. * Defines whether or not to autoclear the depth buffer.
  84028. */
  84029. depth: boolean;
  84030. /**
  84031. * Defines whether or not to autoclear the stencil buffer.
  84032. */
  84033. stencil: boolean;
  84034. }
  84035. /**
  84036. * This class is used by the onRenderingGroupObservable
  84037. */
  84038. export class RenderingGroupInfo {
  84039. /**
  84040. * The Scene that being rendered
  84041. */
  84042. scene: Scene;
  84043. /**
  84044. * The camera currently used for the rendering pass
  84045. */
  84046. camera: Nullable<Camera>;
  84047. /**
  84048. * The ID of the renderingGroup being processed
  84049. */
  84050. renderingGroupId: number;
  84051. }
  84052. /**
  84053. * This is the manager responsible of all the rendering for meshes sprites and particles.
  84054. * It is enable to manage the different groups as well as the different necessary sort functions.
  84055. * This should not be used directly aside of the few static configurations
  84056. */
  84057. export class RenderingManager {
  84058. /**
  84059. * The max id used for rendering groups (not included)
  84060. */
  84061. static MAX_RENDERINGGROUPS: number;
  84062. /**
  84063. * The min id used for rendering groups (included)
  84064. */
  84065. static MIN_RENDERINGGROUPS: number;
  84066. /**
  84067. * Used to globally prevent autoclearing scenes.
  84068. */
  84069. static AUTOCLEAR: boolean;
  84070. /**
  84071. * @hidden
  84072. */
  84073. _useSceneAutoClearSetup: boolean;
  84074. private _scene;
  84075. private _renderingGroups;
  84076. private _depthStencilBufferAlreadyCleaned;
  84077. private _autoClearDepthStencil;
  84078. private _customOpaqueSortCompareFn;
  84079. private _customAlphaTestSortCompareFn;
  84080. private _customTransparentSortCompareFn;
  84081. private _renderingGroupInfo;
  84082. /**
  84083. * Instantiates a new rendering group for a particular scene
  84084. * @param scene Defines the scene the groups belongs to
  84085. */
  84086. constructor(scene: Scene);
  84087. private _clearDepthStencilBuffer;
  84088. /**
  84089. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  84090. * @hidden
  84091. */
  84092. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  84093. /**
  84094. * Resets the different information of the group to prepare a new frame
  84095. * @hidden
  84096. */
  84097. reset(): void;
  84098. /**
  84099. * Dispose and release the group and its associated resources.
  84100. * @hidden
  84101. */
  84102. dispose(): void;
  84103. /**
  84104. * Clear the info related to rendering groups preventing retention points during dispose.
  84105. */
  84106. freeRenderingGroups(): void;
  84107. private _prepareRenderingGroup;
  84108. /**
  84109. * Add a sprite manager to the rendering manager in order to render it this frame.
  84110. * @param spriteManager Define the sprite manager to render
  84111. */
  84112. dispatchSprites(spriteManager: ISpriteManager): void;
  84113. /**
  84114. * Add a particle system to the rendering manager in order to render it this frame.
  84115. * @param particleSystem Define the particle system to render
  84116. */
  84117. dispatchParticles(particleSystem: IParticleSystem): void;
  84118. /**
  84119. * Add a submesh to the manager in order to render it this frame
  84120. * @param subMesh The submesh to dispatch
  84121. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  84122. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  84123. */
  84124. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  84125. /**
  84126. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  84127. * This allowed control for front to back rendering or reversly depending of the special needs.
  84128. *
  84129. * @param renderingGroupId The rendering group id corresponding to its index
  84130. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  84131. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  84132. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  84133. */
  84134. 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;
  84135. /**
  84136. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  84137. *
  84138. * @param renderingGroupId The rendering group id corresponding to its index
  84139. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  84140. * @param depth Automatically clears depth between groups if true and autoClear is true.
  84141. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  84142. */
  84143. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  84144. /**
  84145. * Gets the current auto clear configuration for one rendering group of the rendering
  84146. * manager.
  84147. * @param index the rendering group index to get the information for
  84148. * @returns The auto clear setup for the requested rendering group
  84149. */
  84150. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  84151. }
  84152. }
  84153. declare module BABYLON {
  84154. /**
  84155. * This Helps creating a texture that will be created from a camera in your scene.
  84156. * It is basically a dynamic texture that could be used to create special effects for instance.
  84157. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  84158. */
  84159. export class RenderTargetTexture extends Texture {
  84160. isCube: boolean;
  84161. /**
  84162. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  84163. */
  84164. static readonly REFRESHRATE_RENDER_ONCE: number;
  84165. /**
  84166. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  84167. */
  84168. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  84169. /**
  84170. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  84171. * the central point of your effect and can save a lot of performances.
  84172. */
  84173. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  84174. /**
  84175. * Use this predicate to dynamically define the list of mesh you want to render.
  84176. * If set, the renderList property will be overwritten.
  84177. */
  84178. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  84179. private _renderList;
  84180. /**
  84181. * Use this list to define the list of mesh you want to render.
  84182. */
  84183. renderList: Nullable<Array<AbstractMesh>>;
  84184. private _hookArray;
  84185. /**
  84186. * Define if particles should be rendered in your texture.
  84187. */
  84188. renderParticles: boolean;
  84189. /**
  84190. * Define if sprites should be rendered in your texture.
  84191. */
  84192. renderSprites: boolean;
  84193. /**
  84194. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  84195. */
  84196. coordinatesMode: number;
  84197. /**
  84198. * Define the camera used to render the texture.
  84199. */
  84200. activeCamera: Nullable<Camera>;
  84201. /**
  84202. * Override the render function of the texture with your own one.
  84203. */
  84204. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  84205. /**
  84206. * Define if camera post processes should be use while rendering the texture.
  84207. */
  84208. useCameraPostProcesses: boolean;
  84209. /**
  84210. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  84211. */
  84212. ignoreCameraViewport: boolean;
  84213. private _postProcessManager;
  84214. private _postProcesses;
  84215. private _resizeObserver;
  84216. /**
  84217. * An event triggered when the texture is unbind.
  84218. */
  84219. onBeforeBindObservable: Observable<RenderTargetTexture>;
  84220. /**
  84221. * An event triggered when the texture is unbind.
  84222. */
  84223. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  84224. private _onAfterUnbindObserver;
  84225. /**
  84226. * Set a after unbind callback in the texture.
  84227. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  84228. */
  84229. onAfterUnbind: () => void;
  84230. /**
  84231. * An event triggered before rendering the texture
  84232. */
  84233. onBeforeRenderObservable: Observable<number>;
  84234. private _onBeforeRenderObserver;
  84235. /**
  84236. * Set a before render callback in the texture.
  84237. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  84238. */
  84239. onBeforeRender: (faceIndex: number) => void;
  84240. /**
  84241. * An event triggered after rendering the texture
  84242. */
  84243. onAfterRenderObservable: Observable<number>;
  84244. private _onAfterRenderObserver;
  84245. /**
  84246. * Set a after render callback in the texture.
  84247. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  84248. */
  84249. onAfterRender: (faceIndex: number) => void;
  84250. /**
  84251. * An event triggered after the texture clear
  84252. */
  84253. onClearObservable: Observable<Engine>;
  84254. private _onClearObserver;
  84255. /**
  84256. * Set a clear callback in the texture.
  84257. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  84258. */
  84259. onClear: (Engine: Engine) => void;
  84260. /**
  84261. * An event triggered when the texture is resized.
  84262. */
  84263. onResizeObservable: Observable<RenderTargetTexture>;
  84264. /**
  84265. * Define the clear color of the Render Target if it should be different from the scene.
  84266. */
  84267. clearColor: Color4;
  84268. protected _size: number | {
  84269. width: number;
  84270. height: number;
  84271. };
  84272. protected _initialSizeParameter: number | {
  84273. width: number;
  84274. height: number;
  84275. } | {
  84276. ratio: number;
  84277. };
  84278. protected _sizeRatio: Nullable<number>;
  84279. /** @hidden */
  84280. _generateMipMaps: boolean;
  84281. protected _renderingManager: RenderingManager;
  84282. /** @hidden */
  84283. _waitingRenderList: string[];
  84284. protected _doNotChangeAspectRatio: boolean;
  84285. protected _currentRefreshId: number;
  84286. protected _refreshRate: number;
  84287. protected _textureMatrix: Matrix;
  84288. protected _samples: number;
  84289. protected _renderTargetOptions: RenderTargetCreationOptions;
  84290. /**
  84291. * Gets render target creation options that were used.
  84292. */
  84293. readonly renderTargetOptions: RenderTargetCreationOptions;
  84294. protected _engine: Engine;
  84295. protected _onRatioRescale(): void;
  84296. /**
  84297. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  84298. * It must define where the camera used to render the texture is set
  84299. */
  84300. boundingBoxPosition: Vector3;
  84301. private _boundingBoxSize;
  84302. /**
  84303. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  84304. * When defined, the cubemap will switch to local mode
  84305. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  84306. * @example https://www.babylonjs-playground.com/#RNASML
  84307. */
  84308. boundingBoxSize: Vector3;
  84309. /**
  84310. * In case the RTT has been created with a depth texture, get the associated
  84311. * depth texture.
  84312. * Otherwise, return null.
  84313. */
  84314. depthStencilTexture: Nullable<InternalTexture>;
  84315. /**
  84316. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  84317. * or used a shadow, depth texture...
  84318. * @param name The friendly name of the texture
  84319. * @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)
  84320. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  84321. * @param generateMipMaps True if mip maps need to be generated after render.
  84322. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  84323. * @param type The type of the buffer in the RTT (int, half float, float...)
  84324. * @param isCube True if a cube texture needs to be created
  84325. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  84326. * @param generateDepthBuffer True to generate a depth buffer
  84327. * @param generateStencilBuffer True to generate a stencil buffer
  84328. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  84329. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  84330. * @param delayAllocation if the texture allocation should be delayed (default: false)
  84331. */
  84332. constructor(name: string, size: number | {
  84333. width: number;
  84334. height: number;
  84335. } | {
  84336. ratio: number;
  84337. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  84338. /**
  84339. * Creates a depth stencil texture.
  84340. * This is only available in WebGL 2 or with the depth texture extension available.
  84341. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  84342. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  84343. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  84344. */
  84345. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  84346. private _processSizeParameter;
  84347. /**
  84348. * Define the number of samples to use in case of MSAA.
  84349. * It defaults to one meaning no MSAA has been enabled.
  84350. */
  84351. samples: number;
  84352. /**
  84353. * Resets the refresh counter of the texture and start bak from scratch.
  84354. * Could be useful to regenerate the texture if it is setup to render only once.
  84355. */
  84356. resetRefreshCounter(): void;
  84357. /**
  84358. * Define the refresh rate of the texture or the rendering frequency.
  84359. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  84360. */
  84361. refreshRate: number;
  84362. /**
  84363. * Adds a post process to the render target rendering passes.
  84364. * @param postProcess define the post process to add
  84365. */
  84366. addPostProcess(postProcess: PostProcess): void;
  84367. /**
  84368. * Clear all the post processes attached to the render target
  84369. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  84370. */
  84371. clearPostProcesses(dispose?: boolean): void;
  84372. /**
  84373. * Remove one of the post process from the list of attached post processes to the texture
  84374. * @param postProcess define the post process to remove from the list
  84375. */
  84376. removePostProcess(postProcess: PostProcess): void;
  84377. /** @hidden */
  84378. _shouldRender(): boolean;
  84379. /**
  84380. * Gets the actual render size of the texture.
  84381. * @returns the width of the render size
  84382. */
  84383. getRenderSize(): number;
  84384. /**
  84385. * Gets the actual render width of the texture.
  84386. * @returns the width of the render size
  84387. */
  84388. getRenderWidth(): number;
  84389. /**
  84390. * Gets the actual render height of the texture.
  84391. * @returns the height of the render size
  84392. */
  84393. getRenderHeight(): number;
  84394. /**
  84395. * Get if the texture can be rescaled or not.
  84396. */
  84397. readonly canRescale: boolean;
  84398. /**
  84399. * Resize the texture using a ratio.
  84400. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  84401. */
  84402. scale(ratio: number): void;
  84403. /**
  84404. * Get the texture reflection matrix used to rotate/transform the reflection.
  84405. * @returns the reflection matrix
  84406. */
  84407. getReflectionTextureMatrix(): Matrix;
  84408. /**
  84409. * Resize the texture to a new desired size.
  84410. * Be carrefull as it will recreate all the data in the new texture.
  84411. * @param size Define the new size. It can be:
  84412. * - a number for squared texture,
  84413. * - an object containing { width: number, height: number }
  84414. * - or an object containing a ratio { ratio: number }
  84415. */
  84416. resize(size: number | {
  84417. width: number;
  84418. height: number;
  84419. } | {
  84420. ratio: number;
  84421. }): void;
  84422. /**
  84423. * Renders all the objects from the render list into the texture.
  84424. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  84425. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  84426. */
  84427. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  84428. private _bestReflectionRenderTargetDimension;
  84429. /**
  84430. * @hidden
  84431. * @param faceIndex face index to bind to if this is a cubetexture
  84432. */
  84433. _bindFrameBuffer(faceIndex?: number): void;
  84434. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  84435. private renderToTarget;
  84436. /**
  84437. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  84438. * This allowed control for front to back rendering or reversly depending of the special needs.
  84439. *
  84440. * @param renderingGroupId The rendering group id corresponding to its index
  84441. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  84442. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  84443. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  84444. */
  84445. 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;
  84446. /**
  84447. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  84448. *
  84449. * @param renderingGroupId The rendering group id corresponding to its index
  84450. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  84451. */
  84452. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  84453. /**
  84454. * Clones the texture.
  84455. * @returns the cloned texture
  84456. */
  84457. clone(): RenderTargetTexture;
  84458. /**
  84459. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  84460. * @returns The JSON representation of the texture
  84461. */
  84462. serialize(): any;
  84463. /**
  84464. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  84465. */
  84466. disposeFramebufferObjects(): void;
  84467. /**
  84468. * Dispose the texture and release its associated resources.
  84469. */
  84470. dispose(): void;
  84471. /** @hidden */
  84472. _rebuild(): void;
  84473. /**
  84474. * Clear the info related to rendering groups preventing retention point in material dispose.
  84475. */
  84476. freeRenderingGroups(): void;
  84477. /**
  84478. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  84479. * @returns the view count
  84480. */
  84481. getViewCount(): number;
  84482. }
  84483. }
  84484. declare module BABYLON {
  84485. /**
  84486. * Base class for the main features of a material in Babylon.js
  84487. */
  84488. export class Material implements IAnimatable {
  84489. /**
  84490. * Returns the triangle fill mode
  84491. */
  84492. static readonly TriangleFillMode: number;
  84493. /**
  84494. * Returns the wireframe mode
  84495. */
  84496. static readonly WireFrameFillMode: number;
  84497. /**
  84498. * Returns the point fill mode
  84499. */
  84500. static readonly PointFillMode: number;
  84501. /**
  84502. * Returns the point list draw mode
  84503. */
  84504. static readonly PointListDrawMode: number;
  84505. /**
  84506. * Returns the line list draw mode
  84507. */
  84508. static readonly LineListDrawMode: number;
  84509. /**
  84510. * Returns the line loop draw mode
  84511. */
  84512. static readonly LineLoopDrawMode: number;
  84513. /**
  84514. * Returns the line strip draw mode
  84515. */
  84516. static readonly LineStripDrawMode: number;
  84517. /**
  84518. * Returns the triangle strip draw mode
  84519. */
  84520. static readonly TriangleStripDrawMode: number;
  84521. /**
  84522. * Returns the triangle fan draw mode
  84523. */
  84524. static readonly TriangleFanDrawMode: number;
  84525. /**
  84526. * Stores the clock-wise side orientation
  84527. */
  84528. static readonly ClockWiseSideOrientation: number;
  84529. /**
  84530. * Stores the counter clock-wise side orientation
  84531. */
  84532. static readonly CounterClockWiseSideOrientation: number;
  84533. /**
  84534. * The dirty texture flag value
  84535. */
  84536. static readonly TextureDirtyFlag: number;
  84537. /**
  84538. * The dirty light flag value
  84539. */
  84540. static readonly LightDirtyFlag: number;
  84541. /**
  84542. * The dirty fresnel flag value
  84543. */
  84544. static readonly FresnelDirtyFlag: number;
  84545. /**
  84546. * The dirty attribute flag value
  84547. */
  84548. static readonly AttributesDirtyFlag: number;
  84549. /**
  84550. * The dirty misc flag value
  84551. */
  84552. static readonly MiscDirtyFlag: number;
  84553. /**
  84554. * The all dirty flag value
  84555. */
  84556. static readonly AllDirtyFlag: number;
  84557. /**
  84558. * The ID of the material
  84559. */
  84560. id: string;
  84561. /**
  84562. * Gets or sets the unique id of the material
  84563. */
  84564. uniqueId: number;
  84565. /**
  84566. * The name of the material
  84567. */
  84568. name: string;
  84569. /**
  84570. * Gets or sets user defined metadata
  84571. */
  84572. metadata: any;
  84573. /**
  84574. * For internal use only. Please do not use.
  84575. */
  84576. reservedDataStore: any;
  84577. /**
  84578. * Specifies if the ready state should be checked on each call
  84579. */
  84580. checkReadyOnEveryCall: boolean;
  84581. /**
  84582. * Specifies if the ready state should be checked once
  84583. */
  84584. checkReadyOnlyOnce: boolean;
  84585. /**
  84586. * The state of the material
  84587. */
  84588. state: string;
  84589. /**
  84590. * The alpha value of the material
  84591. */
  84592. protected _alpha: number;
  84593. /**
  84594. * List of inspectable custom properties (used by the Inspector)
  84595. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  84596. */
  84597. inspectableCustomProperties: IInspectable[];
  84598. /**
  84599. * Sets the alpha value of the material
  84600. */
  84601. /**
  84602. * Gets the alpha value of the material
  84603. */
  84604. alpha: number;
  84605. /**
  84606. * Specifies if back face culling is enabled
  84607. */
  84608. protected _backFaceCulling: boolean;
  84609. /**
  84610. * Sets the back-face culling state
  84611. */
  84612. /**
  84613. * Gets the back-face culling state
  84614. */
  84615. backFaceCulling: boolean;
  84616. /**
  84617. * Stores the value for side orientation
  84618. */
  84619. sideOrientation: number;
  84620. /**
  84621. * Callback triggered when the material is compiled
  84622. */
  84623. onCompiled: Nullable<(effect: Effect) => void>;
  84624. /**
  84625. * Callback triggered when an error occurs
  84626. */
  84627. onError: Nullable<(effect: Effect, errors: string) => void>;
  84628. /**
  84629. * Callback triggered to get the render target textures
  84630. */
  84631. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  84632. /**
  84633. * Gets a boolean indicating that current material needs to register RTT
  84634. */
  84635. readonly hasRenderTargetTextures: boolean;
  84636. /**
  84637. * Specifies if the material should be serialized
  84638. */
  84639. doNotSerialize: boolean;
  84640. /**
  84641. * @hidden
  84642. */
  84643. _storeEffectOnSubMeshes: boolean;
  84644. /**
  84645. * Stores the animations for the material
  84646. */
  84647. animations: Nullable<Array<Animation>>;
  84648. /**
  84649. * An event triggered when the material is disposed
  84650. */
  84651. onDisposeObservable: Observable<Material>;
  84652. /**
  84653. * An observer which watches for dispose events
  84654. */
  84655. private _onDisposeObserver;
  84656. private _onUnBindObservable;
  84657. /**
  84658. * Called during a dispose event
  84659. */
  84660. onDispose: () => void;
  84661. private _onBindObservable;
  84662. /**
  84663. * An event triggered when the material is bound
  84664. */
  84665. readonly onBindObservable: Observable<AbstractMesh>;
  84666. /**
  84667. * An observer which watches for bind events
  84668. */
  84669. private _onBindObserver;
  84670. /**
  84671. * Called during a bind event
  84672. */
  84673. onBind: (Mesh: AbstractMesh) => void;
  84674. /**
  84675. * An event triggered when the material is unbound
  84676. */
  84677. readonly onUnBindObservable: Observable<Material>;
  84678. /**
  84679. * Stores the value of the alpha mode
  84680. */
  84681. private _alphaMode;
  84682. /**
  84683. * Sets the value of the alpha mode.
  84684. *
  84685. * | Value | Type | Description |
  84686. * | --- | --- | --- |
  84687. * | 0 | ALPHA_DISABLE | |
  84688. * | 1 | ALPHA_ADD | |
  84689. * | 2 | ALPHA_COMBINE | |
  84690. * | 3 | ALPHA_SUBTRACT | |
  84691. * | 4 | ALPHA_MULTIPLY | |
  84692. * | 5 | ALPHA_MAXIMIZED | |
  84693. * | 6 | ALPHA_ONEONE | |
  84694. * | 7 | ALPHA_PREMULTIPLIED | |
  84695. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  84696. * | 9 | ALPHA_INTERPOLATE | |
  84697. * | 10 | ALPHA_SCREENMODE | |
  84698. *
  84699. */
  84700. /**
  84701. * Gets the value of the alpha mode
  84702. */
  84703. alphaMode: number;
  84704. /**
  84705. * Stores the state of the need depth pre-pass value
  84706. */
  84707. private _needDepthPrePass;
  84708. /**
  84709. * Sets the need depth pre-pass value
  84710. */
  84711. /**
  84712. * Gets the depth pre-pass value
  84713. */
  84714. needDepthPrePass: boolean;
  84715. /**
  84716. * Specifies if depth writing should be disabled
  84717. */
  84718. disableDepthWrite: boolean;
  84719. /**
  84720. * Specifies if depth writing should be forced
  84721. */
  84722. forceDepthWrite: boolean;
  84723. /**
  84724. * Specifies if there should be a separate pass for culling
  84725. */
  84726. separateCullingPass: boolean;
  84727. /**
  84728. * Stores the state specifing if fog should be enabled
  84729. */
  84730. private _fogEnabled;
  84731. /**
  84732. * Sets the state for enabling fog
  84733. */
  84734. /**
  84735. * Gets the value of the fog enabled state
  84736. */
  84737. fogEnabled: boolean;
  84738. /**
  84739. * Stores the size of points
  84740. */
  84741. pointSize: number;
  84742. /**
  84743. * Stores the z offset value
  84744. */
  84745. zOffset: number;
  84746. /**
  84747. * Gets a value specifying if wireframe mode is enabled
  84748. */
  84749. /**
  84750. * Sets the state of wireframe mode
  84751. */
  84752. wireframe: boolean;
  84753. /**
  84754. * Gets the value specifying if point clouds are enabled
  84755. */
  84756. /**
  84757. * Sets the state of point cloud mode
  84758. */
  84759. pointsCloud: boolean;
  84760. /**
  84761. * Gets the material fill mode
  84762. */
  84763. /**
  84764. * Sets the material fill mode
  84765. */
  84766. fillMode: number;
  84767. /**
  84768. * @hidden
  84769. * Stores the effects for the material
  84770. */
  84771. _effect: Nullable<Effect>;
  84772. /**
  84773. * @hidden
  84774. * Specifies if the material was previously ready
  84775. */
  84776. _wasPreviouslyReady: boolean;
  84777. /**
  84778. * Specifies if uniform buffers should be used
  84779. */
  84780. private _useUBO;
  84781. /**
  84782. * Stores a reference to the scene
  84783. */
  84784. private _scene;
  84785. /**
  84786. * Stores the fill mode state
  84787. */
  84788. private _fillMode;
  84789. /**
  84790. * Specifies if the depth write state should be cached
  84791. */
  84792. private _cachedDepthWriteState;
  84793. /**
  84794. * Stores the uniform buffer
  84795. */
  84796. protected _uniformBuffer: UniformBuffer;
  84797. /** @hidden */
  84798. _indexInSceneMaterialArray: number;
  84799. /** @hidden */
  84800. meshMap: Nullable<{
  84801. [id: string]: AbstractMesh | undefined;
  84802. }>;
  84803. /**
  84804. * Creates a material instance
  84805. * @param name defines the name of the material
  84806. * @param scene defines the scene to reference
  84807. * @param doNotAdd specifies if the material should be added to the scene
  84808. */
  84809. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  84810. /**
  84811. * Returns a string representation of the current material
  84812. * @param fullDetails defines a boolean indicating which levels of logging is desired
  84813. * @returns a string with material information
  84814. */
  84815. toString(fullDetails?: boolean): string;
  84816. /**
  84817. * Gets the class name of the material
  84818. * @returns a string with the class name of the material
  84819. */
  84820. getClassName(): string;
  84821. /**
  84822. * Specifies if updates for the material been locked
  84823. */
  84824. readonly isFrozen: boolean;
  84825. /**
  84826. * Locks updates for the material
  84827. */
  84828. freeze(): void;
  84829. /**
  84830. * Unlocks updates for the material
  84831. */
  84832. unfreeze(): void;
  84833. /**
  84834. * Specifies if the material is ready to be used
  84835. * @param mesh defines the mesh to check
  84836. * @param useInstances specifies if instances should be used
  84837. * @returns a boolean indicating if the material is ready to be used
  84838. */
  84839. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  84840. /**
  84841. * Specifies that the submesh is ready to be used
  84842. * @param mesh defines the mesh to check
  84843. * @param subMesh defines which submesh to check
  84844. * @param useInstances specifies that instances should be used
  84845. * @returns a boolean indicating that the submesh is ready or not
  84846. */
  84847. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  84848. /**
  84849. * Returns the material effect
  84850. * @returns the effect associated with the material
  84851. */
  84852. getEffect(): Nullable<Effect>;
  84853. /**
  84854. * Returns the current scene
  84855. * @returns a Scene
  84856. */
  84857. getScene(): Scene;
  84858. /**
  84859. * Specifies if the material will require alpha blending
  84860. * @returns a boolean specifying if alpha blending is needed
  84861. */
  84862. needAlphaBlending(): boolean;
  84863. /**
  84864. * Specifies if the mesh will require alpha blending
  84865. * @param mesh defines the mesh to check
  84866. * @returns a boolean specifying if alpha blending is needed for the mesh
  84867. */
  84868. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  84869. /**
  84870. * Specifies if this material should be rendered in alpha test mode
  84871. * @returns a boolean specifying if an alpha test is needed.
  84872. */
  84873. needAlphaTesting(): boolean;
  84874. /**
  84875. * Gets the texture used for the alpha test
  84876. * @returns the texture to use for alpha testing
  84877. */
  84878. getAlphaTestTexture(): Nullable<BaseTexture>;
  84879. /**
  84880. * Marks the material to indicate that it needs to be re-calculated
  84881. */
  84882. markDirty(): void;
  84883. /** @hidden */
  84884. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  84885. /**
  84886. * Binds the material to the mesh
  84887. * @param world defines the world transformation matrix
  84888. * @param mesh defines the mesh to bind the material to
  84889. */
  84890. bind(world: Matrix, mesh?: Mesh): void;
  84891. /**
  84892. * Binds the submesh to the material
  84893. * @param world defines the world transformation matrix
  84894. * @param mesh defines the mesh containing the submesh
  84895. * @param subMesh defines the submesh to bind the material to
  84896. */
  84897. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  84898. /**
  84899. * Binds the world matrix to the material
  84900. * @param world defines the world transformation matrix
  84901. */
  84902. bindOnlyWorldMatrix(world: Matrix): void;
  84903. /**
  84904. * Binds the scene's uniform buffer to the effect.
  84905. * @param effect defines the effect to bind to the scene uniform buffer
  84906. * @param sceneUbo defines the uniform buffer storing scene data
  84907. */
  84908. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  84909. /**
  84910. * Binds the view matrix to the effect
  84911. * @param effect defines the effect to bind the view matrix to
  84912. */
  84913. bindView(effect: Effect): void;
  84914. /**
  84915. * Binds the view projection matrix to the effect
  84916. * @param effect defines the effect to bind the view projection matrix to
  84917. */
  84918. bindViewProjection(effect: Effect): void;
  84919. /**
  84920. * Specifies if material alpha testing should be turned on for the mesh
  84921. * @param mesh defines the mesh to check
  84922. */
  84923. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  84924. /**
  84925. * Processes to execute after binding the material to a mesh
  84926. * @param mesh defines the rendered mesh
  84927. */
  84928. protected _afterBind(mesh?: Mesh): void;
  84929. /**
  84930. * Unbinds the material from the mesh
  84931. */
  84932. unbind(): void;
  84933. /**
  84934. * Gets the active textures from the material
  84935. * @returns an array of textures
  84936. */
  84937. getActiveTextures(): BaseTexture[];
  84938. /**
  84939. * Specifies if the material uses a texture
  84940. * @param texture defines the texture to check against the material
  84941. * @returns a boolean specifying if the material uses the texture
  84942. */
  84943. hasTexture(texture: BaseTexture): boolean;
  84944. /**
  84945. * Makes a duplicate of the material, and gives it a new name
  84946. * @param name defines the new name for the duplicated material
  84947. * @returns the cloned material
  84948. */
  84949. clone(name: string): Nullable<Material>;
  84950. /**
  84951. * Gets the meshes bound to the material
  84952. * @returns an array of meshes bound to the material
  84953. */
  84954. getBindedMeshes(): AbstractMesh[];
  84955. /**
  84956. * Force shader compilation
  84957. * @param mesh defines the mesh associated with this material
  84958. * @param onCompiled defines a function to execute once the material is compiled
  84959. * @param options defines the options to configure the compilation
  84960. */
  84961. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  84962. clipPlane: boolean;
  84963. }>): void;
  84964. /**
  84965. * Force shader compilation
  84966. * @param mesh defines the mesh that will use this material
  84967. * @param options defines additional options for compiling the shaders
  84968. * @returns a promise that resolves when the compilation completes
  84969. */
  84970. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  84971. clipPlane: boolean;
  84972. }>): Promise<void>;
  84973. private static readonly _AllDirtyCallBack;
  84974. private static readonly _ImageProcessingDirtyCallBack;
  84975. private static readonly _TextureDirtyCallBack;
  84976. private static readonly _FresnelDirtyCallBack;
  84977. private static readonly _MiscDirtyCallBack;
  84978. private static readonly _LightsDirtyCallBack;
  84979. private static readonly _AttributeDirtyCallBack;
  84980. private static _FresnelAndMiscDirtyCallBack;
  84981. private static _TextureAndMiscDirtyCallBack;
  84982. private static readonly _DirtyCallbackArray;
  84983. private static readonly _RunDirtyCallBacks;
  84984. /**
  84985. * Marks a define in the material to indicate that it needs to be re-computed
  84986. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  84987. */
  84988. markAsDirty(flag: number): void;
  84989. /**
  84990. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  84991. * @param func defines a function which checks material defines against the submeshes
  84992. */
  84993. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  84994. /**
  84995. * Indicates that we need to re-calculated for all submeshes
  84996. */
  84997. protected _markAllSubMeshesAsAllDirty(): void;
  84998. /**
  84999. * Indicates that image processing needs to be re-calculated for all submeshes
  85000. */
  85001. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  85002. /**
  85003. * Indicates that textures need to be re-calculated for all submeshes
  85004. */
  85005. protected _markAllSubMeshesAsTexturesDirty(): void;
  85006. /**
  85007. * Indicates that fresnel needs to be re-calculated for all submeshes
  85008. */
  85009. protected _markAllSubMeshesAsFresnelDirty(): void;
  85010. /**
  85011. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  85012. */
  85013. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  85014. /**
  85015. * Indicates that lights need to be re-calculated for all submeshes
  85016. */
  85017. protected _markAllSubMeshesAsLightsDirty(): void;
  85018. /**
  85019. * Indicates that attributes need to be re-calculated for all submeshes
  85020. */
  85021. protected _markAllSubMeshesAsAttributesDirty(): void;
  85022. /**
  85023. * Indicates that misc needs to be re-calculated for all submeshes
  85024. */
  85025. protected _markAllSubMeshesAsMiscDirty(): void;
  85026. /**
  85027. * Indicates that textures and misc need to be re-calculated for all submeshes
  85028. */
  85029. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  85030. /**
  85031. * Disposes the material
  85032. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  85033. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  85034. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  85035. */
  85036. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  85037. /** @hidden */
  85038. private releaseVertexArrayObject;
  85039. /**
  85040. * Serializes this material
  85041. * @returns the serialized material object
  85042. */
  85043. serialize(): any;
  85044. /**
  85045. * Creates a material from parsed material data
  85046. * @param parsedMaterial defines parsed material data
  85047. * @param scene defines the hosting scene
  85048. * @param rootUrl defines the root URL to use to load textures
  85049. * @returns a new material
  85050. */
  85051. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  85052. }
  85053. }
  85054. declare module BABYLON {
  85055. /**
  85056. * A multi-material is used to apply different materials to different parts of the same object without the need of
  85057. * separate meshes. This can be use to improve performances.
  85058. * @see http://doc.babylonjs.com/how_to/multi_materials
  85059. */
  85060. export class MultiMaterial extends Material {
  85061. private _subMaterials;
  85062. /**
  85063. * Gets or Sets the list of Materials used within the multi material.
  85064. * They need to be ordered according to the submeshes order in the associated mesh
  85065. */
  85066. subMaterials: Nullable<Material>[];
  85067. /**
  85068. * Function used to align with Node.getChildren()
  85069. * @returns the list of Materials used within the multi material
  85070. */
  85071. getChildren(): Nullable<Material>[];
  85072. /**
  85073. * Instantiates a new Multi Material
  85074. * A multi-material is used to apply different materials to different parts of the same object without the need of
  85075. * separate meshes. This can be use to improve performances.
  85076. * @see http://doc.babylonjs.com/how_to/multi_materials
  85077. * @param name Define the name in the scene
  85078. * @param scene Define the scene the material belongs to
  85079. */
  85080. constructor(name: string, scene: Scene);
  85081. private _hookArray;
  85082. /**
  85083. * Get one of the submaterial by its index in the submaterials array
  85084. * @param index The index to look the sub material at
  85085. * @returns The Material if the index has been defined
  85086. */
  85087. getSubMaterial(index: number): Nullable<Material>;
  85088. /**
  85089. * Get the list of active textures for the whole sub materials list.
  85090. * @returns All the textures that will be used during the rendering
  85091. */
  85092. getActiveTextures(): BaseTexture[];
  85093. /**
  85094. * Gets the current class name of the material e.g. "MultiMaterial"
  85095. * Mainly use in serialization.
  85096. * @returns the class name
  85097. */
  85098. getClassName(): string;
  85099. /**
  85100. * Checks if the material is ready to render the requested sub mesh
  85101. * @param mesh Define the mesh the submesh belongs to
  85102. * @param subMesh Define the sub mesh to look readyness for
  85103. * @param useInstances Define whether or not the material is used with instances
  85104. * @returns true if ready, otherwise false
  85105. */
  85106. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  85107. /**
  85108. * Clones the current material and its related sub materials
  85109. * @param name Define the name of the newly cloned material
  85110. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  85111. * @returns the cloned material
  85112. */
  85113. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  85114. /**
  85115. * Serializes the materials into a JSON representation.
  85116. * @returns the JSON representation
  85117. */
  85118. serialize(): any;
  85119. /**
  85120. * Dispose the material and release its associated resources
  85121. * @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)
  85122. * @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)
  85123. * @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)
  85124. */
  85125. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  85126. /**
  85127. * Creates a MultiMaterial from parsed MultiMaterial data.
  85128. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  85129. * @param scene defines the hosting scene
  85130. * @returns a new MultiMaterial
  85131. */
  85132. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  85133. }
  85134. }
  85135. declare module BABYLON {
  85136. /**
  85137. * Base class for submeshes
  85138. */
  85139. export class BaseSubMesh {
  85140. /** @hidden */
  85141. _materialDefines: Nullable<MaterialDefines>;
  85142. /** @hidden */
  85143. _materialEffect: Nullable<Effect>;
  85144. /**
  85145. * Gets associated effect
  85146. */
  85147. readonly effect: Nullable<Effect>;
  85148. /**
  85149. * Sets associated effect (effect used to render this submesh)
  85150. * @param effect defines the effect to associate with
  85151. * @param defines defines the set of defines used to compile this effect
  85152. */
  85153. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  85154. }
  85155. /**
  85156. * Defines a subdivision inside a mesh
  85157. */
  85158. export class SubMesh extends BaseSubMesh implements ICullable {
  85159. /** the material index to use */
  85160. materialIndex: number;
  85161. /** vertex index start */
  85162. verticesStart: number;
  85163. /** vertices count */
  85164. verticesCount: number;
  85165. /** index start */
  85166. indexStart: number;
  85167. /** indices count */
  85168. indexCount: number;
  85169. /** @hidden */
  85170. _linesIndexCount: number;
  85171. private _mesh;
  85172. private _renderingMesh;
  85173. private _boundingInfo;
  85174. private _linesIndexBuffer;
  85175. /** @hidden */
  85176. _lastColliderWorldVertices: Nullable<Vector3[]>;
  85177. /** @hidden */
  85178. _trianglePlanes: Plane[];
  85179. /** @hidden */
  85180. _lastColliderTransformMatrix: Nullable<Matrix>;
  85181. /** @hidden */
  85182. _renderId: number;
  85183. /** @hidden */
  85184. _alphaIndex: number;
  85185. /** @hidden */
  85186. _distanceToCamera: number;
  85187. /** @hidden */
  85188. _id: number;
  85189. private _currentMaterial;
  85190. /**
  85191. * Add a new submesh to a mesh
  85192. * @param materialIndex defines the material index to use
  85193. * @param verticesStart defines vertex index start
  85194. * @param verticesCount defines vertices count
  85195. * @param indexStart defines index start
  85196. * @param indexCount defines indices count
  85197. * @param mesh defines the parent mesh
  85198. * @param renderingMesh defines an optional rendering mesh
  85199. * @param createBoundingBox defines if bounding box should be created for this submesh
  85200. * @returns the new submesh
  85201. */
  85202. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  85203. /**
  85204. * Creates a new submesh
  85205. * @param materialIndex defines the material index to use
  85206. * @param verticesStart defines vertex index start
  85207. * @param verticesCount defines vertices count
  85208. * @param indexStart defines index start
  85209. * @param indexCount defines indices count
  85210. * @param mesh defines the parent mesh
  85211. * @param renderingMesh defines an optional rendering mesh
  85212. * @param createBoundingBox defines if bounding box should be created for this submesh
  85213. */
  85214. constructor(
  85215. /** the material index to use */
  85216. materialIndex: number,
  85217. /** vertex index start */
  85218. verticesStart: number,
  85219. /** vertices count */
  85220. verticesCount: number,
  85221. /** index start */
  85222. indexStart: number,
  85223. /** indices count */
  85224. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  85225. /**
  85226. * Returns true if this submesh covers the entire parent mesh
  85227. * @ignorenaming
  85228. */
  85229. readonly IsGlobal: boolean;
  85230. /**
  85231. * Returns the submesh BoudingInfo object
  85232. * @returns current bounding info (or mesh's one if the submesh is global)
  85233. */
  85234. getBoundingInfo(): BoundingInfo;
  85235. /**
  85236. * Sets the submesh BoundingInfo
  85237. * @param boundingInfo defines the new bounding info to use
  85238. * @returns the SubMesh
  85239. */
  85240. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  85241. /**
  85242. * Returns the mesh of the current submesh
  85243. * @return the parent mesh
  85244. */
  85245. getMesh(): AbstractMesh;
  85246. /**
  85247. * Returns the rendering mesh of the submesh
  85248. * @returns the rendering mesh (could be different from parent mesh)
  85249. */
  85250. getRenderingMesh(): Mesh;
  85251. /**
  85252. * Returns the submesh material
  85253. * @returns null or the current material
  85254. */
  85255. getMaterial(): Nullable<Material>;
  85256. /**
  85257. * Sets a new updated BoundingInfo object to the submesh
  85258. * @param data defines an optional position array to use to determine the bounding info
  85259. * @returns the SubMesh
  85260. */
  85261. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  85262. /** @hidden */
  85263. _checkCollision(collider: Collider): boolean;
  85264. /**
  85265. * Updates the submesh BoundingInfo
  85266. * @param world defines the world matrix to use to update the bounding info
  85267. * @returns the submesh
  85268. */
  85269. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  85270. /**
  85271. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  85272. * @param frustumPlanes defines the frustum planes
  85273. * @returns true if the submesh is intersecting with the frustum
  85274. */
  85275. isInFrustum(frustumPlanes: Plane[]): boolean;
  85276. /**
  85277. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  85278. * @param frustumPlanes defines the frustum planes
  85279. * @returns true if the submesh is inside the frustum
  85280. */
  85281. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  85282. /**
  85283. * Renders the submesh
  85284. * @param enableAlphaMode defines if alpha needs to be used
  85285. * @returns the submesh
  85286. */
  85287. render(enableAlphaMode: boolean): SubMesh;
  85288. /**
  85289. * @hidden
  85290. */
  85291. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  85292. /**
  85293. * Checks if the submesh intersects with a ray
  85294. * @param ray defines the ray to test
  85295. * @returns true is the passed ray intersects the submesh bounding box
  85296. */
  85297. canIntersects(ray: Ray): boolean;
  85298. /**
  85299. * Intersects current submesh with a ray
  85300. * @param ray defines the ray to test
  85301. * @param positions defines mesh's positions array
  85302. * @param indices defines mesh's indices array
  85303. * @param fastCheck defines if only bounding info should be used
  85304. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  85305. * @returns intersection info or null if no intersection
  85306. */
  85307. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  85308. /** @hidden */
  85309. private _intersectLines;
  85310. /** @hidden */
  85311. private _intersectUnIndexedLines;
  85312. /** @hidden */
  85313. private _intersectTriangles;
  85314. /** @hidden */
  85315. private _intersectUnIndexedTriangles;
  85316. /** @hidden */
  85317. _rebuild(): void;
  85318. /**
  85319. * Creates a new submesh from the passed mesh
  85320. * @param newMesh defines the new hosting mesh
  85321. * @param newRenderingMesh defines an optional rendering mesh
  85322. * @returns the new submesh
  85323. */
  85324. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  85325. /**
  85326. * Release associated resources
  85327. */
  85328. dispose(): void;
  85329. /**
  85330. * Gets the class name
  85331. * @returns the string "SubMesh".
  85332. */
  85333. getClassName(): string;
  85334. /**
  85335. * Creates a new submesh from indices data
  85336. * @param materialIndex the index of the main mesh material
  85337. * @param startIndex the index where to start the copy in the mesh indices array
  85338. * @param indexCount the number of indices to copy then from the startIndex
  85339. * @param mesh the main mesh to create the submesh from
  85340. * @param renderingMesh the optional rendering mesh
  85341. * @returns a new submesh
  85342. */
  85343. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  85344. }
  85345. }
  85346. declare module BABYLON {
  85347. /**
  85348. * Class used to represent data loading progression
  85349. */
  85350. export class SceneLoaderFlags {
  85351. private static _ForceFullSceneLoadingForIncremental;
  85352. private static _ShowLoadingScreen;
  85353. private static _CleanBoneMatrixWeights;
  85354. private static _loggingLevel;
  85355. /**
  85356. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  85357. */
  85358. static ForceFullSceneLoadingForIncremental: boolean;
  85359. /**
  85360. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  85361. */
  85362. static ShowLoadingScreen: boolean;
  85363. /**
  85364. * Defines the current logging level (while loading the scene)
  85365. * @ignorenaming
  85366. */
  85367. static loggingLevel: number;
  85368. /**
  85369. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  85370. */
  85371. static CleanBoneMatrixWeights: boolean;
  85372. }
  85373. }
  85374. declare module BABYLON {
  85375. /**
  85376. * Class used to store geometry data (vertex buffers + index buffer)
  85377. */
  85378. export class Geometry implements IGetSetVerticesData {
  85379. /**
  85380. * Gets or sets the ID of the geometry
  85381. */
  85382. id: string;
  85383. /**
  85384. * Gets or sets the unique ID of the geometry
  85385. */
  85386. uniqueId: number;
  85387. /**
  85388. * Gets the delay loading state of the geometry (none by default which means not delayed)
  85389. */
  85390. delayLoadState: number;
  85391. /**
  85392. * Gets the file containing the data to load when running in delay load state
  85393. */
  85394. delayLoadingFile: Nullable<string>;
  85395. /**
  85396. * Callback called when the geometry is updated
  85397. */
  85398. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  85399. private _scene;
  85400. private _engine;
  85401. private _meshes;
  85402. private _totalVertices;
  85403. /** @hidden */
  85404. _indices: IndicesArray;
  85405. /** @hidden */
  85406. _vertexBuffers: {
  85407. [key: string]: VertexBuffer;
  85408. };
  85409. private _isDisposed;
  85410. private _extend;
  85411. private _boundingBias;
  85412. /** @hidden */
  85413. _delayInfo: Array<string>;
  85414. private _indexBuffer;
  85415. private _indexBufferIsUpdatable;
  85416. /** @hidden */
  85417. _boundingInfo: Nullable<BoundingInfo>;
  85418. /** @hidden */
  85419. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  85420. /** @hidden */
  85421. _softwareSkinningFrameId: number;
  85422. private _vertexArrayObjects;
  85423. private _updatable;
  85424. /** @hidden */
  85425. _positions: Nullable<Vector3[]>;
  85426. /**
  85427. * 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
  85428. */
  85429. /**
  85430. * 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
  85431. */
  85432. boundingBias: Vector2;
  85433. /**
  85434. * Static function used to attach a new empty geometry to a mesh
  85435. * @param mesh defines the mesh to attach the geometry to
  85436. * @returns the new Geometry
  85437. */
  85438. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  85439. /**
  85440. * Creates a new geometry
  85441. * @param id defines the unique ID
  85442. * @param scene defines the hosting scene
  85443. * @param vertexData defines the VertexData used to get geometry data
  85444. * @param updatable defines if geometry must be updatable (false by default)
  85445. * @param mesh defines the mesh that will be associated with the geometry
  85446. */
  85447. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  85448. /**
  85449. * Gets the current extend of the geometry
  85450. */
  85451. readonly extend: {
  85452. minimum: Vector3;
  85453. maximum: Vector3;
  85454. };
  85455. /**
  85456. * Gets the hosting scene
  85457. * @returns the hosting Scene
  85458. */
  85459. getScene(): Scene;
  85460. /**
  85461. * Gets the hosting engine
  85462. * @returns the hosting Engine
  85463. */
  85464. getEngine(): Engine;
  85465. /**
  85466. * Defines if the geometry is ready to use
  85467. * @returns true if the geometry is ready to be used
  85468. */
  85469. isReady(): boolean;
  85470. /**
  85471. * Gets a value indicating that the geometry should not be serialized
  85472. */
  85473. readonly doNotSerialize: boolean;
  85474. /** @hidden */
  85475. _rebuild(): void;
  85476. /**
  85477. * Affects all geometry data in one call
  85478. * @param vertexData defines the geometry data
  85479. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  85480. */
  85481. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  85482. /**
  85483. * Set specific vertex data
  85484. * @param kind defines the data kind (Position, normal, etc...)
  85485. * @param data defines the vertex data to use
  85486. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  85487. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  85488. */
  85489. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  85490. /**
  85491. * Removes a specific vertex data
  85492. * @param kind defines the data kind (Position, normal, etc...)
  85493. */
  85494. removeVerticesData(kind: string): void;
  85495. /**
  85496. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  85497. * @param buffer defines the vertex buffer to use
  85498. * @param totalVertices defines the total number of vertices for position kind (could be null)
  85499. */
  85500. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  85501. /**
  85502. * Update a specific vertex buffer
  85503. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  85504. * It will do nothing if the buffer is not updatable
  85505. * @param kind defines the data kind (Position, normal, etc...)
  85506. * @param data defines the data to use
  85507. * @param offset defines the offset in the target buffer where to store the data
  85508. * @param useBytes set to true if the offset is in bytes
  85509. */
  85510. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  85511. /**
  85512. * Update a specific vertex buffer
  85513. * This function will create a new buffer if the current one is not updatable
  85514. * @param kind defines the data kind (Position, normal, etc...)
  85515. * @param data defines the data to use
  85516. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  85517. */
  85518. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  85519. private _updateBoundingInfo;
  85520. /** @hidden */
  85521. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  85522. /**
  85523. * Gets total number of vertices
  85524. * @returns the total number of vertices
  85525. */
  85526. getTotalVertices(): number;
  85527. /**
  85528. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  85529. * @param kind defines the data kind (Position, normal, etc...)
  85530. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  85531. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85532. * @returns a float array containing vertex data
  85533. */
  85534. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  85535. /**
  85536. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  85537. * @param kind defines the data kind (Position, normal, etc...)
  85538. * @returns true if the vertex buffer with the specified kind is updatable
  85539. */
  85540. isVertexBufferUpdatable(kind: string): boolean;
  85541. /**
  85542. * Gets a specific vertex buffer
  85543. * @param kind defines the data kind (Position, normal, etc...)
  85544. * @returns a VertexBuffer
  85545. */
  85546. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  85547. /**
  85548. * Returns all vertex buffers
  85549. * @return an object holding all vertex buffers indexed by kind
  85550. */
  85551. getVertexBuffers(): Nullable<{
  85552. [key: string]: VertexBuffer;
  85553. }>;
  85554. /**
  85555. * Gets a boolean indicating if specific vertex buffer is present
  85556. * @param kind defines the data kind (Position, normal, etc...)
  85557. * @returns true if data is present
  85558. */
  85559. isVerticesDataPresent(kind: string): boolean;
  85560. /**
  85561. * Gets a list of all attached data kinds (Position, normal, etc...)
  85562. * @returns a list of string containing all kinds
  85563. */
  85564. getVerticesDataKinds(): string[];
  85565. /**
  85566. * Update index buffer
  85567. * @param indices defines the indices to store in the index buffer
  85568. * @param offset defines the offset in the target buffer where to store the data
  85569. * @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)
  85570. */
  85571. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  85572. /**
  85573. * Creates a new index buffer
  85574. * @param indices defines the indices to store in the index buffer
  85575. * @param totalVertices defines the total number of vertices (could be null)
  85576. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  85577. */
  85578. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  85579. /**
  85580. * Return the total number of indices
  85581. * @returns the total number of indices
  85582. */
  85583. getTotalIndices(): number;
  85584. /**
  85585. * Gets the index buffer array
  85586. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  85587. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85588. * @returns the index buffer array
  85589. */
  85590. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  85591. /**
  85592. * Gets the index buffer
  85593. * @return the index buffer
  85594. */
  85595. getIndexBuffer(): Nullable<DataBuffer>;
  85596. /** @hidden */
  85597. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  85598. /**
  85599. * Release the associated resources for a specific mesh
  85600. * @param mesh defines the source mesh
  85601. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  85602. */
  85603. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  85604. /**
  85605. * Apply current geometry to a given mesh
  85606. * @param mesh defines the mesh to apply geometry to
  85607. */
  85608. applyToMesh(mesh: Mesh): void;
  85609. private _updateExtend;
  85610. private _applyToMesh;
  85611. private notifyUpdate;
  85612. /**
  85613. * Load the geometry if it was flagged as delay loaded
  85614. * @param scene defines the hosting scene
  85615. * @param onLoaded defines a callback called when the geometry is loaded
  85616. */
  85617. load(scene: Scene, onLoaded?: () => void): void;
  85618. private _queueLoad;
  85619. /**
  85620. * Invert the geometry to move from a right handed system to a left handed one.
  85621. */
  85622. toLeftHanded(): void;
  85623. /** @hidden */
  85624. _resetPointsArrayCache(): void;
  85625. /** @hidden */
  85626. _generatePointsArray(): boolean;
  85627. /**
  85628. * Gets a value indicating if the geometry is disposed
  85629. * @returns true if the geometry was disposed
  85630. */
  85631. isDisposed(): boolean;
  85632. private _disposeVertexArrayObjects;
  85633. /**
  85634. * Free all associated resources
  85635. */
  85636. dispose(): void;
  85637. /**
  85638. * Clone the current geometry into a new geometry
  85639. * @param id defines the unique ID of the new geometry
  85640. * @returns a new geometry object
  85641. */
  85642. copy(id: string): Geometry;
  85643. /**
  85644. * Serialize the current geometry info (and not the vertices data) into a JSON object
  85645. * @return a JSON representation of the current geometry data (without the vertices data)
  85646. */
  85647. serialize(): any;
  85648. private toNumberArray;
  85649. /**
  85650. * Serialize all vertices data into a JSON oject
  85651. * @returns a JSON representation of the current geometry data
  85652. */
  85653. serializeVerticeData(): any;
  85654. /**
  85655. * Extracts a clone of a mesh geometry
  85656. * @param mesh defines the source mesh
  85657. * @param id defines the unique ID of the new geometry object
  85658. * @returns the new geometry object
  85659. */
  85660. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  85661. /**
  85662. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  85663. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  85664. * Be aware Math.random() could cause collisions, but:
  85665. * "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"
  85666. * @returns a string containing a new GUID
  85667. */
  85668. static RandomId(): string;
  85669. /** @hidden */
  85670. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  85671. private static _CleanMatricesWeights;
  85672. /**
  85673. * Create a new geometry from persisted data (Using .babylon file format)
  85674. * @param parsedVertexData defines the persisted data
  85675. * @param scene defines the hosting scene
  85676. * @param rootUrl defines the root url to use to load assets (like delayed data)
  85677. * @returns the new geometry object
  85678. */
  85679. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  85680. }
  85681. }
  85682. declare module BABYLON {
  85683. /**
  85684. * Define an interface for all classes that will get and set the data on vertices
  85685. */
  85686. export interface IGetSetVerticesData {
  85687. /**
  85688. * Gets a boolean indicating if specific vertex data is present
  85689. * @param kind defines the vertex data kind to use
  85690. * @returns true is data kind is present
  85691. */
  85692. isVerticesDataPresent(kind: string): boolean;
  85693. /**
  85694. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  85695. * @param kind defines the data kind (Position, normal, etc...)
  85696. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  85697. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85698. * @returns a float array containing vertex data
  85699. */
  85700. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  85701. /**
  85702. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  85703. * @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.
  85704. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85705. * @returns the indices array or an empty array if the mesh has no geometry
  85706. */
  85707. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  85708. /**
  85709. * Set specific vertex data
  85710. * @param kind defines the data kind (Position, normal, etc...)
  85711. * @param data defines the vertex data to use
  85712. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  85713. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  85714. */
  85715. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  85716. /**
  85717. * Update a specific associated vertex buffer
  85718. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  85719. * - VertexBuffer.PositionKind
  85720. * - VertexBuffer.UVKind
  85721. * - VertexBuffer.UV2Kind
  85722. * - VertexBuffer.UV3Kind
  85723. * - VertexBuffer.UV4Kind
  85724. * - VertexBuffer.UV5Kind
  85725. * - VertexBuffer.UV6Kind
  85726. * - VertexBuffer.ColorKind
  85727. * - VertexBuffer.MatricesIndicesKind
  85728. * - VertexBuffer.MatricesIndicesExtraKind
  85729. * - VertexBuffer.MatricesWeightsKind
  85730. * - VertexBuffer.MatricesWeightsExtraKind
  85731. * @param data defines the data source
  85732. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  85733. * @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)
  85734. */
  85735. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  85736. /**
  85737. * Creates a new index buffer
  85738. * @param indices defines the indices to store in the index buffer
  85739. * @param totalVertices defines the total number of vertices (could be null)
  85740. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  85741. */
  85742. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  85743. }
  85744. /**
  85745. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  85746. */
  85747. export class VertexData {
  85748. /**
  85749. * Mesh side orientation : usually the external or front surface
  85750. */
  85751. static readonly FRONTSIDE: number;
  85752. /**
  85753. * Mesh side orientation : usually the internal or back surface
  85754. */
  85755. static readonly BACKSIDE: number;
  85756. /**
  85757. * Mesh side orientation : both internal and external or front and back surfaces
  85758. */
  85759. static readonly DOUBLESIDE: number;
  85760. /**
  85761. * Mesh side orientation : by default, `FRONTSIDE`
  85762. */
  85763. static readonly DEFAULTSIDE: number;
  85764. /**
  85765. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  85766. */
  85767. positions: Nullable<FloatArray>;
  85768. /**
  85769. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  85770. */
  85771. normals: Nullable<FloatArray>;
  85772. /**
  85773. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  85774. */
  85775. tangents: Nullable<FloatArray>;
  85776. /**
  85777. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85778. */
  85779. uvs: Nullable<FloatArray>;
  85780. /**
  85781. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85782. */
  85783. uvs2: Nullable<FloatArray>;
  85784. /**
  85785. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85786. */
  85787. uvs3: Nullable<FloatArray>;
  85788. /**
  85789. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85790. */
  85791. uvs4: Nullable<FloatArray>;
  85792. /**
  85793. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85794. */
  85795. uvs5: Nullable<FloatArray>;
  85796. /**
  85797. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85798. */
  85799. uvs6: Nullable<FloatArray>;
  85800. /**
  85801. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  85802. */
  85803. colors: Nullable<FloatArray>;
  85804. /**
  85805. * 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).
  85806. */
  85807. matricesIndices: Nullable<FloatArray>;
  85808. /**
  85809. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  85810. */
  85811. matricesWeights: Nullable<FloatArray>;
  85812. /**
  85813. * An array extending the number of possible indices
  85814. */
  85815. matricesIndicesExtra: Nullable<FloatArray>;
  85816. /**
  85817. * An array extending the number of possible weights when the number of indices is extended
  85818. */
  85819. matricesWeightsExtra: Nullable<FloatArray>;
  85820. /**
  85821. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  85822. */
  85823. indices: Nullable<IndicesArray>;
  85824. /**
  85825. * Uses the passed data array to set the set the values for the specified kind of data
  85826. * @param data a linear array of floating numbers
  85827. * @param kind the type of data that is being set, eg positions, colors etc
  85828. */
  85829. set(data: FloatArray, kind: string): void;
  85830. /**
  85831. * Associates the vertexData to the passed Mesh.
  85832. * Sets it as updatable or not (default `false`)
  85833. * @param mesh the mesh the vertexData is applied to
  85834. * @param updatable when used and having the value true allows new data to update the vertexData
  85835. * @returns the VertexData
  85836. */
  85837. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  85838. /**
  85839. * Associates the vertexData to the passed Geometry.
  85840. * Sets it as updatable or not (default `false`)
  85841. * @param geometry the geometry the vertexData is applied to
  85842. * @param updatable when used and having the value true allows new data to update the vertexData
  85843. * @returns VertexData
  85844. */
  85845. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  85846. /**
  85847. * Updates the associated mesh
  85848. * @param mesh the mesh to be updated
  85849. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  85850. * @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
  85851. * @returns VertexData
  85852. */
  85853. updateMesh(mesh: Mesh): VertexData;
  85854. /**
  85855. * Updates the associated geometry
  85856. * @param geometry the geometry to be updated
  85857. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  85858. * @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
  85859. * @returns VertexData.
  85860. */
  85861. updateGeometry(geometry: Geometry): VertexData;
  85862. private _applyTo;
  85863. private _update;
  85864. /**
  85865. * Transforms each position and each normal of the vertexData according to the passed Matrix
  85866. * @param matrix the transforming matrix
  85867. * @returns the VertexData
  85868. */
  85869. transform(matrix: Matrix): VertexData;
  85870. /**
  85871. * Merges the passed VertexData into the current one
  85872. * @param other the VertexData to be merged into the current one
  85873. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  85874. * @returns the modified VertexData
  85875. */
  85876. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  85877. private _mergeElement;
  85878. private _validate;
  85879. /**
  85880. * Serializes the VertexData
  85881. * @returns a serialized object
  85882. */
  85883. serialize(): any;
  85884. /**
  85885. * Extracts the vertexData from a mesh
  85886. * @param mesh the mesh from which to extract the VertexData
  85887. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  85888. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  85889. * @returns the object VertexData associated to the passed mesh
  85890. */
  85891. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  85892. /**
  85893. * Extracts the vertexData from the geometry
  85894. * @param geometry the geometry from which to extract the VertexData
  85895. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  85896. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  85897. * @returns the object VertexData associated to the passed mesh
  85898. */
  85899. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  85900. private static _ExtractFrom;
  85901. /**
  85902. * Creates the VertexData for a Ribbon
  85903. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  85904. * * pathArray array of paths, each of which an array of successive Vector3
  85905. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  85906. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  85907. * * 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
  85908. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85909. * * 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)
  85910. * * 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)
  85911. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  85912. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  85913. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  85914. * @returns the VertexData of the ribbon
  85915. */
  85916. static CreateRibbon(options: {
  85917. pathArray: Vector3[][];
  85918. closeArray?: boolean;
  85919. closePath?: boolean;
  85920. offset?: number;
  85921. sideOrientation?: number;
  85922. frontUVs?: Vector4;
  85923. backUVs?: Vector4;
  85924. invertUV?: boolean;
  85925. uvs?: Vector2[];
  85926. colors?: Color4[];
  85927. }): VertexData;
  85928. /**
  85929. * Creates the VertexData for a box
  85930. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85931. * * size sets the width, height and depth of the box to the value of size, optional default 1
  85932. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  85933. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  85934. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  85935. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  85936. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  85937. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85938. * * 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)
  85939. * * 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)
  85940. * @returns the VertexData of the box
  85941. */
  85942. static CreateBox(options: {
  85943. size?: number;
  85944. width?: number;
  85945. height?: number;
  85946. depth?: number;
  85947. faceUV?: Vector4[];
  85948. faceColors?: Color4[];
  85949. sideOrientation?: number;
  85950. frontUVs?: Vector4;
  85951. backUVs?: Vector4;
  85952. }): VertexData;
  85953. /**
  85954. * Creates the VertexData for a tiled box
  85955. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85956. * * faceTiles sets the pattern, tile size and number of tiles for a face
  85957. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  85958. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  85959. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85960. * @returns the VertexData of the box
  85961. */
  85962. static CreateTiledBox(options: {
  85963. pattern?: number;
  85964. width?: number;
  85965. height?: number;
  85966. depth?: number;
  85967. tileSize?: number;
  85968. tileWidth?: number;
  85969. tileHeight?: number;
  85970. alignHorizontal?: number;
  85971. alignVertical?: number;
  85972. faceUV?: Vector4[];
  85973. faceColors?: Color4[];
  85974. sideOrientation?: number;
  85975. }): VertexData;
  85976. /**
  85977. * Creates the VertexData for a tiled plane
  85978. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85979. * * pattern a limited pattern arrangement depending on the number
  85980. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  85981. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  85982. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  85983. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85984. * * 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)
  85985. * * 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)
  85986. * @returns the VertexData of the tiled plane
  85987. */
  85988. static CreateTiledPlane(options: {
  85989. pattern?: number;
  85990. tileSize?: number;
  85991. tileWidth?: number;
  85992. tileHeight?: number;
  85993. size?: number;
  85994. width?: number;
  85995. height?: number;
  85996. alignHorizontal?: number;
  85997. alignVertical?: number;
  85998. sideOrientation?: number;
  85999. frontUVs?: Vector4;
  86000. backUVs?: Vector4;
  86001. }): VertexData;
  86002. /**
  86003. * Creates the VertexData for an ellipsoid, defaults to a sphere
  86004. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86005. * * segments sets the number of horizontal strips optional, default 32
  86006. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  86007. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  86008. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  86009. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  86010. * * 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
  86011. * * 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
  86012. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86013. * * 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)
  86014. * * 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)
  86015. * @returns the VertexData of the ellipsoid
  86016. */
  86017. static CreateSphere(options: {
  86018. segments?: number;
  86019. diameter?: number;
  86020. diameterX?: number;
  86021. diameterY?: number;
  86022. diameterZ?: number;
  86023. arc?: number;
  86024. slice?: number;
  86025. sideOrientation?: number;
  86026. frontUVs?: Vector4;
  86027. backUVs?: Vector4;
  86028. }): VertexData;
  86029. /**
  86030. * Creates the VertexData for a cylinder, cone or prism
  86031. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86032. * * height sets the height (y direction) of the cylinder, optional, default 2
  86033. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  86034. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  86035. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  86036. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  86037. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  86038. * * 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
  86039. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  86040. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  86041. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  86042. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  86043. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86044. * * 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)
  86045. * * 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)
  86046. * @returns the VertexData of the cylinder, cone or prism
  86047. */
  86048. static CreateCylinder(options: {
  86049. height?: number;
  86050. diameterTop?: number;
  86051. diameterBottom?: number;
  86052. diameter?: number;
  86053. tessellation?: number;
  86054. subdivisions?: number;
  86055. arc?: number;
  86056. faceColors?: Color4[];
  86057. faceUV?: Vector4[];
  86058. hasRings?: boolean;
  86059. enclose?: boolean;
  86060. sideOrientation?: number;
  86061. frontUVs?: Vector4;
  86062. backUVs?: Vector4;
  86063. }): VertexData;
  86064. /**
  86065. * Creates the VertexData for a torus
  86066. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86067. * * diameter the diameter of the torus, optional default 1
  86068. * * thickness the diameter of the tube forming the torus, optional default 0.5
  86069. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  86070. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86071. * * 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)
  86072. * * 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)
  86073. * @returns the VertexData of the torus
  86074. */
  86075. static CreateTorus(options: {
  86076. diameter?: number;
  86077. thickness?: number;
  86078. tessellation?: number;
  86079. sideOrientation?: number;
  86080. frontUVs?: Vector4;
  86081. backUVs?: Vector4;
  86082. }): VertexData;
  86083. /**
  86084. * Creates the VertexData of the LineSystem
  86085. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  86086. * - lines an array of lines, each line being an array of successive Vector3
  86087. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  86088. * @returns the VertexData of the LineSystem
  86089. */
  86090. static CreateLineSystem(options: {
  86091. lines: Vector3[][];
  86092. colors?: Nullable<Color4[][]>;
  86093. }): VertexData;
  86094. /**
  86095. * Create the VertexData for a DashedLines
  86096. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  86097. * - points an array successive Vector3
  86098. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  86099. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  86100. * - dashNb the intended total number of dashes, optional, default 200
  86101. * @returns the VertexData for the DashedLines
  86102. */
  86103. static CreateDashedLines(options: {
  86104. points: Vector3[];
  86105. dashSize?: number;
  86106. gapSize?: number;
  86107. dashNb?: number;
  86108. }): VertexData;
  86109. /**
  86110. * Creates the VertexData for a Ground
  86111. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  86112. * - width the width (x direction) of the ground, optional, default 1
  86113. * - height the height (z direction) of the ground, optional, default 1
  86114. * - subdivisions the number of subdivisions per side, optional, default 1
  86115. * @returns the VertexData of the Ground
  86116. */
  86117. static CreateGround(options: {
  86118. width?: number;
  86119. height?: number;
  86120. subdivisions?: number;
  86121. subdivisionsX?: number;
  86122. subdivisionsY?: number;
  86123. }): VertexData;
  86124. /**
  86125. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  86126. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  86127. * * xmin the ground minimum X coordinate, optional, default -1
  86128. * * zmin the ground minimum Z coordinate, optional, default -1
  86129. * * xmax the ground maximum X coordinate, optional, default 1
  86130. * * zmax the ground maximum Z coordinate, optional, default 1
  86131. * * 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}
  86132. * * 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}
  86133. * @returns the VertexData of the TiledGround
  86134. */
  86135. static CreateTiledGround(options: {
  86136. xmin: number;
  86137. zmin: number;
  86138. xmax: number;
  86139. zmax: number;
  86140. subdivisions?: {
  86141. w: number;
  86142. h: number;
  86143. };
  86144. precision?: {
  86145. w: number;
  86146. h: number;
  86147. };
  86148. }): VertexData;
  86149. /**
  86150. * Creates the VertexData of the Ground designed from a heightmap
  86151. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  86152. * * width the width (x direction) of the ground
  86153. * * height the height (z direction) of the ground
  86154. * * subdivisions the number of subdivisions per side
  86155. * * minHeight the minimum altitude on the ground, optional, default 0
  86156. * * maxHeight the maximum altitude on the ground, optional default 1
  86157. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  86158. * * buffer the array holding the image color data
  86159. * * bufferWidth the width of image
  86160. * * bufferHeight the height of image
  86161. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  86162. * @returns the VertexData of the Ground designed from a heightmap
  86163. */
  86164. static CreateGroundFromHeightMap(options: {
  86165. width: number;
  86166. height: number;
  86167. subdivisions: number;
  86168. minHeight: number;
  86169. maxHeight: number;
  86170. colorFilter: Color3;
  86171. buffer: Uint8Array;
  86172. bufferWidth: number;
  86173. bufferHeight: number;
  86174. alphaFilter: number;
  86175. }): VertexData;
  86176. /**
  86177. * Creates the VertexData for a Plane
  86178. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  86179. * * size sets the width and height of the plane to the value of size, optional default 1
  86180. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  86181. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  86182. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86183. * * 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)
  86184. * * 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)
  86185. * @returns the VertexData of the box
  86186. */
  86187. static CreatePlane(options: {
  86188. size?: number;
  86189. width?: number;
  86190. height?: number;
  86191. sideOrientation?: number;
  86192. frontUVs?: Vector4;
  86193. backUVs?: Vector4;
  86194. }): VertexData;
  86195. /**
  86196. * Creates the VertexData of the Disc or regular Polygon
  86197. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  86198. * * radius the radius of the disc, optional default 0.5
  86199. * * tessellation the number of polygon sides, optional, default 64
  86200. * * 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
  86201. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86202. * * 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)
  86203. * * 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)
  86204. * @returns the VertexData of the box
  86205. */
  86206. static CreateDisc(options: {
  86207. radius?: number;
  86208. tessellation?: number;
  86209. arc?: number;
  86210. sideOrientation?: number;
  86211. frontUVs?: Vector4;
  86212. backUVs?: Vector4;
  86213. }): VertexData;
  86214. /**
  86215. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  86216. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  86217. * @param polygon a mesh built from polygonTriangulation.build()
  86218. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86219. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  86220. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  86221. * @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)
  86222. * @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)
  86223. * @returns the VertexData of the Polygon
  86224. */
  86225. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  86226. /**
  86227. * Creates the VertexData of the IcoSphere
  86228. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  86229. * * radius the radius of the IcoSphere, optional default 1
  86230. * * radiusX allows stretching in the x direction, optional, default radius
  86231. * * radiusY allows stretching in the y direction, optional, default radius
  86232. * * radiusZ allows stretching in the z direction, optional, default radius
  86233. * * flat when true creates a flat shaded mesh, optional, default true
  86234. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  86235. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86236. * * 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)
  86237. * * 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)
  86238. * @returns the VertexData of the IcoSphere
  86239. */
  86240. static CreateIcoSphere(options: {
  86241. radius?: number;
  86242. radiusX?: number;
  86243. radiusY?: number;
  86244. radiusZ?: number;
  86245. flat?: boolean;
  86246. subdivisions?: number;
  86247. sideOrientation?: number;
  86248. frontUVs?: Vector4;
  86249. backUVs?: Vector4;
  86250. }): VertexData;
  86251. /**
  86252. * Creates the VertexData for a Polyhedron
  86253. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  86254. * * type provided types are:
  86255. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  86256. * * 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)
  86257. * * size the size of the IcoSphere, optional default 1
  86258. * * sizeX allows stretching in the x direction, optional, default size
  86259. * * sizeY allows stretching in the y direction, optional, default size
  86260. * * sizeZ allows stretching in the z direction, optional, default size
  86261. * * 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
  86262. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  86263. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  86264. * * flat when true creates a flat shaded mesh, optional, default true
  86265. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  86266. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86267. * * 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)
  86268. * * 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)
  86269. * @returns the VertexData of the Polyhedron
  86270. */
  86271. static CreatePolyhedron(options: {
  86272. type?: number;
  86273. size?: number;
  86274. sizeX?: number;
  86275. sizeY?: number;
  86276. sizeZ?: number;
  86277. custom?: any;
  86278. faceUV?: Vector4[];
  86279. faceColors?: Color4[];
  86280. flat?: boolean;
  86281. sideOrientation?: number;
  86282. frontUVs?: Vector4;
  86283. backUVs?: Vector4;
  86284. }): VertexData;
  86285. /**
  86286. * Creates the VertexData for a TorusKnot
  86287. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  86288. * * radius the radius of the torus knot, optional, default 2
  86289. * * tube the thickness of the tube, optional, default 0.5
  86290. * * radialSegments the number of sides on each tube segments, optional, default 32
  86291. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  86292. * * p the number of windings around the z axis, optional, default 2
  86293. * * q the number of windings around the x axis, optional, default 3
  86294. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86295. * * 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)
  86296. * * 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)
  86297. * @returns the VertexData of the Torus Knot
  86298. */
  86299. static CreateTorusKnot(options: {
  86300. radius?: number;
  86301. tube?: number;
  86302. radialSegments?: number;
  86303. tubularSegments?: number;
  86304. p?: number;
  86305. q?: number;
  86306. sideOrientation?: number;
  86307. frontUVs?: Vector4;
  86308. backUVs?: Vector4;
  86309. }): VertexData;
  86310. /**
  86311. * Compute normals for given positions and indices
  86312. * @param positions an array of vertex positions, [...., x, y, z, ......]
  86313. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  86314. * @param normals an array of vertex normals, [...., x, y, z, ......]
  86315. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  86316. * * facetNormals : optional array of facet normals (vector3)
  86317. * * facetPositions : optional array of facet positions (vector3)
  86318. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  86319. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  86320. * * bInfo : optional bounding info, required for facetPartitioning computation
  86321. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  86322. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  86323. * * useRightHandedSystem: optional boolean to for right handed system computation
  86324. * * depthSort : optional boolean to enable the facet depth sort computation
  86325. * * distanceTo : optional Vector3 to compute the facet depth from this location
  86326. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  86327. */
  86328. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  86329. facetNormals?: any;
  86330. facetPositions?: any;
  86331. facetPartitioning?: any;
  86332. ratio?: number;
  86333. bInfo?: any;
  86334. bbSize?: Vector3;
  86335. subDiv?: any;
  86336. useRightHandedSystem?: boolean;
  86337. depthSort?: boolean;
  86338. distanceTo?: Vector3;
  86339. depthSortedFacets?: any;
  86340. }): void;
  86341. /** @hidden */
  86342. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  86343. /**
  86344. * Applies VertexData created from the imported parameters to the geometry
  86345. * @param parsedVertexData the parsed data from an imported file
  86346. * @param geometry the geometry to apply the VertexData to
  86347. */
  86348. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  86349. }
  86350. }
  86351. declare module BABYLON {
  86352. /**
  86353. * Defines a target to use with MorphTargetManager
  86354. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  86355. */
  86356. export class MorphTarget implements IAnimatable {
  86357. /** defines the name of the target */
  86358. name: string;
  86359. /**
  86360. * Gets or sets the list of animations
  86361. */
  86362. animations: Animation[];
  86363. private _scene;
  86364. private _positions;
  86365. private _normals;
  86366. private _tangents;
  86367. private _uvs;
  86368. private _influence;
  86369. /**
  86370. * Observable raised when the influence changes
  86371. */
  86372. onInfluenceChanged: Observable<boolean>;
  86373. /** @hidden */
  86374. _onDataLayoutChanged: Observable<void>;
  86375. /**
  86376. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  86377. */
  86378. influence: number;
  86379. /**
  86380. * Gets or sets the id of the morph Target
  86381. */
  86382. id: string;
  86383. private _animationPropertiesOverride;
  86384. /**
  86385. * Gets or sets the animation properties override
  86386. */
  86387. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  86388. /**
  86389. * Creates a new MorphTarget
  86390. * @param name defines the name of the target
  86391. * @param influence defines the influence to use
  86392. * @param scene defines the scene the morphtarget belongs to
  86393. */
  86394. constructor(
  86395. /** defines the name of the target */
  86396. name: string, influence?: number, scene?: Nullable<Scene>);
  86397. /**
  86398. * Gets a boolean defining if the target contains position data
  86399. */
  86400. readonly hasPositions: boolean;
  86401. /**
  86402. * Gets a boolean defining if the target contains normal data
  86403. */
  86404. readonly hasNormals: boolean;
  86405. /**
  86406. * Gets a boolean defining if the target contains tangent data
  86407. */
  86408. readonly hasTangents: boolean;
  86409. /**
  86410. * Gets a boolean defining if the target contains texture coordinates data
  86411. */
  86412. readonly hasUVs: boolean;
  86413. /**
  86414. * Affects position data to this target
  86415. * @param data defines the position data to use
  86416. */
  86417. setPositions(data: Nullable<FloatArray>): void;
  86418. /**
  86419. * Gets the position data stored in this target
  86420. * @returns a FloatArray containing the position data (or null if not present)
  86421. */
  86422. getPositions(): Nullable<FloatArray>;
  86423. /**
  86424. * Affects normal data to this target
  86425. * @param data defines the normal data to use
  86426. */
  86427. setNormals(data: Nullable<FloatArray>): void;
  86428. /**
  86429. * Gets the normal data stored in this target
  86430. * @returns a FloatArray containing the normal data (or null if not present)
  86431. */
  86432. getNormals(): Nullable<FloatArray>;
  86433. /**
  86434. * Affects tangent data to this target
  86435. * @param data defines the tangent data to use
  86436. */
  86437. setTangents(data: Nullable<FloatArray>): void;
  86438. /**
  86439. * Gets the tangent data stored in this target
  86440. * @returns a FloatArray containing the tangent data (or null if not present)
  86441. */
  86442. getTangents(): Nullable<FloatArray>;
  86443. /**
  86444. * Affects texture coordinates data to this target
  86445. * @param data defines the texture coordinates data to use
  86446. */
  86447. setUVs(data: Nullable<FloatArray>): void;
  86448. /**
  86449. * Gets the texture coordinates data stored in this target
  86450. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  86451. */
  86452. getUVs(): Nullable<FloatArray>;
  86453. /**
  86454. * Serializes the current target into a Serialization object
  86455. * @returns the serialized object
  86456. */
  86457. serialize(): any;
  86458. /**
  86459. * Returns the string "MorphTarget"
  86460. * @returns "MorphTarget"
  86461. */
  86462. getClassName(): string;
  86463. /**
  86464. * Creates a new target from serialized data
  86465. * @param serializationObject defines the serialized data to use
  86466. * @returns a new MorphTarget
  86467. */
  86468. static Parse(serializationObject: any): MorphTarget;
  86469. /**
  86470. * Creates a MorphTarget from mesh data
  86471. * @param mesh defines the source mesh
  86472. * @param name defines the name to use for the new target
  86473. * @param influence defines the influence to attach to the target
  86474. * @returns a new MorphTarget
  86475. */
  86476. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  86477. }
  86478. }
  86479. declare module BABYLON {
  86480. /**
  86481. * This class is used to deform meshes using morphing between different targets
  86482. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  86483. */
  86484. export class MorphTargetManager {
  86485. private _targets;
  86486. private _targetInfluenceChangedObservers;
  86487. private _targetDataLayoutChangedObservers;
  86488. private _activeTargets;
  86489. private _scene;
  86490. private _influences;
  86491. private _supportsNormals;
  86492. private _supportsTangents;
  86493. private _supportsUVs;
  86494. private _vertexCount;
  86495. private _uniqueId;
  86496. private _tempInfluences;
  86497. /**
  86498. * Gets or sets a boolean indicating if normals must be morphed
  86499. */
  86500. enableNormalMorphing: boolean;
  86501. /**
  86502. * Gets or sets a boolean indicating if tangents must be morphed
  86503. */
  86504. enableTangentMorphing: boolean;
  86505. /**
  86506. * Gets or sets a boolean indicating if UV must be morphed
  86507. */
  86508. enableUVMorphing: boolean;
  86509. /**
  86510. * Creates a new MorphTargetManager
  86511. * @param scene defines the current scene
  86512. */
  86513. constructor(scene?: Nullable<Scene>);
  86514. /**
  86515. * Gets the unique ID of this manager
  86516. */
  86517. readonly uniqueId: number;
  86518. /**
  86519. * Gets the number of vertices handled by this manager
  86520. */
  86521. readonly vertexCount: number;
  86522. /**
  86523. * Gets a boolean indicating if this manager supports morphing of normals
  86524. */
  86525. readonly supportsNormals: boolean;
  86526. /**
  86527. * Gets a boolean indicating if this manager supports morphing of tangents
  86528. */
  86529. readonly supportsTangents: boolean;
  86530. /**
  86531. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  86532. */
  86533. readonly supportsUVs: boolean;
  86534. /**
  86535. * Gets the number of targets stored in this manager
  86536. */
  86537. readonly numTargets: number;
  86538. /**
  86539. * Gets the number of influencers (ie. the number of targets with influences > 0)
  86540. */
  86541. readonly numInfluencers: number;
  86542. /**
  86543. * Gets the list of influences (one per target)
  86544. */
  86545. readonly influences: Float32Array;
  86546. /**
  86547. * Gets the active target at specified index. An active target is a target with an influence > 0
  86548. * @param index defines the index to check
  86549. * @returns the requested target
  86550. */
  86551. getActiveTarget(index: number): MorphTarget;
  86552. /**
  86553. * Gets the target at specified index
  86554. * @param index defines the index to check
  86555. * @returns the requested target
  86556. */
  86557. getTarget(index: number): MorphTarget;
  86558. /**
  86559. * Add a new target to this manager
  86560. * @param target defines the target to add
  86561. */
  86562. addTarget(target: MorphTarget): void;
  86563. /**
  86564. * Removes a target from the manager
  86565. * @param target defines the target to remove
  86566. */
  86567. removeTarget(target: MorphTarget): void;
  86568. /**
  86569. * Serializes the current manager into a Serialization object
  86570. * @returns the serialized object
  86571. */
  86572. serialize(): any;
  86573. private _syncActiveTargets;
  86574. /**
  86575. * Syncrhonize the targets with all the meshes using this morph target manager
  86576. */
  86577. synchronize(): void;
  86578. /**
  86579. * Creates a new MorphTargetManager from serialized data
  86580. * @param serializationObject defines the serialized data
  86581. * @param scene defines the hosting scene
  86582. * @returns the new MorphTargetManager
  86583. */
  86584. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  86585. }
  86586. }
  86587. declare module BABYLON {
  86588. /**
  86589. * Class used to represent a specific level of detail of a mesh
  86590. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  86591. */
  86592. export class MeshLODLevel {
  86593. /** Defines the distance where this level should star being displayed */
  86594. distance: number;
  86595. /** Defines the mesh to use to render this level */
  86596. mesh: Nullable<Mesh>;
  86597. /**
  86598. * Creates a new LOD level
  86599. * @param distance defines the distance where this level should star being displayed
  86600. * @param mesh defines the mesh to use to render this level
  86601. */
  86602. constructor(
  86603. /** Defines the distance where this level should star being displayed */
  86604. distance: number,
  86605. /** Defines the mesh to use to render this level */
  86606. mesh: Nullable<Mesh>);
  86607. }
  86608. }
  86609. declare module BABYLON {
  86610. /**
  86611. * Mesh representing the gorund
  86612. */
  86613. export class GroundMesh extends Mesh {
  86614. /** If octree should be generated */
  86615. generateOctree: boolean;
  86616. private _heightQuads;
  86617. /** @hidden */
  86618. _subdivisionsX: number;
  86619. /** @hidden */
  86620. _subdivisionsY: number;
  86621. /** @hidden */
  86622. _width: number;
  86623. /** @hidden */
  86624. _height: number;
  86625. /** @hidden */
  86626. _minX: number;
  86627. /** @hidden */
  86628. _maxX: number;
  86629. /** @hidden */
  86630. _minZ: number;
  86631. /** @hidden */
  86632. _maxZ: number;
  86633. constructor(name: string, scene: Scene);
  86634. /**
  86635. * "GroundMesh"
  86636. * @returns "GroundMesh"
  86637. */
  86638. getClassName(): string;
  86639. /**
  86640. * The minimum of x and y subdivisions
  86641. */
  86642. readonly subdivisions: number;
  86643. /**
  86644. * X subdivisions
  86645. */
  86646. readonly subdivisionsX: number;
  86647. /**
  86648. * Y subdivisions
  86649. */
  86650. readonly subdivisionsY: number;
  86651. /**
  86652. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  86653. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  86654. * @param chunksCount the number of subdivisions for x and y
  86655. * @param octreeBlocksSize (Default: 32)
  86656. */
  86657. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  86658. /**
  86659. * Returns a height (y) value in the Worl system :
  86660. * the ground altitude at the coordinates (x, z) expressed in the World system.
  86661. * @param x x coordinate
  86662. * @param z z coordinate
  86663. * @returns the ground y position if (x, z) are outside the ground surface.
  86664. */
  86665. getHeightAtCoordinates(x: number, z: number): number;
  86666. /**
  86667. * Returns a normalized vector (Vector3) orthogonal to the ground
  86668. * at the ground coordinates (x, z) expressed in the World system.
  86669. * @param x x coordinate
  86670. * @param z z coordinate
  86671. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  86672. */
  86673. getNormalAtCoordinates(x: number, z: number): Vector3;
  86674. /**
  86675. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  86676. * at the ground coordinates (x, z) expressed in the World system.
  86677. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  86678. * @param x x coordinate
  86679. * @param z z coordinate
  86680. * @param ref vector to store the result
  86681. * @returns the GroundMesh.
  86682. */
  86683. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  86684. /**
  86685. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  86686. * if the ground has been updated.
  86687. * This can be used in the render loop.
  86688. * @returns the GroundMesh.
  86689. */
  86690. updateCoordinateHeights(): GroundMesh;
  86691. private _getFacetAt;
  86692. private _initHeightQuads;
  86693. private _computeHeightQuads;
  86694. /**
  86695. * Serializes this ground mesh
  86696. * @param serializationObject object to write serialization to
  86697. */
  86698. serialize(serializationObject: any): void;
  86699. /**
  86700. * Parses a serialized ground mesh
  86701. * @param parsedMesh the serialized mesh
  86702. * @param scene the scene to create the ground mesh in
  86703. * @returns the created ground mesh
  86704. */
  86705. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  86706. }
  86707. }
  86708. declare module BABYLON {
  86709. /**
  86710. * Interface for Physics-Joint data
  86711. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86712. */
  86713. export interface PhysicsJointData {
  86714. /**
  86715. * The main pivot of the joint
  86716. */
  86717. mainPivot?: Vector3;
  86718. /**
  86719. * The connected pivot of the joint
  86720. */
  86721. connectedPivot?: Vector3;
  86722. /**
  86723. * The main axis of the joint
  86724. */
  86725. mainAxis?: Vector3;
  86726. /**
  86727. * The connected axis of the joint
  86728. */
  86729. connectedAxis?: Vector3;
  86730. /**
  86731. * The collision of the joint
  86732. */
  86733. collision?: boolean;
  86734. /**
  86735. * Native Oimo/Cannon/Energy data
  86736. */
  86737. nativeParams?: any;
  86738. }
  86739. /**
  86740. * This is a holder class for the physics joint created by the physics plugin
  86741. * It holds a set of functions to control the underlying joint
  86742. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86743. */
  86744. export class PhysicsJoint {
  86745. /**
  86746. * The type of the physics joint
  86747. */
  86748. type: number;
  86749. /**
  86750. * The data for the physics joint
  86751. */
  86752. jointData: PhysicsJointData;
  86753. private _physicsJoint;
  86754. protected _physicsPlugin: IPhysicsEnginePlugin;
  86755. /**
  86756. * Initializes the physics joint
  86757. * @param type The type of the physics joint
  86758. * @param jointData The data for the physics joint
  86759. */
  86760. constructor(
  86761. /**
  86762. * The type of the physics joint
  86763. */
  86764. type: number,
  86765. /**
  86766. * The data for the physics joint
  86767. */
  86768. jointData: PhysicsJointData);
  86769. /**
  86770. * Gets the physics joint
  86771. */
  86772. /**
  86773. * Sets the physics joint
  86774. */
  86775. physicsJoint: any;
  86776. /**
  86777. * Sets the physics plugin
  86778. */
  86779. physicsPlugin: IPhysicsEnginePlugin;
  86780. /**
  86781. * Execute a function that is physics-plugin specific.
  86782. * @param {Function} func the function that will be executed.
  86783. * It accepts two parameters: the physics world and the physics joint
  86784. */
  86785. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  86786. /**
  86787. * Distance-Joint type
  86788. */
  86789. static DistanceJoint: number;
  86790. /**
  86791. * Hinge-Joint type
  86792. */
  86793. static HingeJoint: number;
  86794. /**
  86795. * Ball-and-Socket joint type
  86796. */
  86797. static BallAndSocketJoint: number;
  86798. /**
  86799. * Wheel-Joint type
  86800. */
  86801. static WheelJoint: number;
  86802. /**
  86803. * Slider-Joint type
  86804. */
  86805. static SliderJoint: number;
  86806. /**
  86807. * Prismatic-Joint type
  86808. */
  86809. static PrismaticJoint: number;
  86810. /**
  86811. * Universal-Joint type
  86812. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  86813. */
  86814. static UniversalJoint: number;
  86815. /**
  86816. * Hinge-Joint 2 type
  86817. */
  86818. static Hinge2Joint: number;
  86819. /**
  86820. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  86821. */
  86822. static PointToPointJoint: number;
  86823. /**
  86824. * Spring-Joint type
  86825. */
  86826. static SpringJoint: number;
  86827. /**
  86828. * Lock-Joint type
  86829. */
  86830. static LockJoint: number;
  86831. }
  86832. /**
  86833. * A class representing a physics distance joint
  86834. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86835. */
  86836. export class DistanceJoint extends PhysicsJoint {
  86837. /**
  86838. *
  86839. * @param jointData The data for the Distance-Joint
  86840. */
  86841. constructor(jointData: DistanceJointData);
  86842. /**
  86843. * Update the predefined distance.
  86844. * @param maxDistance The maximum preferred distance
  86845. * @param minDistance The minimum preferred distance
  86846. */
  86847. updateDistance(maxDistance: number, minDistance?: number): void;
  86848. }
  86849. /**
  86850. * Represents a Motor-Enabled Joint
  86851. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86852. */
  86853. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  86854. /**
  86855. * Initializes the Motor-Enabled Joint
  86856. * @param type The type of the joint
  86857. * @param jointData The physica joint data for the joint
  86858. */
  86859. constructor(type: number, jointData: PhysicsJointData);
  86860. /**
  86861. * Set the motor values.
  86862. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86863. * @param force the force to apply
  86864. * @param maxForce max force for this motor.
  86865. */
  86866. setMotor(force?: number, maxForce?: number): void;
  86867. /**
  86868. * Set the motor's limits.
  86869. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86870. * @param upperLimit The upper limit of the motor
  86871. * @param lowerLimit The lower limit of the motor
  86872. */
  86873. setLimit(upperLimit: number, lowerLimit?: number): void;
  86874. }
  86875. /**
  86876. * This class represents a single physics Hinge-Joint
  86877. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86878. */
  86879. export class HingeJoint extends MotorEnabledJoint {
  86880. /**
  86881. * Initializes the Hinge-Joint
  86882. * @param jointData The joint data for the Hinge-Joint
  86883. */
  86884. constructor(jointData: PhysicsJointData);
  86885. /**
  86886. * Set the motor values.
  86887. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86888. * @param {number} force the force to apply
  86889. * @param {number} maxForce max force for this motor.
  86890. */
  86891. setMotor(force?: number, maxForce?: number): void;
  86892. /**
  86893. * Set the motor's limits.
  86894. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86895. * @param upperLimit The upper limit of the motor
  86896. * @param lowerLimit The lower limit of the motor
  86897. */
  86898. setLimit(upperLimit: number, lowerLimit?: number): void;
  86899. }
  86900. /**
  86901. * This class represents a dual hinge physics joint (same as wheel joint)
  86902. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86903. */
  86904. export class Hinge2Joint extends MotorEnabledJoint {
  86905. /**
  86906. * Initializes the Hinge2-Joint
  86907. * @param jointData The joint data for the Hinge2-Joint
  86908. */
  86909. constructor(jointData: PhysicsJointData);
  86910. /**
  86911. * Set the motor values.
  86912. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86913. * @param {number} targetSpeed the speed the motor is to reach
  86914. * @param {number} maxForce max force for this motor.
  86915. * @param {motorIndex} the motor's index, 0 or 1.
  86916. */
  86917. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  86918. /**
  86919. * Set the motor limits.
  86920. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86921. * @param {number} upperLimit the upper limit
  86922. * @param {number} lowerLimit lower limit
  86923. * @param {motorIndex} the motor's index, 0 or 1.
  86924. */
  86925. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  86926. }
  86927. /**
  86928. * Interface for a motor enabled joint
  86929. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86930. */
  86931. export interface IMotorEnabledJoint {
  86932. /**
  86933. * Physics joint
  86934. */
  86935. physicsJoint: any;
  86936. /**
  86937. * Sets the motor of the motor-enabled joint
  86938. * @param force The force of the motor
  86939. * @param maxForce The maximum force of the motor
  86940. * @param motorIndex The index of the motor
  86941. */
  86942. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  86943. /**
  86944. * Sets the limit of the motor
  86945. * @param upperLimit The upper limit of the motor
  86946. * @param lowerLimit The lower limit of the motor
  86947. * @param motorIndex The index of the motor
  86948. */
  86949. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  86950. }
  86951. /**
  86952. * Joint data for a Distance-Joint
  86953. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86954. */
  86955. export interface DistanceJointData extends PhysicsJointData {
  86956. /**
  86957. * Max distance the 2 joint objects can be apart
  86958. */
  86959. maxDistance: number;
  86960. }
  86961. /**
  86962. * Joint data from a spring joint
  86963. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86964. */
  86965. export interface SpringJointData extends PhysicsJointData {
  86966. /**
  86967. * Length of the spring
  86968. */
  86969. length: number;
  86970. /**
  86971. * Stiffness of the spring
  86972. */
  86973. stiffness: number;
  86974. /**
  86975. * Damping of the spring
  86976. */
  86977. damping: number;
  86978. /** this callback will be called when applying the force to the impostors. */
  86979. forceApplicationCallback: () => void;
  86980. }
  86981. }
  86982. declare module BABYLON {
  86983. /**
  86984. * Holds the data for the raycast result
  86985. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86986. */
  86987. export class PhysicsRaycastResult {
  86988. private _hasHit;
  86989. private _hitDistance;
  86990. private _hitNormalWorld;
  86991. private _hitPointWorld;
  86992. private _rayFromWorld;
  86993. private _rayToWorld;
  86994. /**
  86995. * Gets if there was a hit
  86996. */
  86997. readonly hasHit: boolean;
  86998. /**
  86999. * Gets the distance from the hit
  87000. */
  87001. readonly hitDistance: number;
  87002. /**
  87003. * Gets the hit normal/direction in the world
  87004. */
  87005. readonly hitNormalWorld: Vector3;
  87006. /**
  87007. * Gets the hit point in the world
  87008. */
  87009. readonly hitPointWorld: Vector3;
  87010. /**
  87011. * Gets the ray "start point" of the ray in the world
  87012. */
  87013. readonly rayFromWorld: Vector3;
  87014. /**
  87015. * Gets the ray "end point" of the ray in the world
  87016. */
  87017. readonly rayToWorld: Vector3;
  87018. /**
  87019. * Sets the hit data (normal & point in world space)
  87020. * @param hitNormalWorld defines the normal in world space
  87021. * @param hitPointWorld defines the point in world space
  87022. */
  87023. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  87024. /**
  87025. * Sets the distance from the start point to the hit point
  87026. * @param distance
  87027. */
  87028. setHitDistance(distance: number): void;
  87029. /**
  87030. * Calculates the distance manually
  87031. */
  87032. calculateHitDistance(): void;
  87033. /**
  87034. * Resets all the values to default
  87035. * @param from The from point on world space
  87036. * @param to The to point on world space
  87037. */
  87038. reset(from?: Vector3, to?: Vector3): void;
  87039. }
  87040. /**
  87041. * Interface for the size containing width and height
  87042. */
  87043. interface IXYZ {
  87044. /**
  87045. * X
  87046. */
  87047. x: number;
  87048. /**
  87049. * Y
  87050. */
  87051. y: number;
  87052. /**
  87053. * Z
  87054. */
  87055. z: number;
  87056. }
  87057. }
  87058. declare module BABYLON {
  87059. /**
  87060. * Interface used to describe a physics joint
  87061. */
  87062. export interface PhysicsImpostorJoint {
  87063. /** Defines the main impostor to which the joint is linked */
  87064. mainImpostor: PhysicsImpostor;
  87065. /** Defines the impostor that is connected to the main impostor using this joint */
  87066. connectedImpostor: PhysicsImpostor;
  87067. /** Defines the joint itself */
  87068. joint: PhysicsJoint;
  87069. }
  87070. /** @hidden */
  87071. export interface IPhysicsEnginePlugin {
  87072. world: any;
  87073. name: string;
  87074. setGravity(gravity: Vector3): void;
  87075. setTimeStep(timeStep: number): void;
  87076. getTimeStep(): number;
  87077. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  87078. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  87079. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  87080. generatePhysicsBody(impostor: PhysicsImpostor): void;
  87081. removePhysicsBody(impostor: PhysicsImpostor): void;
  87082. generateJoint(joint: PhysicsImpostorJoint): void;
  87083. removeJoint(joint: PhysicsImpostorJoint): void;
  87084. isSupported(): boolean;
  87085. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  87086. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  87087. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  87088. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  87089. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  87090. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  87091. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  87092. getBodyMass(impostor: PhysicsImpostor): number;
  87093. getBodyFriction(impostor: PhysicsImpostor): number;
  87094. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  87095. getBodyRestitution(impostor: PhysicsImpostor): number;
  87096. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  87097. getBodyPressure?(impostor: PhysicsImpostor): number;
  87098. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  87099. getBodyStiffness?(impostor: PhysicsImpostor): number;
  87100. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  87101. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  87102. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  87103. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  87104. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  87105. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  87106. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  87107. sleepBody(impostor: PhysicsImpostor): void;
  87108. wakeUpBody(impostor: PhysicsImpostor): void;
  87109. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  87110. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  87111. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  87112. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  87113. getRadius(impostor: PhysicsImpostor): number;
  87114. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  87115. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  87116. dispose(): void;
  87117. }
  87118. /**
  87119. * Interface used to define a physics engine
  87120. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  87121. */
  87122. export interface IPhysicsEngine {
  87123. /**
  87124. * Gets the gravity vector used by the simulation
  87125. */
  87126. gravity: Vector3;
  87127. /**
  87128. * Sets the gravity vector used by the simulation
  87129. * @param gravity defines the gravity vector to use
  87130. */
  87131. setGravity(gravity: Vector3): void;
  87132. /**
  87133. * Set the time step of the physics engine.
  87134. * Default is 1/60.
  87135. * To slow it down, enter 1/600 for example.
  87136. * To speed it up, 1/30
  87137. * @param newTimeStep the new timestep to apply to this world.
  87138. */
  87139. setTimeStep(newTimeStep: number): void;
  87140. /**
  87141. * Get the time step of the physics engine.
  87142. * @returns the current time step
  87143. */
  87144. getTimeStep(): number;
  87145. /**
  87146. * Release all resources
  87147. */
  87148. dispose(): void;
  87149. /**
  87150. * Gets the name of the current physics plugin
  87151. * @returns the name of the plugin
  87152. */
  87153. getPhysicsPluginName(): string;
  87154. /**
  87155. * Adding a new impostor for the impostor tracking.
  87156. * This will be done by the impostor itself.
  87157. * @param impostor the impostor to add
  87158. */
  87159. addImpostor(impostor: PhysicsImpostor): void;
  87160. /**
  87161. * Remove an impostor from the engine.
  87162. * This impostor and its mesh will not longer be updated by the physics engine.
  87163. * @param impostor the impostor to remove
  87164. */
  87165. removeImpostor(impostor: PhysicsImpostor): void;
  87166. /**
  87167. * Add a joint to the physics engine
  87168. * @param mainImpostor defines the main impostor to which the joint is added.
  87169. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  87170. * @param joint defines the joint that will connect both impostors.
  87171. */
  87172. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  87173. /**
  87174. * Removes a joint from the simulation
  87175. * @param mainImpostor defines the impostor used with the joint
  87176. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  87177. * @param joint defines the joint to remove
  87178. */
  87179. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  87180. /**
  87181. * Gets the current plugin used to run the simulation
  87182. * @returns current plugin
  87183. */
  87184. getPhysicsPlugin(): IPhysicsEnginePlugin;
  87185. /**
  87186. * Gets the list of physic impostors
  87187. * @returns an array of PhysicsImpostor
  87188. */
  87189. getImpostors(): Array<PhysicsImpostor>;
  87190. /**
  87191. * Gets the impostor for a physics enabled object
  87192. * @param object defines the object impersonated by the impostor
  87193. * @returns the PhysicsImpostor or null if not found
  87194. */
  87195. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  87196. /**
  87197. * Gets the impostor for a physics body object
  87198. * @param body defines physics body used by the impostor
  87199. * @returns the PhysicsImpostor or null if not found
  87200. */
  87201. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  87202. /**
  87203. * Does a raycast in the physics world
  87204. * @param from when should the ray start?
  87205. * @param to when should the ray end?
  87206. * @returns PhysicsRaycastResult
  87207. */
  87208. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  87209. /**
  87210. * Called by the scene. No need to call it.
  87211. * @param delta defines the timespam between frames
  87212. */
  87213. _step(delta: number): void;
  87214. }
  87215. }
  87216. declare module BABYLON {
  87217. /**
  87218. * The interface for the physics imposter parameters
  87219. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87220. */
  87221. export interface PhysicsImpostorParameters {
  87222. /**
  87223. * The mass of the physics imposter
  87224. */
  87225. mass: number;
  87226. /**
  87227. * The friction of the physics imposter
  87228. */
  87229. friction?: number;
  87230. /**
  87231. * The coefficient of restitution of the physics imposter
  87232. */
  87233. restitution?: number;
  87234. /**
  87235. * The native options of the physics imposter
  87236. */
  87237. nativeOptions?: any;
  87238. /**
  87239. * Specifies if the parent should be ignored
  87240. */
  87241. ignoreParent?: boolean;
  87242. /**
  87243. * Specifies if bi-directional transformations should be disabled
  87244. */
  87245. disableBidirectionalTransformation?: boolean;
  87246. /**
  87247. * The pressure inside the physics imposter, soft object only
  87248. */
  87249. pressure?: number;
  87250. /**
  87251. * The stiffness the physics imposter, soft object only
  87252. */
  87253. stiffness?: number;
  87254. /**
  87255. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  87256. */
  87257. velocityIterations?: number;
  87258. /**
  87259. * The number of iterations used in maintaining consistent vertex positions, soft object only
  87260. */
  87261. positionIterations?: number;
  87262. /**
  87263. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  87264. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  87265. * Add to fix multiple points
  87266. */
  87267. fixedPoints?: number;
  87268. /**
  87269. * The collision margin around a soft object
  87270. */
  87271. margin?: number;
  87272. /**
  87273. * The collision margin around a soft object
  87274. */
  87275. damping?: number;
  87276. /**
  87277. * The path for a rope based on an extrusion
  87278. */
  87279. path?: any;
  87280. /**
  87281. * The shape of an extrusion used for a rope based on an extrusion
  87282. */
  87283. shape?: any;
  87284. }
  87285. /**
  87286. * Interface for a physics-enabled object
  87287. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87288. */
  87289. export interface IPhysicsEnabledObject {
  87290. /**
  87291. * The position of the physics-enabled object
  87292. */
  87293. position: Vector3;
  87294. /**
  87295. * The rotation of the physics-enabled object
  87296. */
  87297. rotationQuaternion: Nullable<Quaternion>;
  87298. /**
  87299. * The scale of the physics-enabled object
  87300. */
  87301. scaling: Vector3;
  87302. /**
  87303. * The rotation of the physics-enabled object
  87304. */
  87305. rotation?: Vector3;
  87306. /**
  87307. * The parent of the physics-enabled object
  87308. */
  87309. parent?: any;
  87310. /**
  87311. * The bounding info of the physics-enabled object
  87312. * @returns The bounding info of the physics-enabled object
  87313. */
  87314. getBoundingInfo(): BoundingInfo;
  87315. /**
  87316. * Computes the world matrix
  87317. * @param force Specifies if the world matrix should be computed by force
  87318. * @returns A world matrix
  87319. */
  87320. computeWorldMatrix(force: boolean): Matrix;
  87321. /**
  87322. * Gets the world matrix
  87323. * @returns A world matrix
  87324. */
  87325. getWorldMatrix?(): Matrix;
  87326. /**
  87327. * Gets the child meshes
  87328. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  87329. * @returns An array of abstract meshes
  87330. */
  87331. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  87332. /**
  87333. * Gets the vertex data
  87334. * @param kind The type of vertex data
  87335. * @returns A nullable array of numbers, or a float32 array
  87336. */
  87337. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  87338. /**
  87339. * Gets the indices from the mesh
  87340. * @returns A nullable array of index arrays
  87341. */
  87342. getIndices?(): Nullable<IndicesArray>;
  87343. /**
  87344. * Gets the scene from the mesh
  87345. * @returns the indices array or null
  87346. */
  87347. getScene?(): Scene;
  87348. /**
  87349. * Gets the absolute position from the mesh
  87350. * @returns the absolute position
  87351. */
  87352. getAbsolutePosition(): Vector3;
  87353. /**
  87354. * Gets the absolute pivot point from the mesh
  87355. * @returns the absolute pivot point
  87356. */
  87357. getAbsolutePivotPoint(): Vector3;
  87358. /**
  87359. * Rotates the mesh
  87360. * @param axis The axis of rotation
  87361. * @param amount The amount of rotation
  87362. * @param space The space of the rotation
  87363. * @returns The rotation transform node
  87364. */
  87365. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  87366. /**
  87367. * Translates the mesh
  87368. * @param axis The axis of translation
  87369. * @param distance The distance of translation
  87370. * @param space The space of the translation
  87371. * @returns The transform node
  87372. */
  87373. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  87374. /**
  87375. * Sets the absolute position of the mesh
  87376. * @param absolutePosition The absolute position of the mesh
  87377. * @returns The transform node
  87378. */
  87379. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  87380. /**
  87381. * Gets the class name of the mesh
  87382. * @returns The class name
  87383. */
  87384. getClassName(): string;
  87385. }
  87386. /**
  87387. * Represents a physics imposter
  87388. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87389. */
  87390. export class PhysicsImpostor {
  87391. /**
  87392. * The physics-enabled object used as the physics imposter
  87393. */
  87394. object: IPhysicsEnabledObject;
  87395. /**
  87396. * The type of the physics imposter
  87397. */
  87398. type: number;
  87399. private _options;
  87400. private _scene?;
  87401. /**
  87402. * The default object size of the imposter
  87403. */
  87404. static DEFAULT_OBJECT_SIZE: Vector3;
  87405. /**
  87406. * The identity quaternion of the imposter
  87407. */
  87408. static IDENTITY_QUATERNION: Quaternion;
  87409. /** @hidden */
  87410. _pluginData: any;
  87411. private _physicsEngine;
  87412. private _physicsBody;
  87413. private _bodyUpdateRequired;
  87414. private _onBeforePhysicsStepCallbacks;
  87415. private _onAfterPhysicsStepCallbacks;
  87416. /** @hidden */
  87417. _onPhysicsCollideCallbacks: Array<{
  87418. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  87419. otherImpostors: Array<PhysicsImpostor>;
  87420. }>;
  87421. private _deltaPosition;
  87422. private _deltaRotation;
  87423. private _deltaRotationConjugated;
  87424. /** @hidden */
  87425. _isFromLine: boolean;
  87426. private _parent;
  87427. private _isDisposed;
  87428. private static _tmpVecs;
  87429. private static _tmpQuat;
  87430. /**
  87431. * Specifies if the physics imposter is disposed
  87432. */
  87433. readonly isDisposed: boolean;
  87434. /**
  87435. * Gets the mass of the physics imposter
  87436. */
  87437. mass: number;
  87438. /**
  87439. * Gets the coefficient of friction
  87440. */
  87441. /**
  87442. * Sets the coefficient of friction
  87443. */
  87444. friction: number;
  87445. /**
  87446. * Gets the coefficient of restitution
  87447. */
  87448. /**
  87449. * Sets the coefficient of restitution
  87450. */
  87451. restitution: number;
  87452. /**
  87453. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  87454. */
  87455. /**
  87456. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  87457. */
  87458. pressure: number;
  87459. /**
  87460. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  87461. */
  87462. /**
  87463. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  87464. */
  87465. stiffness: number;
  87466. /**
  87467. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  87468. */
  87469. /**
  87470. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  87471. */
  87472. velocityIterations: number;
  87473. /**
  87474. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  87475. */
  87476. /**
  87477. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  87478. */
  87479. positionIterations: number;
  87480. /**
  87481. * The unique id of the physics imposter
  87482. * set by the physics engine when adding this impostor to the array
  87483. */
  87484. uniqueId: number;
  87485. /**
  87486. * @hidden
  87487. */
  87488. soft: boolean;
  87489. /**
  87490. * @hidden
  87491. */
  87492. segments: number;
  87493. private _joints;
  87494. /**
  87495. * Initializes the physics imposter
  87496. * @param object The physics-enabled object used as the physics imposter
  87497. * @param type The type of the physics imposter
  87498. * @param _options The options for the physics imposter
  87499. * @param _scene The Babylon scene
  87500. */
  87501. constructor(
  87502. /**
  87503. * The physics-enabled object used as the physics imposter
  87504. */
  87505. object: IPhysicsEnabledObject,
  87506. /**
  87507. * The type of the physics imposter
  87508. */
  87509. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  87510. /**
  87511. * This function will completly initialize this impostor.
  87512. * It will create a new body - but only if this mesh has no parent.
  87513. * If it has, this impostor will not be used other than to define the impostor
  87514. * of the child mesh.
  87515. * @hidden
  87516. */
  87517. _init(): void;
  87518. private _getPhysicsParent;
  87519. /**
  87520. * Should a new body be generated.
  87521. * @returns boolean specifying if body initialization is required
  87522. */
  87523. isBodyInitRequired(): boolean;
  87524. /**
  87525. * Sets the updated scaling
  87526. * @param updated Specifies if the scaling is updated
  87527. */
  87528. setScalingUpdated(): void;
  87529. /**
  87530. * Force a regeneration of this or the parent's impostor's body.
  87531. * Use under cautious - This will remove all joints already implemented.
  87532. */
  87533. forceUpdate(): void;
  87534. /**
  87535. * Gets the body that holds this impostor. Either its own, or its parent.
  87536. */
  87537. /**
  87538. * Set the physics body. Used mainly by the physics engine/plugin
  87539. */
  87540. physicsBody: any;
  87541. /**
  87542. * Get the parent of the physics imposter
  87543. * @returns Physics imposter or null
  87544. */
  87545. /**
  87546. * Sets the parent of the physics imposter
  87547. */
  87548. parent: Nullable<PhysicsImpostor>;
  87549. /**
  87550. * Resets the update flags
  87551. */
  87552. resetUpdateFlags(): void;
  87553. /**
  87554. * Gets the object extend size
  87555. * @returns the object extend size
  87556. */
  87557. getObjectExtendSize(): Vector3;
  87558. /**
  87559. * Gets the object center
  87560. * @returns The object center
  87561. */
  87562. getObjectCenter(): Vector3;
  87563. /**
  87564. * Get a specific parametes from the options parameter
  87565. * @param paramName The object parameter name
  87566. * @returns The object parameter
  87567. */
  87568. getParam(paramName: string): any;
  87569. /**
  87570. * Sets a specific parameter in the options given to the physics plugin
  87571. * @param paramName The parameter name
  87572. * @param value The value of the parameter
  87573. */
  87574. setParam(paramName: string, value: number): void;
  87575. /**
  87576. * Specifically change the body's mass option. Won't recreate the physics body object
  87577. * @param mass The mass of the physics imposter
  87578. */
  87579. setMass(mass: number): void;
  87580. /**
  87581. * Gets the linear velocity
  87582. * @returns linear velocity or null
  87583. */
  87584. getLinearVelocity(): Nullable<Vector3>;
  87585. /**
  87586. * Sets the linear velocity
  87587. * @param velocity linear velocity or null
  87588. */
  87589. setLinearVelocity(velocity: Nullable<Vector3>): void;
  87590. /**
  87591. * Gets the angular velocity
  87592. * @returns angular velocity or null
  87593. */
  87594. getAngularVelocity(): Nullable<Vector3>;
  87595. /**
  87596. * Sets the angular velocity
  87597. * @param velocity The velocity or null
  87598. */
  87599. setAngularVelocity(velocity: Nullable<Vector3>): void;
  87600. /**
  87601. * Execute a function with the physics plugin native code
  87602. * Provide a function the will have two variables - the world object and the physics body object
  87603. * @param func The function to execute with the physics plugin native code
  87604. */
  87605. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  87606. /**
  87607. * Register a function that will be executed before the physics world is stepping forward
  87608. * @param func The function to execute before the physics world is stepped forward
  87609. */
  87610. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87611. /**
  87612. * Unregister a function that will be executed before the physics world is stepping forward
  87613. * @param func The function to execute before the physics world is stepped forward
  87614. */
  87615. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87616. /**
  87617. * Register a function that will be executed after the physics step
  87618. * @param func The function to execute after physics step
  87619. */
  87620. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87621. /**
  87622. * Unregisters a function that will be executed after the physics step
  87623. * @param func The function to execute after physics step
  87624. */
  87625. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87626. /**
  87627. * register a function that will be executed when this impostor collides against a different body
  87628. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  87629. * @param func Callback that is executed on collision
  87630. */
  87631. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  87632. /**
  87633. * Unregisters the physics imposter on contact
  87634. * @param collideAgainst The physics object to collide against
  87635. * @param func Callback to execute on collision
  87636. */
  87637. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  87638. private _tmpQuat;
  87639. private _tmpQuat2;
  87640. /**
  87641. * Get the parent rotation
  87642. * @returns The parent rotation
  87643. */
  87644. getParentsRotation(): Quaternion;
  87645. /**
  87646. * this function is executed by the physics engine.
  87647. */
  87648. beforeStep: () => void;
  87649. /**
  87650. * this function is executed by the physics engine
  87651. */
  87652. afterStep: () => void;
  87653. /**
  87654. * Legacy collision detection event support
  87655. */
  87656. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  87657. /**
  87658. * event and body object due to cannon's event-based architecture.
  87659. */
  87660. onCollide: (e: {
  87661. body: any;
  87662. }) => void;
  87663. /**
  87664. * Apply a force
  87665. * @param force The force to apply
  87666. * @param contactPoint The contact point for the force
  87667. * @returns The physics imposter
  87668. */
  87669. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  87670. /**
  87671. * Apply an impulse
  87672. * @param force The impulse force
  87673. * @param contactPoint The contact point for the impulse force
  87674. * @returns The physics imposter
  87675. */
  87676. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  87677. /**
  87678. * A help function to create a joint
  87679. * @param otherImpostor A physics imposter used to create a joint
  87680. * @param jointType The type of joint
  87681. * @param jointData The data for the joint
  87682. * @returns The physics imposter
  87683. */
  87684. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  87685. /**
  87686. * Add a joint to this impostor with a different impostor
  87687. * @param otherImpostor A physics imposter used to add a joint
  87688. * @param joint The joint to add
  87689. * @returns The physics imposter
  87690. */
  87691. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  87692. /**
  87693. * Add an anchor to a cloth impostor
  87694. * @param otherImpostor rigid impostor to anchor to
  87695. * @param width ratio across width from 0 to 1
  87696. * @param height ratio up height from 0 to 1
  87697. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  87698. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  87699. * @returns impostor the soft imposter
  87700. */
  87701. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  87702. /**
  87703. * Add a hook to a rope impostor
  87704. * @param otherImpostor rigid impostor to anchor to
  87705. * @param length ratio across rope from 0 to 1
  87706. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  87707. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  87708. * @returns impostor the rope imposter
  87709. */
  87710. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  87711. /**
  87712. * Will keep this body still, in a sleep mode.
  87713. * @returns the physics imposter
  87714. */
  87715. sleep(): PhysicsImpostor;
  87716. /**
  87717. * Wake the body up.
  87718. * @returns The physics imposter
  87719. */
  87720. wakeUp(): PhysicsImpostor;
  87721. /**
  87722. * Clones the physics imposter
  87723. * @param newObject The physics imposter clones to this physics-enabled object
  87724. * @returns A nullable physics imposter
  87725. */
  87726. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  87727. /**
  87728. * Disposes the physics imposter
  87729. */
  87730. dispose(): void;
  87731. /**
  87732. * Sets the delta position
  87733. * @param position The delta position amount
  87734. */
  87735. setDeltaPosition(position: Vector3): void;
  87736. /**
  87737. * Sets the delta rotation
  87738. * @param rotation The delta rotation amount
  87739. */
  87740. setDeltaRotation(rotation: Quaternion): void;
  87741. /**
  87742. * Gets the box size of the physics imposter and stores the result in the input parameter
  87743. * @param result Stores the box size
  87744. * @returns The physics imposter
  87745. */
  87746. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  87747. /**
  87748. * Gets the radius of the physics imposter
  87749. * @returns Radius of the physics imposter
  87750. */
  87751. getRadius(): number;
  87752. /**
  87753. * Sync a bone with this impostor
  87754. * @param bone The bone to sync to the impostor.
  87755. * @param boneMesh The mesh that the bone is influencing.
  87756. * @param jointPivot The pivot of the joint / bone in local space.
  87757. * @param distToJoint Optional distance from the impostor to the joint.
  87758. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  87759. */
  87760. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  87761. /**
  87762. * Sync impostor to a bone
  87763. * @param bone The bone that the impostor will be synced to.
  87764. * @param boneMesh The mesh that the bone is influencing.
  87765. * @param jointPivot The pivot of the joint / bone in local space.
  87766. * @param distToJoint Optional distance from the impostor to the joint.
  87767. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  87768. * @param boneAxis Optional vector3 axis the bone is aligned with
  87769. */
  87770. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  87771. /**
  87772. * No-Imposter type
  87773. */
  87774. static NoImpostor: number;
  87775. /**
  87776. * Sphere-Imposter type
  87777. */
  87778. static SphereImpostor: number;
  87779. /**
  87780. * Box-Imposter type
  87781. */
  87782. static BoxImpostor: number;
  87783. /**
  87784. * Plane-Imposter type
  87785. */
  87786. static PlaneImpostor: number;
  87787. /**
  87788. * Mesh-imposter type
  87789. */
  87790. static MeshImpostor: number;
  87791. /**
  87792. * Capsule-Impostor type (Ammo.js plugin only)
  87793. */
  87794. static CapsuleImpostor: number;
  87795. /**
  87796. * Cylinder-Imposter type
  87797. */
  87798. static CylinderImpostor: number;
  87799. /**
  87800. * Particle-Imposter type
  87801. */
  87802. static ParticleImpostor: number;
  87803. /**
  87804. * Heightmap-Imposter type
  87805. */
  87806. static HeightmapImpostor: number;
  87807. /**
  87808. * ConvexHull-Impostor type (Ammo.js plugin only)
  87809. */
  87810. static ConvexHullImpostor: number;
  87811. /**
  87812. * Rope-Imposter type
  87813. */
  87814. static RopeImpostor: number;
  87815. /**
  87816. * Cloth-Imposter type
  87817. */
  87818. static ClothImpostor: number;
  87819. /**
  87820. * Softbody-Imposter type
  87821. */
  87822. static SoftbodyImpostor: number;
  87823. }
  87824. }
  87825. declare module BABYLON {
  87826. /**
  87827. * @hidden
  87828. **/
  87829. export class _CreationDataStorage {
  87830. closePath?: boolean;
  87831. closeArray?: boolean;
  87832. idx: number[];
  87833. dashSize: number;
  87834. gapSize: number;
  87835. path3D: Path3D;
  87836. pathArray: Vector3[][];
  87837. arc: number;
  87838. radius: number;
  87839. cap: number;
  87840. tessellation: number;
  87841. }
  87842. /**
  87843. * @hidden
  87844. **/
  87845. class _InstanceDataStorage {
  87846. visibleInstances: any;
  87847. batchCache: _InstancesBatch;
  87848. instancesBufferSize: number;
  87849. instancesBuffer: Nullable<Buffer>;
  87850. instancesData: Float32Array;
  87851. overridenInstanceCount: number;
  87852. isFrozen: boolean;
  87853. previousBatch: Nullable<_InstancesBatch>;
  87854. hardwareInstancedRendering: boolean;
  87855. sideOrientation: number;
  87856. }
  87857. /**
  87858. * @hidden
  87859. **/
  87860. export class _InstancesBatch {
  87861. mustReturn: boolean;
  87862. visibleInstances: Nullable<InstancedMesh[]>[];
  87863. renderSelf: boolean[];
  87864. hardwareInstancedRendering: boolean[];
  87865. }
  87866. /**
  87867. * Class used to represent renderable models
  87868. */
  87869. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  87870. /**
  87871. * Mesh side orientation : usually the external or front surface
  87872. */
  87873. static readonly FRONTSIDE: number;
  87874. /**
  87875. * Mesh side orientation : usually the internal or back surface
  87876. */
  87877. static readonly BACKSIDE: number;
  87878. /**
  87879. * Mesh side orientation : both internal and external or front and back surfaces
  87880. */
  87881. static readonly DOUBLESIDE: number;
  87882. /**
  87883. * Mesh side orientation : by default, `FRONTSIDE`
  87884. */
  87885. static readonly DEFAULTSIDE: number;
  87886. /**
  87887. * Mesh cap setting : no cap
  87888. */
  87889. static readonly NO_CAP: number;
  87890. /**
  87891. * Mesh cap setting : one cap at the beginning of the mesh
  87892. */
  87893. static readonly CAP_START: number;
  87894. /**
  87895. * Mesh cap setting : one cap at the end of the mesh
  87896. */
  87897. static readonly CAP_END: number;
  87898. /**
  87899. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  87900. */
  87901. static readonly CAP_ALL: number;
  87902. /**
  87903. * Mesh pattern setting : no flip or rotate
  87904. */
  87905. static readonly NO_FLIP: number;
  87906. /**
  87907. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  87908. */
  87909. static readonly FLIP_TILE: number;
  87910. /**
  87911. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  87912. */
  87913. static readonly ROTATE_TILE: number;
  87914. /**
  87915. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  87916. */
  87917. static readonly FLIP_ROW: number;
  87918. /**
  87919. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  87920. */
  87921. static readonly ROTATE_ROW: number;
  87922. /**
  87923. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  87924. */
  87925. static readonly FLIP_N_ROTATE_TILE: number;
  87926. /**
  87927. * Mesh pattern setting : rotate pattern and rotate
  87928. */
  87929. static readonly FLIP_N_ROTATE_ROW: number;
  87930. /**
  87931. * Mesh tile positioning : part tiles same on left/right or top/bottom
  87932. */
  87933. static readonly CENTER: number;
  87934. /**
  87935. * Mesh tile positioning : part tiles on left
  87936. */
  87937. static readonly LEFT: number;
  87938. /**
  87939. * Mesh tile positioning : part tiles on right
  87940. */
  87941. static readonly RIGHT: number;
  87942. /**
  87943. * Mesh tile positioning : part tiles on top
  87944. */
  87945. static readonly TOP: number;
  87946. /**
  87947. * Mesh tile positioning : part tiles on bottom
  87948. */
  87949. static readonly BOTTOM: number;
  87950. /**
  87951. * Gets the default side orientation.
  87952. * @param orientation the orientation to value to attempt to get
  87953. * @returns the default orientation
  87954. * @hidden
  87955. */
  87956. static _GetDefaultSideOrientation(orientation?: number): number;
  87957. private _internalMeshDataInfo;
  87958. /**
  87959. * An event triggered before rendering the mesh
  87960. */
  87961. readonly onBeforeRenderObservable: Observable<Mesh>;
  87962. /**
  87963. * An event triggered before binding the mesh
  87964. */
  87965. readonly onBeforeBindObservable: Observable<Mesh>;
  87966. /**
  87967. * An event triggered after rendering the mesh
  87968. */
  87969. readonly onAfterRenderObservable: Observable<Mesh>;
  87970. /**
  87971. * An event triggered before drawing the mesh
  87972. */
  87973. readonly onBeforeDrawObservable: Observable<Mesh>;
  87974. private _onBeforeDrawObserver;
  87975. /**
  87976. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  87977. */
  87978. onBeforeDraw: () => void;
  87979. readonly hasInstances: boolean;
  87980. /**
  87981. * Gets the delay loading state of the mesh (when delay loading is turned on)
  87982. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  87983. */
  87984. delayLoadState: number;
  87985. /**
  87986. * Gets the list of instances created from this mesh
  87987. * it is not supposed to be modified manually.
  87988. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  87989. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  87990. */
  87991. instances: InstancedMesh[];
  87992. /**
  87993. * Gets the file containing delay loading data for this mesh
  87994. */
  87995. delayLoadingFile: string;
  87996. /** @hidden */
  87997. _binaryInfo: any;
  87998. /**
  87999. * User defined function used to change how LOD level selection is done
  88000. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  88001. */
  88002. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  88003. /**
  88004. * Gets or sets the morph target manager
  88005. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  88006. */
  88007. morphTargetManager: Nullable<MorphTargetManager>;
  88008. /** @hidden */
  88009. _creationDataStorage: Nullable<_CreationDataStorage>;
  88010. /** @hidden */
  88011. _geometry: Nullable<Geometry>;
  88012. /** @hidden */
  88013. _delayInfo: Array<string>;
  88014. /** @hidden */
  88015. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  88016. /** @hidden */
  88017. _instanceDataStorage: _InstanceDataStorage;
  88018. private _effectiveMaterial;
  88019. /** @hidden */
  88020. _shouldGenerateFlatShading: boolean;
  88021. /** @hidden */
  88022. _originalBuilderSideOrientation: number;
  88023. /**
  88024. * Use this property to change the original side orientation defined at construction time
  88025. */
  88026. overrideMaterialSideOrientation: Nullable<number>;
  88027. /**
  88028. * Gets the source mesh (the one used to clone this one from)
  88029. */
  88030. readonly source: Nullable<Mesh>;
  88031. /**
  88032. * Gets or sets a boolean indicating that this mesh does not use index buffer
  88033. */
  88034. isUnIndexed: boolean;
  88035. /**
  88036. * @constructor
  88037. * @param name The value used by scene.getMeshByName() to do a lookup.
  88038. * @param scene The scene to add this mesh to.
  88039. * @param parent The parent of this mesh, if it has one
  88040. * @param source An optional Mesh from which geometry is shared, cloned.
  88041. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  88042. * When false, achieved by calling a clone(), also passing False.
  88043. * This will make creation of children, recursive.
  88044. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  88045. */
  88046. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  88047. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  88048. /**
  88049. * Gets the class name
  88050. * @returns the string "Mesh".
  88051. */
  88052. getClassName(): string;
  88053. /** @hidden */
  88054. readonly _isMesh: boolean;
  88055. /**
  88056. * Returns a description of this mesh
  88057. * @param fullDetails define if full details about this mesh must be used
  88058. * @returns a descriptive string representing this mesh
  88059. */
  88060. toString(fullDetails?: boolean): string;
  88061. /** @hidden */
  88062. _unBindEffect(): void;
  88063. /**
  88064. * Gets a boolean indicating if this mesh has LOD
  88065. */
  88066. readonly hasLODLevels: boolean;
  88067. /**
  88068. * Gets the list of MeshLODLevel associated with the current mesh
  88069. * @returns an array of MeshLODLevel
  88070. */
  88071. getLODLevels(): MeshLODLevel[];
  88072. private _sortLODLevels;
  88073. /**
  88074. * Add a mesh as LOD level triggered at the given distance.
  88075. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  88076. * @param distance The distance from the center of the object to show this level
  88077. * @param mesh The mesh to be added as LOD level (can be null)
  88078. * @return This mesh (for chaining)
  88079. */
  88080. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  88081. /**
  88082. * Returns the LOD level mesh at the passed distance or null if not found.
  88083. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  88084. * @param distance The distance from the center of the object to show this level
  88085. * @returns a Mesh or `null`
  88086. */
  88087. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  88088. /**
  88089. * Remove a mesh from the LOD array
  88090. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  88091. * @param mesh defines the mesh to be removed
  88092. * @return This mesh (for chaining)
  88093. */
  88094. removeLODLevel(mesh: Mesh): Mesh;
  88095. /**
  88096. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  88097. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  88098. * @param camera defines the camera to use to compute distance
  88099. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  88100. * @return This mesh (for chaining)
  88101. */
  88102. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  88103. /**
  88104. * Gets the mesh internal Geometry object
  88105. */
  88106. readonly geometry: Nullable<Geometry>;
  88107. /**
  88108. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  88109. * @returns the total number of vertices
  88110. */
  88111. getTotalVertices(): number;
  88112. /**
  88113. * Returns the content of an associated vertex buffer
  88114. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  88115. * - VertexBuffer.PositionKind
  88116. * - VertexBuffer.UVKind
  88117. * - VertexBuffer.UV2Kind
  88118. * - VertexBuffer.UV3Kind
  88119. * - VertexBuffer.UV4Kind
  88120. * - VertexBuffer.UV5Kind
  88121. * - VertexBuffer.UV6Kind
  88122. * - VertexBuffer.ColorKind
  88123. * - VertexBuffer.MatricesIndicesKind
  88124. * - VertexBuffer.MatricesIndicesExtraKind
  88125. * - VertexBuffer.MatricesWeightsKind
  88126. * - VertexBuffer.MatricesWeightsExtraKind
  88127. * @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
  88128. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  88129. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  88130. */
  88131. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  88132. /**
  88133. * Returns the mesh VertexBuffer object from the requested `kind`
  88134. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  88135. * - VertexBuffer.PositionKind
  88136. * - VertexBuffer.NormalKind
  88137. * - VertexBuffer.UVKind
  88138. * - VertexBuffer.UV2Kind
  88139. * - VertexBuffer.UV3Kind
  88140. * - VertexBuffer.UV4Kind
  88141. * - VertexBuffer.UV5Kind
  88142. * - VertexBuffer.UV6Kind
  88143. * - VertexBuffer.ColorKind
  88144. * - VertexBuffer.MatricesIndicesKind
  88145. * - VertexBuffer.MatricesIndicesExtraKind
  88146. * - VertexBuffer.MatricesWeightsKind
  88147. * - VertexBuffer.MatricesWeightsExtraKind
  88148. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  88149. */
  88150. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  88151. /**
  88152. * Tests if a specific vertex buffer is associated with this mesh
  88153. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  88154. * - VertexBuffer.PositionKind
  88155. * - VertexBuffer.NormalKind
  88156. * - VertexBuffer.UVKind
  88157. * - VertexBuffer.UV2Kind
  88158. * - VertexBuffer.UV3Kind
  88159. * - VertexBuffer.UV4Kind
  88160. * - VertexBuffer.UV5Kind
  88161. * - VertexBuffer.UV6Kind
  88162. * - VertexBuffer.ColorKind
  88163. * - VertexBuffer.MatricesIndicesKind
  88164. * - VertexBuffer.MatricesIndicesExtraKind
  88165. * - VertexBuffer.MatricesWeightsKind
  88166. * - VertexBuffer.MatricesWeightsExtraKind
  88167. * @returns a boolean
  88168. */
  88169. isVerticesDataPresent(kind: string): boolean;
  88170. /**
  88171. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  88172. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  88173. * - VertexBuffer.PositionKind
  88174. * - VertexBuffer.UVKind
  88175. * - VertexBuffer.UV2Kind
  88176. * - VertexBuffer.UV3Kind
  88177. * - VertexBuffer.UV4Kind
  88178. * - VertexBuffer.UV5Kind
  88179. * - VertexBuffer.UV6Kind
  88180. * - VertexBuffer.ColorKind
  88181. * - VertexBuffer.MatricesIndicesKind
  88182. * - VertexBuffer.MatricesIndicesExtraKind
  88183. * - VertexBuffer.MatricesWeightsKind
  88184. * - VertexBuffer.MatricesWeightsExtraKind
  88185. * @returns a boolean
  88186. */
  88187. isVertexBufferUpdatable(kind: string): boolean;
  88188. /**
  88189. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  88190. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  88191. * - VertexBuffer.PositionKind
  88192. * - VertexBuffer.NormalKind
  88193. * - VertexBuffer.UVKind
  88194. * - VertexBuffer.UV2Kind
  88195. * - VertexBuffer.UV3Kind
  88196. * - VertexBuffer.UV4Kind
  88197. * - VertexBuffer.UV5Kind
  88198. * - VertexBuffer.UV6Kind
  88199. * - VertexBuffer.ColorKind
  88200. * - VertexBuffer.MatricesIndicesKind
  88201. * - VertexBuffer.MatricesIndicesExtraKind
  88202. * - VertexBuffer.MatricesWeightsKind
  88203. * - VertexBuffer.MatricesWeightsExtraKind
  88204. * @returns an array of strings
  88205. */
  88206. getVerticesDataKinds(): string[];
  88207. /**
  88208. * Returns a positive integer : the total number of indices in this mesh geometry.
  88209. * @returns the numner of indices or zero if the mesh has no geometry.
  88210. */
  88211. getTotalIndices(): number;
  88212. /**
  88213. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  88214. * @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.
  88215. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  88216. * @returns the indices array or an empty array if the mesh has no geometry
  88217. */
  88218. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  88219. readonly isBlocked: boolean;
  88220. /**
  88221. * Determine if the current mesh is ready to be rendered
  88222. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  88223. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  88224. * @returns true if all associated assets are ready (material, textures, shaders)
  88225. */
  88226. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  88227. /**
  88228. * 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.
  88229. */
  88230. readonly areNormalsFrozen: boolean;
  88231. /**
  88232. * 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.
  88233. * @returns the current mesh
  88234. */
  88235. freezeNormals(): Mesh;
  88236. /**
  88237. * 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
  88238. * @returns the current mesh
  88239. */
  88240. unfreezeNormals(): Mesh;
  88241. /**
  88242. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  88243. */
  88244. overridenInstanceCount: number;
  88245. /** @hidden */
  88246. _preActivate(): Mesh;
  88247. /** @hidden */
  88248. _preActivateForIntermediateRendering(renderId: number): Mesh;
  88249. /** @hidden */
  88250. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  88251. /**
  88252. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  88253. * This means the mesh underlying bounding box and sphere are recomputed.
  88254. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  88255. * @returns the current mesh
  88256. */
  88257. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  88258. /** @hidden */
  88259. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  88260. /**
  88261. * This function will subdivide the mesh into multiple submeshes
  88262. * @param count defines the expected number of submeshes
  88263. */
  88264. subdivide(count: number): void;
  88265. /**
  88266. * Copy a FloatArray into a specific associated vertex buffer
  88267. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  88268. * - VertexBuffer.PositionKind
  88269. * - VertexBuffer.UVKind
  88270. * - VertexBuffer.UV2Kind
  88271. * - VertexBuffer.UV3Kind
  88272. * - VertexBuffer.UV4Kind
  88273. * - VertexBuffer.UV5Kind
  88274. * - VertexBuffer.UV6Kind
  88275. * - VertexBuffer.ColorKind
  88276. * - VertexBuffer.MatricesIndicesKind
  88277. * - VertexBuffer.MatricesIndicesExtraKind
  88278. * - VertexBuffer.MatricesWeightsKind
  88279. * - VertexBuffer.MatricesWeightsExtraKind
  88280. * @param data defines the data source
  88281. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  88282. * @param stride defines the data stride size (can be null)
  88283. * @returns the current mesh
  88284. */
  88285. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  88286. /**
  88287. * Flags an associated vertex buffer as updatable
  88288. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  88289. * - VertexBuffer.PositionKind
  88290. * - VertexBuffer.UVKind
  88291. * - VertexBuffer.UV2Kind
  88292. * - VertexBuffer.UV3Kind
  88293. * - VertexBuffer.UV4Kind
  88294. * - VertexBuffer.UV5Kind
  88295. * - VertexBuffer.UV6Kind
  88296. * - VertexBuffer.ColorKind
  88297. * - VertexBuffer.MatricesIndicesKind
  88298. * - VertexBuffer.MatricesIndicesExtraKind
  88299. * - VertexBuffer.MatricesWeightsKind
  88300. * - VertexBuffer.MatricesWeightsExtraKind
  88301. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  88302. */
  88303. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  88304. /**
  88305. * Sets the mesh global Vertex Buffer
  88306. * @param buffer defines the buffer to use
  88307. * @returns the current mesh
  88308. */
  88309. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  88310. /**
  88311. * Update a specific associated vertex buffer
  88312. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  88313. * - VertexBuffer.PositionKind
  88314. * - VertexBuffer.UVKind
  88315. * - VertexBuffer.UV2Kind
  88316. * - VertexBuffer.UV3Kind
  88317. * - VertexBuffer.UV4Kind
  88318. * - VertexBuffer.UV5Kind
  88319. * - VertexBuffer.UV6Kind
  88320. * - VertexBuffer.ColorKind
  88321. * - VertexBuffer.MatricesIndicesKind
  88322. * - VertexBuffer.MatricesIndicesExtraKind
  88323. * - VertexBuffer.MatricesWeightsKind
  88324. * - VertexBuffer.MatricesWeightsExtraKind
  88325. * @param data defines the data source
  88326. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  88327. * @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)
  88328. * @returns the current mesh
  88329. */
  88330. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  88331. /**
  88332. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  88333. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  88334. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  88335. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  88336. * @returns the current mesh
  88337. */
  88338. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  88339. /**
  88340. * Creates a un-shared specific occurence of the geometry for the mesh.
  88341. * @returns the current mesh
  88342. */
  88343. makeGeometryUnique(): Mesh;
  88344. /**
  88345. * Set the index buffer of this mesh
  88346. * @param indices defines the source data
  88347. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  88348. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  88349. * @returns the current mesh
  88350. */
  88351. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  88352. /**
  88353. * Update the current index buffer
  88354. * @param indices defines the source data
  88355. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  88356. * @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)
  88357. * @returns the current mesh
  88358. */
  88359. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  88360. /**
  88361. * Invert the geometry to move from a right handed system to a left handed one.
  88362. * @returns the current mesh
  88363. */
  88364. toLeftHanded(): Mesh;
  88365. /** @hidden */
  88366. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  88367. /** @hidden */
  88368. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  88369. /**
  88370. * Registers for this mesh a javascript function called just before the rendering process
  88371. * @param func defines the function to call before rendering this mesh
  88372. * @returns the current mesh
  88373. */
  88374. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  88375. /**
  88376. * Disposes a previously registered javascript function called before the rendering
  88377. * @param func defines the function to remove
  88378. * @returns the current mesh
  88379. */
  88380. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  88381. /**
  88382. * Registers for this mesh a javascript function called just after the rendering is complete
  88383. * @param func defines the function to call after rendering this mesh
  88384. * @returns the current mesh
  88385. */
  88386. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  88387. /**
  88388. * Disposes a previously registered javascript function called after the rendering.
  88389. * @param func defines the function to remove
  88390. * @returns the current mesh
  88391. */
  88392. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  88393. /** @hidden */
  88394. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  88395. /** @hidden */
  88396. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  88397. /** @hidden */
  88398. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  88399. /** @hidden */
  88400. _rebuild(): void;
  88401. /** @hidden */
  88402. _freeze(): void;
  88403. /** @hidden */
  88404. _unFreeze(): void;
  88405. /**
  88406. * 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
  88407. * @param subMesh defines the subMesh to render
  88408. * @param enableAlphaMode defines if alpha mode can be changed
  88409. * @returns the current mesh
  88410. */
  88411. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  88412. private _onBeforeDraw;
  88413. /**
  88414. * Renormalize the mesh and patch it up if there are no weights
  88415. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  88416. * However in the case of zero weights then we set just a single influence to 1.
  88417. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  88418. */
  88419. cleanMatrixWeights(): void;
  88420. private normalizeSkinFourWeights;
  88421. private normalizeSkinWeightsAndExtra;
  88422. /**
  88423. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  88424. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  88425. * the user know there was an issue with importing the mesh
  88426. * @returns a validation object with skinned, valid and report string
  88427. */
  88428. validateSkinning(): {
  88429. skinned: boolean;
  88430. valid: boolean;
  88431. report: string;
  88432. };
  88433. /** @hidden */
  88434. _checkDelayState(): Mesh;
  88435. private _queueLoad;
  88436. /**
  88437. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  88438. * A mesh is in the frustum if its bounding box intersects the frustum
  88439. * @param frustumPlanes defines the frustum to test
  88440. * @returns true if the mesh is in the frustum planes
  88441. */
  88442. isInFrustum(frustumPlanes: Plane[]): boolean;
  88443. /**
  88444. * Sets the mesh material by the material or multiMaterial `id` property
  88445. * @param id is a string identifying the material or the multiMaterial
  88446. * @returns the current mesh
  88447. */
  88448. setMaterialByID(id: string): Mesh;
  88449. /**
  88450. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  88451. * @returns an array of IAnimatable
  88452. */
  88453. getAnimatables(): IAnimatable[];
  88454. /**
  88455. * Modifies the mesh geometry according to the passed transformation matrix.
  88456. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  88457. * The mesh normals are modified using the same transformation.
  88458. * Note that, under the hood, this method sets a new VertexBuffer each call.
  88459. * @param transform defines the transform matrix to use
  88460. * @see http://doc.babylonjs.com/resources/baking_transformations
  88461. * @returns the current mesh
  88462. */
  88463. bakeTransformIntoVertices(transform: Matrix): Mesh;
  88464. /**
  88465. * Modifies the mesh geometry according to its own current World Matrix.
  88466. * The mesh World Matrix is then reset.
  88467. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  88468. * Note that, under the hood, this method sets a new VertexBuffer each call.
  88469. * @see http://doc.babylonjs.com/resources/baking_transformations
  88470. * @returns the current mesh
  88471. */
  88472. bakeCurrentTransformIntoVertices(): Mesh;
  88473. /** @hidden */
  88474. readonly _positions: Nullable<Vector3[]>;
  88475. /** @hidden */
  88476. _resetPointsArrayCache(): Mesh;
  88477. /** @hidden */
  88478. _generatePointsArray(): boolean;
  88479. /**
  88480. * Returns a new Mesh object generated from the current mesh properties.
  88481. * This method must not get confused with createInstance()
  88482. * @param name is a string, the name given to the new mesh
  88483. * @param newParent can be any Node object (default `null`)
  88484. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  88485. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  88486. * @returns a new mesh
  88487. */
  88488. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  88489. /**
  88490. * Releases resources associated with this mesh.
  88491. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  88492. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  88493. */
  88494. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  88495. /**
  88496. * Modifies the mesh geometry according to a displacement map.
  88497. * 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.
  88498. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  88499. * @param url is a string, the URL from the image file is to be downloaded.
  88500. * @param minHeight is the lower limit of the displacement.
  88501. * @param maxHeight is the upper limit of the displacement.
  88502. * @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.
  88503. * @param uvOffset is an optional vector2 used to offset UV.
  88504. * @param uvScale is an optional vector2 used to scale UV.
  88505. * @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.
  88506. * @returns the Mesh.
  88507. */
  88508. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  88509. /**
  88510. * Modifies the mesh geometry according to a displacementMap buffer.
  88511. * 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.
  88512. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  88513. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  88514. * @param heightMapWidth is the width of the buffer image.
  88515. * @param heightMapHeight is the height of the buffer image.
  88516. * @param minHeight is the lower limit of the displacement.
  88517. * @param maxHeight is the upper limit of the displacement.
  88518. * @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.
  88519. * @param uvOffset is an optional vector2 used to offset UV.
  88520. * @param uvScale is an optional vector2 used to scale UV.
  88521. * @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.
  88522. * @returns the Mesh.
  88523. */
  88524. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  88525. /**
  88526. * Modify the mesh to get a flat shading rendering.
  88527. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  88528. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  88529. * @returns current mesh
  88530. */
  88531. convertToFlatShadedMesh(): Mesh;
  88532. /**
  88533. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  88534. * In other words, more vertices, no more indices and a single bigger VBO.
  88535. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  88536. * @returns current mesh
  88537. */
  88538. convertToUnIndexedMesh(): Mesh;
  88539. /**
  88540. * Inverses facet orientations.
  88541. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  88542. * @param flipNormals will also inverts the normals
  88543. * @returns current mesh
  88544. */
  88545. flipFaces(flipNormals?: boolean): Mesh;
  88546. /**
  88547. * Increase the number of facets and hence vertices in a mesh
  88548. * Vertex normals are interpolated from existing vertex normals
  88549. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  88550. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  88551. */
  88552. increaseVertices(numberPerEdge: number): void;
  88553. /**
  88554. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  88555. * This will undo any application of covertToFlatShadedMesh
  88556. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  88557. */
  88558. forceSharedVertices(): void;
  88559. /** @hidden */
  88560. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  88561. /** @hidden */
  88562. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  88563. /**
  88564. * Creates a new InstancedMesh object from the mesh model.
  88565. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  88566. * @param name defines the name of the new instance
  88567. * @returns a new InstancedMesh
  88568. */
  88569. createInstance(name: string): InstancedMesh;
  88570. /**
  88571. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  88572. * After this call, all the mesh instances have the same submeshes than the current mesh.
  88573. * @returns the current mesh
  88574. */
  88575. synchronizeInstances(): Mesh;
  88576. /**
  88577. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  88578. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  88579. * This should be used together with the simplification to avoid disappearing triangles.
  88580. * @param successCallback an optional success callback to be called after the optimization finished.
  88581. * @returns the current mesh
  88582. */
  88583. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  88584. /**
  88585. * Serialize current mesh
  88586. * @param serializationObject defines the object which will receive the serialization data
  88587. */
  88588. serialize(serializationObject: any): void;
  88589. /** @hidden */
  88590. _syncGeometryWithMorphTargetManager(): void;
  88591. /** @hidden */
  88592. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  88593. /**
  88594. * Returns a new Mesh object parsed from the source provided.
  88595. * @param parsedMesh is the source
  88596. * @param scene defines the hosting scene
  88597. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  88598. * @returns a new Mesh
  88599. */
  88600. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  88601. /**
  88602. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  88603. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  88604. * @param name defines the name of the mesh to create
  88605. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  88606. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  88607. * @param closePath creates a seam between the first and the last points of each path of the path array
  88608. * @param offset is taken in account only if the `pathArray` is containing a single path
  88609. * @param scene defines the hosting scene
  88610. * @param updatable defines if the mesh must be flagged as updatable
  88611. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88612. * @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)
  88613. * @returns a new Mesh
  88614. */
  88615. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  88616. /**
  88617. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  88618. * @param name defines the name of the mesh to create
  88619. * @param radius sets the radius size (float) of the polygon (default 0.5)
  88620. * @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
  88621. * @param scene defines the hosting scene
  88622. * @param updatable defines if the mesh must be flagged as updatable
  88623. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88624. * @returns a new Mesh
  88625. */
  88626. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  88627. /**
  88628. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  88629. * @param name defines the name of the mesh to create
  88630. * @param size sets the size (float) of each box side (default 1)
  88631. * @param scene defines the hosting scene
  88632. * @param updatable defines if the mesh must be flagged as updatable
  88633. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88634. * @returns a new Mesh
  88635. */
  88636. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  88637. /**
  88638. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  88639. * @param name defines the name of the mesh to create
  88640. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  88641. * @param diameter sets the diameter size (float) of the sphere (default 1)
  88642. * @param scene defines the hosting scene
  88643. * @param updatable defines if the mesh must be flagged as updatable
  88644. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88645. * @returns a new Mesh
  88646. */
  88647. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88648. /**
  88649. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  88650. * @param name defines the name of the mesh to create
  88651. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  88652. * @param diameter sets the diameter size (float) of the sphere (default 1)
  88653. * @param scene defines the hosting scene
  88654. * @returns a new Mesh
  88655. */
  88656. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  88657. /**
  88658. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  88659. * @param name defines the name of the mesh to create
  88660. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  88661. * @param diameterTop set the top cap diameter (floats, default 1)
  88662. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  88663. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  88664. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  88665. * @param scene defines the hosting scene
  88666. * @param updatable defines if the mesh must be flagged as updatable
  88667. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88668. * @returns a new Mesh
  88669. */
  88670. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  88671. /**
  88672. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  88673. * @param name defines the name of the mesh to create
  88674. * @param diameter sets the diameter size (float) of the torus (default 1)
  88675. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  88676. * @param tessellation sets the number of torus sides (postive integer, default 16)
  88677. * @param scene defines the hosting scene
  88678. * @param updatable defines if the mesh must be flagged as updatable
  88679. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88680. * @returns a new Mesh
  88681. */
  88682. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88683. /**
  88684. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  88685. * @param name defines the name of the mesh to create
  88686. * @param radius sets the global radius size (float) of the torus knot (default 2)
  88687. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  88688. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  88689. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  88690. * @param p the number of windings on X axis (positive integers, default 2)
  88691. * @param q the number of windings on Y axis (positive integers, default 3)
  88692. * @param scene defines the hosting scene
  88693. * @param updatable defines if the mesh must be flagged as updatable
  88694. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88695. * @returns a new Mesh
  88696. */
  88697. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88698. /**
  88699. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  88700. * @param name defines the name of the mesh to create
  88701. * @param points is an array successive Vector3
  88702. * @param scene defines the hosting scene
  88703. * @param updatable defines if the mesh must be flagged as updatable
  88704. * @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).
  88705. * @returns a new Mesh
  88706. */
  88707. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  88708. /**
  88709. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  88710. * @param name defines the name of the mesh to create
  88711. * @param points is an array successive Vector3
  88712. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  88713. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  88714. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  88715. * @param scene defines the hosting scene
  88716. * @param updatable defines if the mesh must be flagged as updatable
  88717. * @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)
  88718. * @returns a new Mesh
  88719. */
  88720. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  88721. /**
  88722. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  88723. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  88724. * 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.
  88725. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  88726. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  88727. * Remember you can only change the shape positions, not their number when updating a polygon.
  88728. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  88729. * @param name defines the name of the mesh to create
  88730. * @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
  88731. * @param scene defines the hosting scene
  88732. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  88733. * @param updatable defines if the mesh must be flagged as updatable
  88734. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88735. * @param earcutInjection can be used to inject your own earcut reference
  88736. * @returns a new Mesh
  88737. */
  88738. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  88739. /**
  88740. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  88741. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  88742. * @param name defines the name of the mesh to create
  88743. * @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
  88744. * @param depth defines the height of extrusion
  88745. * @param scene defines the hosting scene
  88746. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  88747. * @param updatable defines if the mesh must be flagged as updatable
  88748. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88749. * @param earcutInjection can be used to inject your own earcut reference
  88750. * @returns a new Mesh
  88751. */
  88752. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  88753. /**
  88754. * Creates an extruded shape mesh.
  88755. * 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
  88756. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  88757. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  88758. * @param name defines the name of the mesh to create
  88759. * @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
  88760. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  88761. * @param scale is the value to scale the shape
  88762. * @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
  88763. * @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
  88764. * @param scene defines the hosting scene
  88765. * @param updatable defines if the mesh must be flagged as updatable
  88766. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88767. * @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)
  88768. * @returns a new Mesh
  88769. */
  88770. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  88771. /**
  88772. * Creates an custom extruded shape mesh.
  88773. * The custom extrusion is a parametric shape.
  88774. * It has no predefined shape. Its final shape will depend on the input parameters.
  88775. * Please consider using the same method from the MeshBuilder class instead
  88776. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  88777. * @param name defines the name of the mesh to create
  88778. * @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
  88779. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  88780. * @param scaleFunction is a custom Javascript function called on each path point
  88781. * @param rotationFunction is a custom Javascript function called on each path point
  88782. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  88783. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  88784. * @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
  88785. * @param scene defines the hosting scene
  88786. * @param updatable defines if the mesh must be flagged as updatable
  88787. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88788. * @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)
  88789. * @returns a new Mesh
  88790. */
  88791. 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;
  88792. /**
  88793. * Creates lathe mesh.
  88794. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  88795. * Please consider using the same method from the MeshBuilder class instead
  88796. * @param name defines the name of the mesh to create
  88797. * @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
  88798. * @param radius is the radius value of the lathe
  88799. * @param tessellation is the side number of the lathe.
  88800. * @param scene defines the hosting scene
  88801. * @param updatable defines if the mesh must be flagged as updatable
  88802. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88803. * @returns a new Mesh
  88804. */
  88805. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88806. /**
  88807. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  88808. * @param name defines the name of the mesh to create
  88809. * @param size sets the size (float) of both sides of the plane at once (default 1)
  88810. * @param scene defines the hosting scene
  88811. * @param updatable defines if the mesh must be flagged as updatable
  88812. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88813. * @returns a new Mesh
  88814. */
  88815. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88816. /**
  88817. * Creates a ground mesh.
  88818. * Please consider using the same method from the MeshBuilder class instead
  88819. * @param name defines the name of the mesh to create
  88820. * @param width set the width of the ground
  88821. * @param height set the height of the ground
  88822. * @param subdivisions sets the number of subdivisions per side
  88823. * @param scene defines the hosting scene
  88824. * @param updatable defines if the mesh must be flagged as updatable
  88825. * @returns a new Mesh
  88826. */
  88827. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  88828. /**
  88829. * Creates a tiled ground mesh.
  88830. * Please consider using the same method from the MeshBuilder class instead
  88831. * @param name defines the name of the mesh to create
  88832. * @param xmin set the ground minimum X coordinate
  88833. * @param zmin set the ground minimum Y coordinate
  88834. * @param xmax set the ground maximum X coordinate
  88835. * @param zmax set the ground maximum Z coordinate
  88836. * @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
  88837. * @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
  88838. * @param scene defines the hosting scene
  88839. * @param updatable defines if the mesh must be flagged as updatable
  88840. * @returns a new Mesh
  88841. */
  88842. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  88843. w: number;
  88844. h: number;
  88845. }, precision: {
  88846. w: number;
  88847. h: number;
  88848. }, scene: Scene, updatable?: boolean): Mesh;
  88849. /**
  88850. * Creates a ground mesh from a height map.
  88851. * Please consider using the same method from the MeshBuilder class instead
  88852. * @see http://doc.babylonjs.com/babylon101/height_map
  88853. * @param name defines the name of the mesh to create
  88854. * @param url sets the URL of the height map image resource
  88855. * @param width set the ground width size
  88856. * @param height set the ground height size
  88857. * @param subdivisions sets the number of subdivision per side
  88858. * @param minHeight is the minimum altitude on the ground
  88859. * @param maxHeight is the maximum altitude on the ground
  88860. * @param scene defines the hosting scene
  88861. * @param updatable defines if the mesh must be flagged as updatable
  88862. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  88863. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  88864. * @returns a new Mesh
  88865. */
  88866. 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;
  88867. /**
  88868. * Creates a tube mesh.
  88869. * The tube is a parametric shape.
  88870. * It has no predefined shape. Its final shape will depend on the input parameters.
  88871. * Please consider using the same method from the MeshBuilder class instead
  88872. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  88873. * @param name defines the name of the mesh to create
  88874. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  88875. * @param radius sets the tube radius size
  88876. * @param tessellation is the number of sides on the tubular surface
  88877. * @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
  88878. * @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
  88879. * @param scene defines the hosting scene
  88880. * @param updatable defines if the mesh must be flagged as updatable
  88881. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88882. * @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)
  88883. * @returns a new Mesh
  88884. */
  88885. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  88886. (i: number, distance: number): number;
  88887. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  88888. /**
  88889. * Creates a polyhedron mesh.
  88890. * Please consider using the same method from the MeshBuilder class instead.
  88891. * * 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
  88892. * * The parameter `size` (positive float, default 1) sets the polygon size
  88893. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  88894. * * 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`
  88895. * * 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
  88896. * * 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)`)
  88897. * * 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
  88898. * * 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
  88899. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  88900. * * If you create a double-sided mesh, you can choose what parts of 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
  88901. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  88902. * @param name defines the name of the mesh to create
  88903. * @param options defines the options used to create the mesh
  88904. * @param scene defines the hosting scene
  88905. * @returns a new Mesh
  88906. */
  88907. static CreatePolyhedron(name: string, options: {
  88908. type?: number;
  88909. size?: number;
  88910. sizeX?: number;
  88911. sizeY?: number;
  88912. sizeZ?: number;
  88913. custom?: any;
  88914. faceUV?: Vector4[];
  88915. faceColors?: Color4[];
  88916. updatable?: boolean;
  88917. sideOrientation?: number;
  88918. }, scene: Scene): Mesh;
  88919. /**
  88920. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  88921. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  88922. * * 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`)
  88923. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  88924. * * 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
  88925. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  88926. * * If you create a double-sided mesh, you can choose what parts of 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
  88927. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  88928. * @param name defines the name of the mesh
  88929. * @param options defines the options used to create the mesh
  88930. * @param scene defines the hosting scene
  88931. * @returns a new Mesh
  88932. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  88933. */
  88934. static CreateIcoSphere(name: string, options: {
  88935. radius?: number;
  88936. flat?: boolean;
  88937. subdivisions?: number;
  88938. sideOrientation?: number;
  88939. updatable?: boolean;
  88940. }, scene: Scene): Mesh;
  88941. /**
  88942. * Creates a decal mesh.
  88943. * Please consider using the same method from the MeshBuilder class instead.
  88944. * A decal is a mesh usually applied as a model onto the surface of another mesh
  88945. * @param name defines the name of the mesh
  88946. * @param sourceMesh defines the mesh receiving the decal
  88947. * @param position sets the position of the decal in world coordinates
  88948. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  88949. * @param size sets the decal scaling
  88950. * @param angle sets the angle to rotate the decal
  88951. * @returns a new Mesh
  88952. */
  88953. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  88954. /**
  88955. * Prepare internal position array for software CPU skinning
  88956. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  88957. */
  88958. setPositionsForCPUSkinning(): Float32Array;
  88959. /**
  88960. * Prepare internal normal array for software CPU skinning
  88961. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  88962. */
  88963. setNormalsForCPUSkinning(): Float32Array;
  88964. /**
  88965. * Updates the vertex buffer by applying transformation from the bones
  88966. * @param skeleton defines the skeleton to apply to current mesh
  88967. * @returns the current mesh
  88968. */
  88969. applySkeleton(skeleton: Skeleton): Mesh;
  88970. /**
  88971. * 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
  88972. * @param meshes defines the list of meshes to scan
  88973. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  88974. */
  88975. static MinMax(meshes: AbstractMesh[]): {
  88976. min: Vector3;
  88977. max: Vector3;
  88978. };
  88979. /**
  88980. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  88981. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  88982. * @returns a vector3
  88983. */
  88984. static Center(meshesOrMinMaxVector: {
  88985. min: Vector3;
  88986. max: Vector3;
  88987. } | AbstractMesh[]): Vector3;
  88988. /**
  88989. * Merge the array of meshes into a single mesh for performance reasons.
  88990. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  88991. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  88992. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  88993. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  88994. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  88995. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  88996. * @returns a new mesh
  88997. */
  88998. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  88999. /** @hidden */
  89000. addInstance(instance: InstancedMesh): void;
  89001. /** @hidden */
  89002. removeInstance(instance: InstancedMesh): void;
  89003. }
  89004. }
  89005. declare module BABYLON {
  89006. /**
  89007. * This is the base class of all the camera used in the application.
  89008. * @see http://doc.babylonjs.com/features/cameras
  89009. */
  89010. export class Camera extends Node {
  89011. /** @hidden */
  89012. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  89013. /**
  89014. * This is the default projection mode used by the cameras.
  89015. * It helps recreating a feeling of perspective and better appreciate depth.
  89016. * This is the best way to simulate real life cameras.
  89017. */
  89018. static readonly PERSPECTIVE_CAMERA: number;
  89019. /**
  89020. * This helps creating camera with an orthographic mode.
  89021. * 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.
  89022. */
  89023. static readonly ORTHOGRAPHIC_CAMERA: number;
  89024. /**
  89025. * This is the default FOV mode for perspective cameras.
  89026. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  89027. */
  89028. static readonly FOVMODE_VERTICAL_FIXED: number;
  89029. /**
  89030. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  89031. */
  89032. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  89033. /**
  89034. * This specifies ther is no need for a camera rig.
  89035. * Basically only one eye is rendered corresponding to the camera.
  89036. */
  89037. static readonly RIG_MODE_NONE: number;
  89038. /**
  89039. * Simulates a camera Rig with one blue eye and one red eye.
  89040. * This can be use with 3d blue and red glasses.
  89041. */
  89042. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  89043. /**
  89044. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  89045. */
  89046. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  89047. /**
  89048. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  89049. */
  89050. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  89051. /**
  89052. * Defines that both eyes of the camera will be rendered over under each other.
  89053. */
  89054. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  89055. /**
  89056. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  89057. */
  89058. static readonly RIG_MODE_VR: number;
  89059. /**
  89060. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  89061. */
  89062. static readonly RIG_MODE_WEBVR: number;
  89063. /**
  89064. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  89065. */
  89066. static readonly RIG_MODE_CUSTOM: number;
  89067. /**
  89068. * Defines if by default attaching controls should prevent the default javascript event to continue.
  89069. */
  89070. static ForceAttachControlToAlwaysPreventDefault: boolean;
  89071. /**
  89072. * Define the input manager associated with the camera.
  89073. */
  89074. inputs: CameraInputsManager<Camera>;
  89075. /** @hidden */
  89076. _position: Vector3;
  89077. /**
  89078. * Define the current local position of the camera in the scene
  89079. */
  89080. position: Vector3;
  89081. /**
  89082. * The vector the camera should consider as up.
  89083. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  89084. */
  89085. upVector: Vector3;
  89086. /**
  89087. * Define the current limit on the left side for an orthographic camera
  89088. * In scene unit
  89089. */
  89090. orthoLeft: Nullable<number>;
  89091. /**
  89092. * Define the current limit on the right side for an orthographic camera
  89093. * In scene unit
  89094. */
  89095. orthoRight: Nullable<number>;
  89096. /**
  89097. * Define the current limit on the bottom side for an orthographic camera
  89098. * In scene unit
  89099. */
  89100. orthoBottom: Nullable<number>;
  89101. /**
  89102. * Define the current limit on the top side for an orthographic camera
  89103. * In scene unit
  89104. */
  89105. orthoTop: Nullable<number>;
  89106. /**
  89107. * Field Of View is set in Radians. (default is 0.8)
  89108. */
  89109. fov: number;
  89110. /**
  89111. * Define the minimum distance the camera can see from.
  89112. * This is important to note that the depth buffer are not infinite and the closer it starts
  89113. * the more your scene might encounter depth fighting issue.
  89114. */
  89115. minZ: number;
  89116. /**
  89117. * Define the maximum distance the camera can see to.
  89118. * This is important to note that the depth buffer are not infinite and the further it end
  89119. * the more your scene might encounter depth fighting issue.
  89120. */
  89121. maxZ: number;
  89122. /**
  89123. * Define the default inertia of the camera.
  89124. * This helps giving a smooth feeling to the camera movement.
  89125. */
  89126. inertia: number;
  89127. /**
  89128. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  89129. */
  89130. mode: number;
  89131. /**
  89132. * Define wether the camera is intermediate.
  89133. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  89134. */
  89135. isIntermediate: boolean;
  89136. /**
  89137. * Define the viewport of the camera.
  89138. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  89139. */
  89140. viewport: Viewport;
  89141. /**
  89142. * Restricts the camera to viewing objects with the same layerMask.
  89143. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  89144. */
  89145. layerMask: number;
  89146. /**
  89147. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  89148. */
  89149. fovMode: number;
  89150. /**
  89151. * Rig mode of the camera.
  89152. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  89153. * This is normally controlled byt the camera themselves as internal use.
  89154. */
  89155. cameraRigMode: number;
  89156. /**
  89157. * Defines the distance between both "eyes" in case of a RIG
  89158. */
  89159. interaxialDistance: number;
  89160. /**
  89161. * Defines if stereoscopic rendering is done side by side or over under.
  89162. */
  89163. isStereoscopicSideBySide: boolean;
  89164. /**
  89165. * 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
  89166. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  89167. * else in the scene. (Eg. security camera)
  89168. *
  89169. * 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)
  89170. */
  89171. customRenderTargets: RenderTargetTexture[];
  89172. /**
  89173. * When set, the camera will render to this render target instead of the default canvas
  89174. *
  89175. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  89176. */
  89177. outputRenderTarget: Nullable<RenderTargetTexture>;
  89178. /**
  89179. * Observable triggered when the camera view matrix has changed.
  89180. */
  89181. onViewMatrixChangedObservable: Observable<Camera>;
  89182. /**
  89183. * Observable triggered when the camera Projection matrix has changed.
  89184. */
  89185. onProjectionMatrixChangedObservable: Observable<Camera>;
  89186. /**
  89187. * Observable triggered when the inputs have been processed.
  89188. */
  89189. onAfterCheckInputsObservable: Observable<Camera>;
  89190. /**
  89191. * Observable triggered when reset has been called and applied to the camera.
  89192. */
  89193. onRestoreStateObservable: Observable<Camera>;
  89194. /** @hidden */
  89195. _cameraRigParams: any;
  89196. /** @hidden */
  89197. _rigCameras: Camera[];
  89198. /** @hidden */
  89199. _rigPostProcess: Nullable<PostProcess>;
  89200. protected _webvrViewMatrix: Matrix;
  89201. /** @hidden */
  89202. _skipRendering: boolean;
  89203. /** @hidden */
  89204. _projectionMatrix: Matrix;
  89205. /** @hidden */
  89206. _postProcesses: Nullable<PostProcess>[];
  89207. /** @hidden */
  89208. _activeMeshes: SmartArray<AbstractMesh>;
  89209. protected _globalPosition: Vector3;
  89210. /** @hidden */
  89211. _computedViewMatrix: Matrix;
  89212. private _doNotComputeProjectionMatrix;
  89213. private _transformMatrix;
  89214. private _frustumPlanes;
  89215. private _refreshFrustumPlanes;
  89216. private _storedFov;
  89217. private _stateStored;
  89218. /**
  89219. * Instantiates a new camera object.
  89220. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  89221. * @see http://doc.babylonjs.com/features/cameras
  89222. * @param name Defines the name of the camera in the scene
  89223. * @param position Defines the position of the camera
  89224. * @param scene Defines the scene the camera belongs too
  89225. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  89226. */
  89227. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  89228. /**
  89229. * Store current camera state (fov, position, etc..)
  89230. * @returns the camera
  89231. */
  89232. storeState(): Camera;
  89233. /**
  89234. * Restores the camera state values if it has been stored. You must call storeState() first
  89235. */
  89236. protected _restoreStateValues(): boolean;
  89237. /**
  89238. * Restored camera state. You must call storeState() first.
  89239. * @returns true if restored and false otherwise
  89240. */
  89241. restoreState(): boolean;
  89242. /**
  89243. * Gets the class name of the camera.
  89244. * @returns the class name
  89245. */
  89246. getClassName(): string;
  89247. /** @hidden */
  89248. readonly _isCamera: boolean;
  89249. /**
  89250. * Gets a string representation of the camera useful for debug purpose.
  89251. * @param fullDetails Defines that a more verboe level of logging is required
  89252. * @returns the string representation
  89253. */
  89254. toString(fullDetails?: boolean): string;
  89255. /**
  89256. * Gets the current world space position of the camera.
  89257. */
  89258. readonly globalPosition: Vector3;
  89259. /**
  89260. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  89261. * @returns the active meshe list
  89262. */
  89263. getActiveMeshes(): SmartArray<AbstractMesh>;
  89264. /**
  89265. * Check wether a mesh is part of the current active mesh list of the camera
  89266. * @param mesh Defines the mesh to check
  89267. * @returns true if active, false otherwise
  89268. */
  89269. isActiveMesh(mesh: Mesh): boolean;
  89270. /**
  89271. * Is this camera ready to be used/rendered
  89272. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  89273. * @return true if the camera is ready
  89274. */
  89275. isReady(completeCheck?: boolean): boolean;
  89276. /** @hidden */
  89277. _initCache(): void;
  89278. /** @hidden */
  89279. _updateCache(ignoreParentClass?: boolean): void;
  89280. /** @hidden */
  89281. _isSynchronized(): boolean;
  89282. /** @hidden */
  89283. _isSynchronizedViewMatrix(): boolean;
  89284. /** @hidden */
  89285. _isSynchronizedProjectionMatrix(): boolean;
  89286. /**
  89287. * Attach the input controls to a specific dom element to get the input from.
  89288. * @param element Defines the element the controls should be listened from
  89289. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  89290. */
  89291. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  89292. /**
  89293. * Detach the current controls from the specified dom element.
  89294. * @param element Defines the element to stop listening the inputs from
  89295. */
  89296. detachControl(element: HTMLElement): void;
  89297. /**
  89298. * Update the camera state according to the different inputs gathered during the frame.
  89299. */
  89300. update(): void;
  89301. /** @hidden */
  89302. _checkInputs(): void;
  89303. /** @hidden */
  89304. readonly rigCameras: Camera[];
  89305. /**
  89306. * Gets the post process used by the rig cameras
  89307. */
  89308. readonly rigPostProcess: Nullable<PostProcess>;
  89309. /**
  89310. * Internal, gets the first post proces.
  89311. * @returns the first post process to be run on this camera.
  89312. */
  89313. _getFirstPostProcess(): Nullable<PostProcess>;
  89314. private _cascadePostProcessesToRigCams;
  89315. /**
  89316. * Attach a post process to the camera.
  89317. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  89318. * @param postProcess The post process to attach to the camera
  89319. * @param insertAt The position of the post process in case several of them are in use in the scene
  89320. * @returns the position the post process has been inserted at
  89321. */
  89322. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  89323. /**
  89324. * Detach a post process to the camera.
  89325. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  89326. * @param postProcess The post process to detach from the camera
  89327. */
  89328. detachPostProcess(postProcess: PostProcess): void;
  89329. /**
  89330. * Gets the current world matrix of the camera
  89331. */
  89332. getWorldMatrix(): Matrix;
  89333. /** @hidden */
  89334. _getViewMatrix(): Matrix;
  89335. /**
  89336. * Gets the current view matrix of the camera.
  89337. * @param force forces the camera to recompute the matrix without looking at the cached state
  89338. * @returns the view matrix
  89339. */
  89340. getViewMatrix(force?: boolean): Matrix;
  89341. /**
  89342. * Freeze the projection matrix.
  89343. * It will prevent the cache check of the camera projection compute and can speed up perf
  89344. * if no parameter of the camera are meant to change
  89345. * @param projection Defines manually a projection if necessary
  89346. */
  89347. freezeProjectionMatrix(projection?: Matrix): void;
  89348. /**
  89349. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  89350. */
  89351. unfreezeProjectionMatrix(): void;
  89352. /**
  89353. * Gets the current projection matrix of the camera.
  89354. * @param force forces the camera to recompute the matrix without looking at the cached state
  89355. * @returns the projection matrix
  89356. */
  89357. getProjectionMatrix(force?: boolean): Matrix;
  89358. /**
  89359. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  89360. * @returns a Matrix
  89361. */
  89362. getTransformationMatrix(): Matrix;
  89363. private _updateFrustumPlanes;
  89364. /**
  89365. * Checks if a cullable object (mesh...) is in the camera frustum
  89366. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  89367. * @param target The object to check
  89368. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  89369. * @returns true if the object is in frustum otherwise false
  89370. */
  89371. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  89372. /**
  89373. * Checks if a cullable object (mesh...) is in the camera frustum
  89374. * Unlike isInFrustum this cheks the full bounding box
  89375. * @param target The object to check
  89376. * @returns true if the object is in frustum otherwise false
  89377. */
  89378. isCompletelyInFrustum(target: ICullable): boolean;
  89379. /**
  89380. * Gets a ray in the forward direction from the camera.
  89381. * @param length Defines the length of the ray to create
  89382. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  89383. * @param origin Defines the start point of the ray which defaults to the camera position
  89384. * @returns the forward ray
  89385. */
  89386. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  89387. /**
  89388. * Releases resources associated with this node.
  89389. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  89390. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  89391. */
  89392. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  89393. /** @hidden */
  89394. _isLeftCamera: boolean;
  89395. /**
  89396. * Gets the left camera of a rig setup in case of Rigged Camera
  89397. */
  89398. readonly isLeftCamera: boolean;
  89399. /** @hidden */
  89400. _isRightCamera: boolean;
  89401. /**
  89402. * Gets the right camera of a rig setup in case of Rigged Camera
  89403. */
  89404. readonly isRightCamera: boolean;
  89405. /**
  89406. * Gets the left camera of a rig setup in case of Rigged Camera
  89407. */
  89408. readonly leftCamera: Nullable<FreeCamera>;
  89409. /**
  89410. * Gets the right camera of a rig setup in case of Rigged Camera
  89411. */
  89412. readonly rightCamera: Nullable<FreeCamera>;
  89413. /**
  89414. * Gets the left camera target of a rig setup in case of Rigged Camera
  89415. * @returns the target position
  89416. */
  89417. getLeftTarget(): Nullable<Vector3>;
  89418. /**
  89419. * Gets the right camera target of a rig setup in case of Rigged Camera
  89420. * @returns the target position
  89421. */
  89422. getRightTarget(): Nullable<Vector3>;
  89423. /**
  89424. * @hidden
  89425. */
  89426. setCameraRigMode(mode: number, rigParams: any): void;
  89427. /** @hidden */
  89428. static _setStereoscopicRigMode(camera: Camera): void;
  89429. /** @hidden */
  89430. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  89431. /** @hidden */
  89432. static _setVRRigMode(camera: Camera, rigParams: any): void;
  89433. /** @hidden */
  89434. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  89435. /** @hidden */
  89436. _getVRProjectionMatrix(): Matrix;
  89437. protected _updateCameraRotationMatrix(): void;
  89438. protected _updateWebVRCameraRotationMatrix(): void;
  89439. /**
  89440. * This function MUST be overwritten by the different WebVR cameras available.
  89441. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  89442. * @hidden
  89443. */
  89444. _getWebVRProjectionMatrix(): Matrix;
  89445. /**
  89446. * This function MUST be overwritten by the different WebVR cameras available.
  89447. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  89448. * @hidden
  89449. */
  89450. _getWebVRViewMatrix(): Matrix;
  89451. /** @hidden */
  89452. setCameraRigParameter(name: string, value: any): void;
  89453. /**
  89454. * needs to be overridden by children so sub has required properties to be copied
  89455. * @hidden
  89456. */
  89457. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  89458. /**
  89459. * May need to be overridden by children
  89460. * @hidden
  89461. */
  89462. _updateRigCameras(): void;
  89463. /** @hidden */
  89464. _setupInputs(): void;
  89465. /**
  89466. * Serialiaze the camera setup to a json represention
  89467. * @returns the JSON representation
  89468. */
  89469. serialize(): any;
  89470. /**
  89471. * Clones the current camera.
  89472. * @param name The cloned camera name
  89473. * @returns the cloned camera
  89474. */
  89475. clone(name: string): Camera;
  89476. /**
  89477. * Gets the direction of the camera relative to a given local axis.
  89478. * @param localAxis Defines the reference axis to provide a relative direction.
  89479. * @return the direction
  89480. */
  89481. getDirection(localAxis: Vector3): Vector3;
  89482. /**
  89483. * Gets the direction of the camera relative to a given local axis into a passed vector.
  89484. * @param localAxis Defines the reference axis to provide a relative direction.
  89485. * @param result Defines the vector to store the result in
  89486. */
  89487. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  89488. /**
  89489. * Gets a camera constructor for a given camera type
  89490. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  89491. * @param name The name of the camera the result will be able to instantiate
  89492. * @param scene The scene the result will construct the camera in
  89493. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  89494. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  89495. * @returns a factory method to construc the camera
  89496. */
  89497. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  89498. /**
  89499. * Compute the world matrix of the camera.
  89500. * @returns the camera workd matrix
  89501. */
  89502. computeWorldMatrix(): Matrix;
  89503. /**
  89504. * Parse a JSON and creates the camera from the parsed information
  89505. * @param parsedCamera The JSON to parse
  89506. * @param scene The scene to instantiate the camera in
  89507. * @returns the newly constructed camera
  89508. */
  89509. static Parse(parsedCamera: any, scene: Scene): Camera;
  89510. }
  89511. }
  89512. declare module BABYLON {
  89513. /**
  89514. * Class containing static functions to help procedurally build meshes
  89515. */
  89516. export class DiscBuilder {
  89517. /**
  89518. * Creates a plane polygonal mesh. By default, this is a disc
  89519. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  89520. * * 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
  89521. * * 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
  89522. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  89523. * * If you create a double-sided mesh, you can choose what parts of 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
  89524. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  89525. * @param name defines the name of the mesh
  89526. * @param options defines the options used to create the mesh
  89527. * @param scene defines the hosting scene
  89528. * @returns the plane polygonal mesh
  89529. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  89530. */
  89531. static CreateDisc(name: string, options: {
  89532. radius?: number;
  89533. tessellation?: number;
  89534. arc?: number;
  89535. updatable?: boolean;
  89536. sideOrientation?: number;
  89537. frontUVs?: Vector4;
  89538. backUVs?: Vector4;
  89539. }, scene?: Nullable<Scene>): Mesh;
  89540. }
  89541. }
  89542. declare module BABYLON {
  89543. /**
  89544. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  89545. *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.
  89546. * The SPS is also a particle system. It provides some methods to manage the particles.
  89547. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  89548. *
  89549. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  89550. */
  89551. export class SolidParticleSystem implements IDisposable {
  89552. /**
  89553. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  89554. * Example : var p = SPS.particles[i];
  89555. */
  89556. particles: SolidParticle[];
  89557. /**
  89558. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  89559. */
  89560. nbParticles: number;
  89561. /**
  89562. * If the particles must ever face the camera (default false). Useful for planar particles.
  89563. */
  89564. billboard: boolean;
  89565. /**
  89566. * Recompute normals when adding a shape
  89567. */
  89568. recomputeNormals: boolean;
  89569. /**
  89570. * This a counter ofr your own usage. It's not set by any SPS functions.
  89571. */
  89572. counter: number;
  89573. /**
  89574. * The SPS name. This name is also given to the underlying mesh.
  89575. */
  89576. name: string;
  89577. /**
  89578. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  89579. */
  89580. mesh: Mesh;
  89581. /**
  89582. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  89583. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  89584. */
  89585. vars: any;
  89586. /**
  89587. * This array is populated when the SPS is set as 'pickable'.
  89588. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  89589. * Each element of this array is an object `{idx: int, faceId: int}`.
  89590. * `idx` is the picked particle index in the `SPS.particles` array
  89591. * `faceId` is the picked face index counted within this particle.
  89592. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  89593. */
  89594. pickedParticles: {
  89595. idx: number;
  89596. faceId: number;
  89597. }[];
  89598. /**
  89599. * This array is populated when `enableDepthSort` is set to true.
  89600. * Each element of this array is an instance of the class DepthSortedParticle.
  89601. */
  89602. depthSortedParticles: DepthSortedParticle[];
  89603. /**
  89604. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  89605. * @hidden
  89606. */
  89607. _bSphereOnly: boolean;
  89608. /**
  89609. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  89610. * @hidden
  89611. */
  89612. _bSphereRadiusFactor: number;
  89613. private _scene;
  89614. private _positions;
  89615. private _indices;
  89616. private _normals;
  89617. private _colors;
  89618. private _uvs;
  89619. private _indices32;
  89620. private _positions32;
  89621. private _normals32;
  89622. private _fixedNormal32;
  89623. private _colors32;
  89624. private _uvs32;
  89625. private _index;
  89626. private _updatable;
  89627. private _pickable;
  89628. private _isVisibilityBoxLocked;
  89629. private _alwaysVisible;
  89630. private _depthSort;
  89631. private _shapeCounter;
  89632. private _copy;
  89633. private _color;
  89634. private _computeParticleColor;
  89635. private _computeParticleTexture;
  89636. private _computeParticleRotation;
  89637. private _computeParticleVertex;
  89638. private _computeBoundingBox;
  89639. private _depthSortParticles;
  89640. private _camera;
  89641. private _mustUnrotateFixedNormals;
  89642. private _particlesIntersect;
  89643. private _needs32Bits;
  89644. /**
  89645. * Creates a SPS (Solid Particle System) object.
  89646. * @param name (String) is the SPS name, this will be the underlying mesh name.
  89647. * @param scene (Scene) is the scene in which the SPS is added.
  89648. * @param options defines the options of the sps e.g.
  89649. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  89650. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  89651. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  89652. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  89653. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  89654. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  89655. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  89656. */
  89657. constructor(name: string, scene: Scene, options?: {
  89658. updatable?: boolean;
  89659. isPickable?: boolean;
  89660. enableDepthSort?: boolean;
  89661. particleIntersection?: boolean;
  89662. boundingSphereOnly?: boolean;
  89663. bSphereRadiusFactor?: number;
  89664. });
  89665. /**
  89666. * Builds the SPS underlying mesh. Returns a standard Mesh.
  89667. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  89668. * @returns the created mesh
  89669. */
  89670. buildMesh(): Mesh;
  89671. /**
  89672. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  89673. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  89674. * Thus the particles generated from `digest()` have their property `position` set yet.
  89675. * @param mesh ( Mesh ) is the mesh to be digested
  89676. * @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
  89677. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  89678. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  89679. * @returns the current SPS
  89680. */
  89681. digest(mesh: Mesh, options?: {
  89682. facetNb?: number;
  89683. number?: number;
  89684. delta?: number;
  89685. }): SolidParticleSystem;
  89686. private _unrotateFixedNormals;
  89687. private _resetCopy;
  89688. private _meshBuilder;
  89689. private _posToShape;
  89690. private _uvsToShapeUV;
  89691. private _addParticle;
  89692. /**
  89693. * Adds some particles to the SPS from the model shape. Returns the shape id.
  89694. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  89695. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  89696. * @param nb (positive integer) the number of particles to be created from this model
  89697. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  89698. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  89699. * @returns the number of shapes in the system
  89700. */
  89701. addShape(mesh: Mesh, nb: number, options?: {
  89702. positionFunction?: any;
  89703. vertexFunction?: any;
  89704. }): number;
  89705. private _rebuildParticle;
  89706. /**
  89707. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  89708. * @returns the SPS.
  89709. */
  89710. rebuildMesh(): SolidParticleSystem;
  89711. /**
  89712. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  89713. * This method calls `updateParticle()` for each particle of the SPS.
  89714. * For an animated SPS, it is usually called within the render loop.
  89715. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  89716. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  89717. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  89718. * @returns the SPS.
  89719. */
  89720. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  89721. /**
  89722. * Disposes the SPS.
  89723. */
  89724. dispose(): void;
  89725. /**
  89726. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  89727. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89728. * @returns the SPS.
  89729. */
  89730. refreshVisibleSize(): SolidParticleSystem;
  89731. /**
  89732. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  89733. * @param size the size (float) of the visibility box
  89734. * note : this doesn't lock the SPS mesh bounding box.
  89735. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89736. */
  89737. setVisibilityBox(size: number): void;
  89738. /**
  89739. * Gets whether the SPS as always visible or not
  89740. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89741. */
  89742. /**
  89743. * Sets the SPS as always visible or not
  89744. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89745. */
  89746. isAlwaysVisible: boolean;
  89747. /**
  89748. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  89749. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89750. */
  89751. /**
  89752. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  89753. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89754. */
  89755. isVisibilityBoxLocked: boolean;
  89756. /**
  89757. * Tells to `setParticles()` to compute the particle rotations or not.
  89758. * Default value : true. The SPS is faster when it's set to false.
  89759. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  89760. */
  89761. /**
  89762. * Gets if `setParticles()` computes the particle rotations or not.
  89763. * Default value : true. The SPS is faster when it's set to false.
  89764. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  89765. */
  89766. computeParticleRotation: boolean;
  89767. /**
  89768. * Tells to `setParticles()` to compute the particle colors or not.
  89769. * Default value : true. The SPS is faster when it's set to false.
  89770. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  89771. */
  89772. /**
  89773. * Gets if `setParticles()` computes the particle colors or not.
  89774. * Default value : true. The SPS is faster when it's set to false.
  89775. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  89776. */
  89777. computeParticleColor: boolean;
  89778. /**
  89779. * Gets if `setParticles()` computes the particle textures or not.
  89780. * Default value : true. The SPS is faster when it's set to false.
  89781. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  89782. */
  89783. computeParticleTexture: boolean;
  89784. /**
  89785. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  89786. * Default value : false. The SPS is faster when it's set to false.
  89787. * Note : the particle custom vertex positions aren't stored values.
  89788. */
  89789. /**
  89790. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  89791. * Default value : false. The SPS is faster when it's set to false.
  89792. * Note : the particle custom vertex positions aren't stored values.
  89793. */
  89794. computeParticleVertex: boolean;
  89795. /**
  89796. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  89797. */
  89798. /**
  89799. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  89800. */
  89801. computeBoundingBox: boolean;
  89802. /**
  89803. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  89804. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  89805. * Default : `true`
  89806. */
  89807. /**
  89808. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  89809. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  89810. * Default : `true`
  89811. */
  89812. depthSortParticles: boolean;
  89813. /**
  89814. * This function does nothing. It may be overwritten to set all the particle first values.
  89815. * The SPS doesn't call this function, you may have to call it by your own.
  89816. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  89817. */
  89818. initParticles(): void;
  89819. /**
  89820. * This function does nothing. It may be overwritten to recycle a particle.
  89821. * The SPS doesn't call this function, you may have to call it by your own.
  89822. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  89823. * @param particle The particle to recycle
  89824. * @returns the recycled particle
  89825. */
  89826. recycleParticle(particle: SolidParticle): SolidParticle;
  89827. /**
  89828. * Updates a particle : this function should be overwritten by the user.
  89829. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  89830. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  89831. * @example : just set a particle position or velocity and recycle conditions
  89832. * @param particle The particle to update
  89833. * @returns the updated particle
  89834. */
  89835. updateParticle(particle: SolidParticle): SolidParticle;
  89836. /**
  89837. * Updates a vertex of a particle : it can be overwritten by the user.
  89838. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  89839. * @param particle the current particle
  89840. * @param vertex the current index of the current particle
  89841. * @param pt the index of the current vertex in the particle shape
  89842. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  89843. * @example : just set a vertex particle position
  89844. * @returns the updated vertex
  89845. */
  89846. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  89847. /**
  89848. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  89849. * This does nothing and may be overwritten by the user.
  89850. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89851. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89852. * @param update the boolean update value actually passed to setParticles()
  89853. */
  89854. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  89855. /**
  89856. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  89857. * This will be passed three parameters.
  89858. * This does nothing and may be overwritten by the user.
  89859. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89860. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89861. * @param update the boolean update value actually passed to setParticles()
  89862. */
  89863. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  89864. }
  89865. }
  89866. declare module BABYLON {
  89867. /**
  89868. * Represents one particle of a solid particle system.
  89869. */
  89870. export class SolidParticle {
  89871. /**
  89872. * particle global index
  89873. */
  89874. idx: number;
  89875. /**
  89876. * The color of the particle
  89877. */
  89878. color: Nullable<Color4>;
  89879. /**
  89880. * The world space position of the particle.
  89881. */
  89882. position: Vector3;
  89883. /**
  89884. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  89885. */
  89886. rotation: Vector3;
  89887. /**
  89888. * The world space rotation quaternion of the particle.
  89889. */
  89890. rotationQuaternion: Nullable<Quaternion>;
  89891. /**
  89892. * The scaling of the particle.
  89893. */
  89894. scaling: Vector3;
  89895. /**
  89896. * The uvs of the particle.
  89897. */
  89898. uvs: Vector4;
  89899. /**
  89900. * The current speed of the particle.
  89901. */
  89902. velocity: Vector3;
  89903. /**
  89904. * The pivot point in the particle local space.
  89905. */
  89906. pivot: Vector3;
  89907. /**
  89908. * Must the particle be translated from its pivot point in its local space ?
  89909. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  89910. * Default : false
  89911. */
  89912. translateFromPivot: boolean;
  89913. /**
  89914. * Is the particle active or not ?
  89915. */
  89916. alive: boolean;
  89917. /**
  89918. * Is the particle visible or not ?
  89919. */
  89920. isVisible: boolean;
  89921. /**
  89922. * Index of this particle in the global "positions" array (Internal use)
  89923. * @hidden
  89924. */
  89925. _pos: number;
  89926. /**
  89927. * @hidden Index of this particle in the global "indices" array (Internal use)
  89928. */
  89929. _ind: number;
  89930. /**
  89931. * @hidden ModelShape of this particle (Internal use)
  89932. */
  89933. _model: ModelShape;
  89934. /**
  89935. * ModelShape id of this particle
  89936. */
  89937. shapeId: number;
  89938. /**
  89939. * Index of the particle in its shape id (Internal use)
  89940. */
  89941. idxInShape: number;
  89942. /**
  89943. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  89944. */
  89945. _modelBoundingInfo: BoundingInfo;
  89946. /**
  89947. * @hidden Particle BoundingInfo object (Internal use)
  89948. */
  89949. _boundingInfo: BoundingInfo;
  89950. /**
  89951. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  89952. */
  89953. _sps: SolidParticleSystem;
  89954. /**
  89955. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  89956. */
  89957. _stillInvisible: boolean;
  89958. /**
  89959. * @hidden Last computed particle rotation matrix
  89960. */
  89961. _rotationMatrix: number[];
  89962. /**
  89963. * Parent particle Id, if any.
  89964. * Default null.
  89965. */
  89966. parentId: Nullable<number>;
  89967. /**
  89968. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  89969. * The possible values are :
  89970. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  89971. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  89972. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  89973. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  89974. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  89975. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  89976. * */
  89977. cullingStrategy: number;
  89978. /**
  89979. * @hidden Internal global position in the SPS.
  89980. */
  89981. _globalPosition: Vector3;
  89982. /**
  89983. * Creates a Solid Particle object.
  89984. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  89985. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  89986. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  89987. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  89988. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  89989. * @param shapeId (integer) is the model shape identifier in the SPS.
  89990. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  89991. * @param sps defines the sps it is associated to
  89992. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  89993. */
  89994. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  89995. /**
  89996. * Legacy support, changed scale to scaling
  89997. */
  89998. /**
  89999. * Legacy support, changed scale to scaling
  90000. */
  90001. scale: Vector3;
  90002. /**
  90003. * Legacy support, changed quaternion to rotationQuaternion
  90004. */
  90005. /**
  90006. * Legacy support, changed quaternion to rotationQuaternion
  90007. */
  90008. quaternion: Nullable<Quaternion>;
  90009. /**
  90010. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  90011. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  90012. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  90013. * @returns true if it intersects
  90014. */
  90015. intersectsMesh(target: Mesh | SolidParticle): boolean;
  90016. /**
  90017. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  90018. * A particle is in the frustum if its bounding box intersects the frustum
  90019. * @param frustumPlanes defines the frustum to test
  90020. * @returns true if the particle is in the frustum planes
  90021. */
  90022. isInFrustum(frustumPlanes: Plane[]): boolean;
  90023. /**
  90024. * get the rotation matrix of the particle
  90025. * @hidden
  90026. */
  90027. getRotationMatrix(m: Matrix): void;
  90028. }
  90029. /**
  90030. * Represents the shape of the model used by one particle of a solid particle system.
  90031. * SPS internal tool, don't use it manually.
  90032. */
  90033. export class ModelShape {
  90034. /**
  90035. * The shape id
  90036. * @hidden
  90037. */
  90038. shapeID: number;
  90039. /**
  90040. * flat array of model positions (internal use)
  90041. * @hidden
  90042. */
  90043. _shape: Vector3[];
  90044. /**
  90045. * flat array of model UVs (internal use)
  90046. * @hidden
  90047. */
  90048. _shapeUV: number[];
  90049. /**
  90050. * length of the shape in the model indices array (internal use)
  90051. * @hidden
  90052. */
  90053. _indicesLength: number;
  90054. /**
  90055. * Custom position function (internal use)
  90056. * @hidden
  90057. */
  90058. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  90059. /**
  90060. * Custom vertex function (internal use)
  90061. * @hidden
  90062. */
  90063. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  90064. /**
  90065. * 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.
  90066. * SPS internal tool, don't use it manually.
  90067. * @hidden
  90068. */
  90069. 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>);
  90070. }
  90071. /**
  90072. * Represents a Depth Sorted Particle in the solid particle system.
  90073. */
  90074. export class DepthSortedParticle {
  90075. /**
  90076. * Index of the particle in the "indices" array
  90077. */
  90078. ind: number;
  90079. /**
  90080. * Length of the particle shape in the "indices" array
  90081. */
  90082. indicesLength: number;
  90083. /**
  90084. * Squared distance from the particle to the camera
  90085. */
  90086. sqDistance: number;
  90087. }
  90088. }
  90089. declare module BABYLON {
  90090. /**
  90091. * @hidden
  90092. */
  90093. export class _MeshCollisionData {
  90094. _checkCollisions: boolean;
  90095. _collisionMask: number;
  90096. _collisionGroup: number;
  90097. _collider: Nullable<Collider>;
  90098. _oldPositionForCollisions: Vector3;
  90099. _diffPositionForCollisions: Vector3;
  90100. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  90101. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  90102. }
  90103. }
  90104. declare module BABYLON {
  90105. /** @hidden */
  90106. class _FacetDataStorage {
  90107. facetPositions: Vector3[];
  90108. facetNormals: Vector3[];
  90109. facetPartitioning: number[][];
  90110. facetNb: number;
  90111. partitioningSubdivisions: number;
  90112. partitioningBBoxRatio: number;
  90113. facetDataEnabled: boolean;
  90114. facetParameters: any;
  90115. bbSize: Vector3;
  90116. subDiv: {
  90117. max: number;
  90118. X: number;
  90119. Y: number;
  90120. Z: number;
  90121. };
  90122. facetDepthSort: boolean;
  90123. facetDepthSortEnabled: boolean;
  90124. depthSortedIndices: IndicesArray;
  90125. depthSortedFacets: {
  90126. ind: number;
  90127. sqDistance: number;
  90128. }[];
  90129. facetDepthSortFunction: (f1: {
  90130. ind: number;
  90131. sqDistance: number;
  90132. }, f2: {
  90133. ind: number;
  90134. sqDistance: number;
  90135. }) => number;
  90136. facetDepthSortFrom: Vector3;
  90137. facetDepthSortOrigin: Vector3;
  90138. invertedMatrix: Matrix;
  90139. }
  90140. /**
  90141. * @hidden
  90142. **/
  90143. class _InternalAbstractMeshDataInfo {
  90144. _hasVertexAlpha: boolean;
  90145. _useVertexColors: boolean;
  90146. _numBoneInfluencers: number;
  90147. _applyFog: boolean;
  90148. _receiveShadows: boolean;
  90149. _facetData: _FacetDataStorage;
  90150. _visibility: number;
  90151. _skeleton: Nullable<Skeleton>;
  90152. _layerMask: number;
  90153. _computeBonesUsingShaders: boolean;
  90154. _isActive: boolean;
  90155. _onlyForInstances: boolean;
  90156. _isActiveIntermediate: boolean;
  90157. _onlyForInstancesIntermediate: boolean;
  90158. }
  90159. /**
  90160. * Class used to store all common mesh properties
  90161. */
  90162. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  90163. /** No occlusion */
  90164. static OCCLUSION_TYPE_NONE: number;
  90165. /** Occlusion set to optimisitic */
  90166. static OCCLUSION_TYPE_OPTIMISTIC: number;
  90167. /** Occlusion set to strict */
  90168. static OCCLUSION_TYPE_STRICT: number;
  90169. /** Use an accurante occlusion algorithm */
  90170. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  90171. /** Use a conservative occlusion algorithm */
  90172. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  90173. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  90174. * Test order :
  90175. * Is the bounding sphere outside the frustum ?
  90176. * If not, are the bounding box vertices outside the frustum ?
  90177. * It not, then the cullable object is in the frustum.
  90178. */
  90179. static readonly CULLINGSTRATEGY_STANDARD: number;
  90180. /** Culling strategy : Bounding Sphere Only.
  90181. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  90182. * It's also less accurate than the standard because some not visible objects can still be selected.
  90183. * Test : is the bounding sphere outside the frustum ?
  90184. * If not, then the cullable object is in the frustum.
  90185. */
  90186. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  90187. /** Culling strategy : Optimistic Inclusion.
  90188. * This in an inclusion test first, then the standard exclusion test.
  90189. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  90190. * 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.
  90191. * Anyway, it's as accurate as the standard strategy.
  90192. * Test :
  90193. * Is the cullable object bounding sphere center in the frustum ?
  90194. * If not, apply the default culling strategy.
  90195. */
  90196. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  90197. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  90198. * This in an inclusion test first, then the bounding sphere only exclusion test.
  90199. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  90200. * 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.
  90201. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  90202. * Test :
  90203. * Is the cullable object bounding sphere center in the frustum ?
  90204. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  90205. */
  90206. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  90207. /**
  90208. * No billboard
  90209. */
  90210. static readonly BILLBOARDMODE_NONE: number;
  90211. /** Billboard on X axis */
  90212. static readonly BILLBOARDMODE_X: number;
  90213. /** Billboard on Y axis */
  90214. static readonly BILLBOARDMODE_Y: number;
  90215. /** Billboard on Z axis */
  90216. static readonly BILLBOARDMODE_Z: number;
  90217. /** Billboard on all axes */
  90218. static readonly BILLBOARDMODE_ALL: number;
  90219. /** Billboard on using position instead of orientation */
  90220. static readonly BILLBOARDMODE_USE_POSITION: number;
  90221. /** @hidden */
  90222. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  90223. /**
  90224. * The culling strategy to use to check whether the mesh must be rendered or not.
  90225. * This value can be changed at any time and will be used on the next render mesh selection.
  90226. * The possible values are :
  90227. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  90228. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  90229. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  90230. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  90231. * Please read each static variable documentation to get details about the culling process.
  90232. * */
  90233. cullingStrategy: number;
  90234. /**
  90235. * Gets the number of facets in the mesh
  90236. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  90237. */
  90238. readonly facetNb: number;
  90239. /**
  90240. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  90241. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  90242. */
  90243. partitioningSubdivisions: number;
  90244. /**
  90245. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  90246. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  90247. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  90248. */
  90249. partitioningBBoxRatio: number;
  90250. /**
  90251. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  90252. * Works only for updatable meshes.
  90253. * Doesn't work with multi-materials
  90254. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  90255. */
  90256. mustDepthSortFacets: boolean;
  90257. /**
  90258. * The location (Vector3) where the facet depth sort must be computed from.
  90259. * By default, the active camera position.
  90260. * Used only when facet depth sort is enabled
  90261. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  90262. */
  90263. facetDepthSortFrom: Vector3;
  90264. /**
  90265. * gets a boolean indicating if facetData is enabled
  90266. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  90267. */
  90268. readonly isFacetDataEnabled: boolean;
  90269. /** @hidden */
  90270. _updateNonUniformScalingState(value: boolean): boolean;
  90271. /**
  90272. * An event triggered when this mesh collides with another one
  90273. */
  90274. onCollideObservable: Observable<AbstractMesh>;
  90275. /** Set a function to call when this mesh collides with another one */
  90276. onCollide: () => void;
  90277. /**
  90278. * An event triggered when the collision's position changes
  90279. */
  90280. onCollisionPositionChangeObservable: Observable<Vector3>;
  90281. /** Set a function to call when the collision's position changes */
  90282. onCollisionPositionChange: () => void;
  90283. /**
  90284. * An event triggered when material is changed
  90285. */
  90286. onMaterialChangedObservable: Observable<AbstractMesh>;
  90287. /**
  90288. * Gets or sets the orientation for POV movement & rotation
  90289. */
  90290. definedFacingForward: boolean;
  90291. /** @hidden */
  90292. _occlusionQuery: Nullable<WebGLQuery>;
  90293. /** @hidden */
  90294. _renderingGroup: Nullable<RenderingGroup>;
  90295. /**
  90296. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  90297. */
  90298. /**
  90299. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  90300. */
  90301. visibility: number;
  90302. /** Gets or sets the alpha index used to sort transparent meshes
  90303. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  90304. */
  90305. alphaIndex: number;
  90306. /**
  90307. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  90308. */
  90309. isVisible: boolean;
  90310. /**
  90311. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  90312. */
  90313. isPickable: boolean;
  90314. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  90315. showSubMeshesBoundingBox: boolean;
  90316. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  90317. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  90318. */
  90319. isBlocker: boolean;
  90320. /**
  90321. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  90322. */
  90323. enablePointerMoveEvents: boolean;
  90324. /**
  90325. * Specifies the rendering group id for this mesh (0 by default)
  90326. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  90327. */
  90328. renderingGroupId: number;
  90329. private _material;
  90330. /** Gets or sets current material */
  90331. material: Nullable<Material>;
  90332. /**
  90333. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  90334. * @see http://doc.babylonjs.com/babylon101/shadows
  90335. */
  90336. receiveShadows: boolean;
  90337. /** Defines color to use when rendering outline */
  90338. outlineColor: Color3;
  90339. /** Define width to use when rendering outline */
  90340. outlineWidth: number;
  90341. /** Defines color to use when rendering overlay */
  90342. overlayColor: Color3;
  90343. /** Defines alpha to use when rendering overlay */
  90344. overlayAlpha: number;
  90345. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  90346. hasVertexAlpha: boolean;
  90347. /** 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) */
  90348. useVertexColors: boolean;
  90349. /**
  90350. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  90351. */
  90352. computeBonesUsingShaders: boolean;
  90353. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  90354. numBoneInfluencers: number;
  90355. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  90356. applyFog: boolean;
  90357. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  90358. useOctreeForRenderingSelection: boolean;
  90359. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  90360. useOctreeForPicking: boolean;
  90361. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  90362. useOctreeForCollisions: boolean;
  90363. /**
  90364. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  90365. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  90366. */
  90367. layerMask: number;
  90368. /**
  90369. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  90370. */
  90371. alwaysSelectAsActiveMesh: boolean;
  90372. /**
  90373. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  90374. */
  90375. doNotSyncBoundingInfo: boolean;
  90376. /**
  90377. * Gets or sets the current action manager
  90378. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  90379. */
  90380. actionManager: Nullable<AbstractActionManager>;
  90381. private _meshCollisionData;
  90382. /**
  90383. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  90384. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90385. */
  90386. ellipsoid: Vector3;
  90387. /**
  90388. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  90389. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90390. */
  90391. ellipsoidOffset: Vector3;
  90392. /**
  90393. * Gets or sets a collision mask used to mask collisions (default is -1).
  90394. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  90395. */
  90396. collisionMask: number;
  90397. /**
  90398. * Gets or sets the current collision group mask (-1 by default).
  90399. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  90400. */
  90401. collisionGroup: number;
  90402. /**
  90403. * Defines edge width used when edgesRenderer is enabled
  90404. * @see https://www.babylonjs-playground.com/#10OJSG#13
  90405. */
  90406. edgesWidth: number;
  90407. /**
  90408. * Defines edge color used when edgesRenderer is enabled
  90409. * @see https://www.babylonjs-playground.com/#10OJSG#13
  90410. */
  90411. edgesColor: Color4;
  90412. /** @hidden */
  90413. _edgesRenderer: Nullable<IEdgesRenderer>;
  90414. /** @hidden */
  90415. _masterMesh: Nullable<AbstractMesh>;
  90416. /** @hidden */
  90417. _boundingInfo: Nullable<BoundingInfo>;
  90418. /** @hidden */
  90419. _renderId: number;
  90420. /**
  90421. * Gets or sets the list of subMeshes
  90422. * @see http://doc.babylonjs.com/how_to/multi_materials
  90423. */
  90424. subMeshes: SubMesh[];
  90425. /** @hidden */
  90426. _intersectionsInProgress: AbstractMesh[];
  90427. /** @hidden */
  90428. _unIndexed: boolean;
  90429. /** @hidden */
  90430. _lightSources: Light[];
  90431. /** Gets the list of lights affecting that mesh */
  90432. readonly lightSources: Light[];
  90433. /** @hidden */
  90434. readonly _positions: Nullable<Vector3[]>;
  90435. /** @hidden */
  90436. _waitingData: {
  90437. lods: Nullable<any>;
  90438. actions: Nullable<any>;
  90439. freezeWorldMatrix: Nullable<boolean>;
  90440. };
  90441. /** @hidden */
  90442. _bonesTransformMatrices: Nullable<Float32Array>;
  90443. /** @hidden */
  90444. _transformMatrixTexture: Nullable<RawTexture>;
  90445. /**
  90446. * Gets or sets a skeleton to apply skining transformations
  90447. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  90448. */
  90449. skeleton: Nullable<Skeleton>;
  90450. /**
  90451. * An event triggered when the mesh is rebuilt.
  90452. */
  90453. onRebuildObservable: Observable<AbstractMesh>;
  90454. /**
  90455. * Creates a new AbstractMesh
  90456. * @param name defines the name of the mesh
  90457. * @param scene defines the hosting scene
  90458. */
  90459. constructor(name: string, scene?: Nullable<Scene>);
  90460. /**
  90461. * Returns the string "AbstractMesh"
  90462. * @returns "AbstractMesh"
  90463. */
  90464. getClassName(): string;
  90465. /**
  90466. * Gets a string representation of the current mesh
  90467. * @param fullDetails defines a boolean indicating if full details must be included
  90468. * @returns a string representation of the current mesh
  90469. */
  90470. toString(fullDetails?: boolean): string;
  90471. /**
  90472. * @hidden
  90473. */
  90474. protected _getEffectiveParent(): Nullable<Node>;
  90475. /** @hidden */
  90476. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  90477. /** @hidden */
  90478. _rebuild(): void;
  90479. /** @hidden */
  90480. _resyncLightSources(): void;
  90481. /** @hidden */
  90482. _resyncLighSource(light: Light): void;
  90483. /** @hidden */
  90484. _unBindEffect(): void;
  90485. /** @hidden */
  90486. _removeLightSource(light: Light): void;
  90487. private _markSubMeshesAsDirty;
  90488. /** @hidden */
  90489. _markSubMeshesAsLightDirty(): void;
  90490. /** @hidden */
  90491. _markSubMeshesAsAttributesDirty(): void;
  90492. /** @hidden */
  90493. _markSubMeshesAsMiscDirty(): void;
  90494. /**
  90495. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  90496. */
  90497. scaling: Vector3;
  90498. /**
  90499. * Returns true if the mesh is blocked. Implemented by child classes
  90500. */
  90501. readonly isBlocked: boolean;
  90502. /**
  90503. * Returns the mesh itself by default. Implemented by child classes
  90504. * @param camera defines the camera to use to pick the right LOD level
  90505. * @returns the currentAbstractMesh
  90506. */
  90507. getLOD(camera: Camera): Nullable<AbstractMesh>;
  90508. /**
  90509. * Returns 0 by default. Implemented by child classes
  90510. * @returns an integer
  90511. */
  90512. getTotalVertices(): number;
  90513. /**
  90514. * Returns a positive integer : the total number of indices in this mesh geometry.
  90515. * @returns the numner of indices or zero if the mesh has no geometry.
  90516. */
  90517. getTotalIndices(): number;
  90518. /**
  90519. * Returns null by default. Implemented by child classes
  90520. * @returns null
  90521. */
  90522. getIndices(): Nullable<IndicesArray>;
  90523. /**
  90524. * Returns the array of the requested vertex data kind. Implemented by child classes
  90525. * @param kind defines the vertex data kind to use
  90526. * @returns null
  90527. */
  90528. getVerticesData(kind: string): Nullable<FloatArray>;
  90529. /**
  90530. * Sets the vertex data of the mesh geometry for the requested `kind`.
  90531. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  90532. * Note that a new underlying VertexBuffer object is created each call.
  90533. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  90534. * @param kind defines vertex data kind:
  90535. * * VertexBuffer.PositionKind
  90536. * * VertexBuffer.UVKind
  90537. * * VertexBuffer.UV2Kind
  90538. * * VertexBuffer.UV3Kind
  90539. * * VertexBuffer.UV4Kind
  90540. * * VertexBuffer.UV5Kind
  90541. * * VertexBuffer.UV6Kind
  90542. * * VertexBuffer.ColorKind
  90543. * * VertexBuffer.MatricesIndicesKind
  90544. * * VertexBuffer.MatricesIndicesExtraKind
  90545. * * VertexBuffer.MatricesWeightsKind
  90546. * * VertexBuffer.MatricesWeightsExtraKind
  90547. * @param data defines the data source
  90548. * @param updatable defines if the data must be flagged as updatable (or static)
  90549. * @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
  90550. * @returns the current mesh
  90551. */
  90552. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  90553. /**
  90554. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  90555. * If the mesh has no geometry, it is simply returned as it is.
  90556. * @param kind defines vertex data kind:
  90557. * * VertexBuffer.PositionKind
  90558. * * VertexBuffer.UVKind
  90559. * * VertexBuffer.UV2Kind
  90560. * * VertexBuffer.UV3Kind
  90561. * * VertexBuffer.UV4Kind
  90562. * * VertexBuffer.UV5Kind
  90563. * * VertexBuffer.UV6Kind
  90564. * * VertexBuffer.ColorKind
  90565. * * VertexBuffer.MatricesIndicesKind
  90566. * * VertexBuffer.MatricesIndicesExtraKind
  90567. * * VertexBuffer.MatricesWeightsKind
  90568. * * VertexBuffer.MatricesWeightsExtraKind
  90569. * @param data defines the data source
  90570. * @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
  90571. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  90572. * @returns the current mesh
  90573. */
  90574. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  90575. /**
  90576. * Sets the mesh indices,
  90577. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  90578. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  90579. * @param totalVertices Defines the total number of vertices
  90580. * @returns the current mesh
  90581. */
  90582. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  90583. /**
  90584. * Gets a boolean indicating if specific vertex data is present
  90585. * @param kind defines the vertex data kind to use
  90586. * @returns true is data kind is present
  90587. */
  90588. isVerticesDataPresent(kind: string): boolean;
  90589. /**
  90590. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  90591. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  90592. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  90593. * @returns a BoundingInfo
  90594. */
  90595. getBoundingInfo(): BoundingInfo;
  90596. /**
  90597. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  90598. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  90599. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  90600. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  90601. * @returns the current mesh
  90602. */
  90603. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  90604. /**
  90605. * Overwrite the current bounding info
  90606. * @param boundingInfo defines the new bounding info
  90607. * @returns the current mesh
  90608. */
  90609. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  90610. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  90611. readonly useBones: boolean;
  90612. /** @hidden */
  90613. _preActivate(): void;
  90614. /** @hidden */
  90615. _preActivateForIntermediateRendering(renderId: number): void;
  90616. /** @hidden */
  90617. _activate(renderId: number, intermediateRendering: boolean): boolean;
  90618. /** @hidden */
  90619. _postActivate(): void;
  90620. /** @hidden */
  90621. _freeze(): void;
  90622. /** @hidden */
  90623. _unFreeze(): void;
  90624. /**
  90625. * Gets the current world matrix
  90626. * @returns a Matrix
  90627. */
  90628. getWorldMatrix(): Matrix;
  90629. /** @hidden */
  90630. _getWorldMatrixDeterminant(): number;
  90631. /**
  90632. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  90633. */
  90634. readonly isAnInstance: boolean;
  90635. /**
  90636. * Gets a boolean indicating if this mesh has instances
  90637. */
  90638. readonly hasInstances: boolean;
  90639. /**
  90640. * Perform relative position change from the point of view of behind the front of the mesh.
  90641. * This is performed taking into account the meshes current rotation, so you do not have to care.
  90642. * Supports definition of mesh facing forward or backward
  90643. * @param amountRight defines the distance on the right axis
  90644. * @param amountUp defines the distance on the up axis
  90645. * @param amountForward defines the distance on the forward axis
  90646. * @returns the current mesh
  90647. */
  90648. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  90649. /**
  90650. * Calculate relative position change from the point of view of behind the front of the mesh.
  90651. * This is performed taking into account the meshes current rotation, so you do not have to care.
  90652. * Supports definition of mesh facing forward or backward
  90653. * @param amountRight defines the distance on the right axis
  90654. * @param amountUp defines the distance on the up axis
  90655. * @param amountForward defines the distance on the forward axis
  90656. * @returns the new displacement vector
  90657. */
  90658. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  90659. /**
  90660. * Perform relative rotation change from the point of view of behind the front of the mesh.
  90661. * Supports definition of mesh facing forward or backward
  90662. * @param flipBack defines the flip
  90663. * @param twirlClockwise defines the twirl
  90664. * @param tiltRight defines the tilt
  90665. * @returns the current mesh
  90666. */
  90667. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  90668. /**
  90669. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  90670. * Supports definition of mesh facing forward or backward.
  90671. * @param flipBack defines the flip
  90672. * @param twirlClockwise defines the twirl
  90673. * @param tiltRight defines the tilt
  90674. * @returns the new rotation vector
  90675. */
  90676. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  90677. /**
  90678. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  90679. * This means the mesh underlying bounding box and sphere are recomputed.
  90680. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  90681. * @returns the current mesh
  90682. */
  90683. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  90684. /** @hidden */
  90685. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  90686. /** @hidden */
  90687. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  90688. /** @hidden */
  90689. _updateBoundingInfo(): AbstractMesh;
  90690. /** @hidden */
  90691. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  90692. /** @hidden */
  90693. protected _afterComputeWorldMatrix(): void;
  90694. /** @hidden */
  90695. readonly _effectiveMesh: AbstractMesh;
  90696. /**
  90697. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  90698. * A mesh is in the frustum if its bounding box intersects the frustum
  90699. * @param frustumPlanes defines the frustum to test
  90700. * @returns true if the mesh is in the frustum planes
  90701. */
  90702. isInFrustum(frustumPlanes: Plane[]): boolean;
  90703. /**
  90704. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  90705. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  90706. * @param frustumPlanes defines the frustum to test
  90707. * @returns true if the mesh is completely in the frustum planes
  90708. */
  90709. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  90710. /**
  90711. * True if the mesh intersects another mesh or a SolidParticle object
  90712. * @param mesh defines a target mesh or SolidParticle to test
  90713. * @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)
  90714. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  90715. * @returns true if there is an intersection
  90716. */
  90717. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  90718. /**
  90719. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  90720. * @param point defines the point to test
  90721. * @returns true if there is an intersection
  90722. */
  90723. intersectsPoint(point: Vector3): boolean;
  90724. /**
  90725. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  90726. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90727. */
  90728. checkCollisions: boolean;
  90729. /**
  90730. * Gets Collider object used to compute collisions (not physics)
  90731. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90732. */
  90733. readonly collider: Nullable<Collider>;
  90734. /**
  90735. * Move the mesh using collision engine
  90736. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90737. * @param displacement defines the requested displacement vector
  90738. * @returns the current mesh
  90739. */
  90740. moveWithCollisions(displacement: Vector3): AbstractMesh;
  90741. private _onCollisionPositionChange;
  90742. /** @hidden */
  90743. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  90744. /** @hidden */
  90745. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  90746. /** @hidden */
  90747. _checkCollision(collider: Collider): AbstractMesh;
  90748. /** @hidden */
  90749. _generatePointsArray(): boolean;
  90750. /**
  90751. * Checks if the passed Ray intersects with the mesh
  90752. * @param ray defines the ray to use
  90753. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  90754. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  90755. * @returns the picking info
  90756. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  90757. */
  90758. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  90759. /**
  90760. * Clones the current mesh
  90761. * @param name defines the mesh name
  90762. * @param newParent defines the new mesh parent
  90763. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  90764. * @returns the new mesh
  90765. */
  90766. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  90767. /**
  90768. * Disposes all the submeshes of the current meshnp
  90769. * @returns the current mesh
  90770. */
  90771. releaseSubMeshes(): AbstractMesh;
  90772. /**
  90773. * Releases resources associated with this abstract mesh.
  90774. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  90775. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  90776. */
  90777. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  90778. /**
  90779. * Adds the passed mesh as a child to the current mesh
  90780. * @param mesh defines the child mesh
  90781. * @returns the current mesh
  90782. */
  90783. addChild(mesh: AbstractMesh): AbstractMesh;
  90784. /**
  90785. * Removes the passed mesh from the current mesh children list
  90786. * @param mesh defines the child mesh
  90787. * @returns the current mesh
  90788. */
  90789. removeChild(mesh: AbstractMesh): AbstractMesh;
  90790. /** @hidden */
  90791. private _initFacetData;
  90792. /**
  90793. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  90794. * This method can be called within the render loop.
  90795. * 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
  90796. * @returns the current mesh
  90797. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90798. */
  90799. updateFacetData(): AbstractMesh;
  90800. /**
  90801. * Returns the facetLocalNormals array.
  90802. * The normals are expressed in the mesh local spac
  90803. * @returns an array of Vector3
  90804. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90805. */
  90806. getFacetLocalNormals(): Vector3[];
  90807. /**
  90808. * Returns the facetLocalPositions array.
  90809. * The facet positions are expressed in the mesh local space
  90810. * @returns an array of Vector3
  90811. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90812. */
  90813. getFacetLocalPositions(): Vector3[];
  90814. /**
  90815. * Returns the facetLocalPartioning array
  90816. * @returns an array of array of numbers
  90817. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90818. */
  90819. getFacetLocalPartitioning(): number[][];
  90820. /**
  90821. * Returns the i-th facet position in the world system.
  90822. * This method allocates a new Vector3 per call
  90823. * @param i defines the facet index
  90824. * @returns a new Vector3
  90825. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90826. */
  90827. getFacetPosition(i: number): Vector3;
  90828. /**
  90829. * Sets the reference Vector3 with the i-th facet position in the world system
  90830. * @param i defines the facet index
  90831. * @param ref defines the target vector
  90832. * @returns the current mesh
  90833. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90834. */
  90835. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  90836. /**
  90837. * Returns the i-th facet normal in the world system.
  90838. * This method allocates a new Vector3 per call
  90839. * @param i defines the facet index
  90840. * @returns a new Vector3
  90841. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90842. */
  90843. getFacetNormal(i: number): Vector3;
  90844. /**
  90845. * Sets the reference Vector3 with the i-th facet normal in the world system
  90846. * @param i defines the facet index
  90847. * @param ref defines the target vector
  90848. * @returns the current mesh
  90849. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90850. */
  90851. getFacetNormalToRef(i: number, ref: Vector3): this;
  90852. /**
  90853. * 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)
  90854. * @param x defines x coordinate
  90855. * @param y defines y coordinate
  90856. * @param z defines z coordinate
  90857. * @returns the array of facet indexes
  90858. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90859. */
  90860. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  90861. /**
  90862. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  90863. * @param projected sets as the (x,y,z) world projection on the facet
  90864. * @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
  90865. * @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
  90866. * @param x defines x coordinate
  90867. * @param y defines y coordinate
  90868. * @param z defines z coordinate
  90869. * @returns the face index if found (or null instead)
  90870. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90871. */
  90872. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  90873. /**
  90874. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  90875. * @param projected sets as the (x,y,z) local projection on the facet
  90876. * @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
  90877. * @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
  90878. * @param x defines x coordinate
  90879. * @param y defines y coordinate
  90880. * @param z defines z coordinate
  90881. * @returns the face index if found (or null instead)
  90882. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90883. */
  90884. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  90885. /**
  90886. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  90887. * @returns the parameters
  90888. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90889. */
  90890. getFacetDataParameters(): any;
  90891. /**
  90892. * Disables the feature FacetData and frees the related memory
  90893. * @returns the current mesh
  90894. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90895. */
  90896. disableFacetData(): AbstractMesh;
  90897. /**
  90898. * Updates the AbstractMesh indices array
  90899. * @param indices defines the data source
  90900. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  90901. * @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)
  90902. * @returns the current mesh
  90903. */
  90904. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  90905. /**
  90906. * Creates new normals data for the mesh
  90907. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  90908. * @returns the current mesh
  90909. */
  90910. createNormals(updatable: boolean): AbstractMesh;
  90911. /**
  90912. * Align the mesh with a normal
  90913. * @param normal defines the normal to use
  90914. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  90915. * @returns the current mesh
  90916. */
  90917. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  90918. /** @hidden */
  90919. _checkOcclusionQuery(): boolean;
  90920. /**
  90921. * Disables the mesh edge rendering mode
  90922. * @returns the currentAbstractMesh
  90923. */
  90924. disableEdgesRendering(): AbstractMesh;
  90925. /**
  90926. * Enables the edge rendering mode on the mesh.
  90927. * This mode makes the mesh edges visible
  90928. * @param epsilon defines the maximal distance between two angles to detect a face
  90929. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  90930. * @returns the currentAbstractMesh
  90931. * @see https://www.babylonjs-playground.com/#19O9TU#0
  90932. */
  90933. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  90934. }
  90935. }
  90936. declare module BABYLON {
  90937. /**
  90938. * Interface used to define ActionEvent
  90939. */
  90940. export interface IActionEvent {
  90941. /** The mesh or sprite that triggered the action */
  90942. source: any;
  90943. /** The X mouse cursor position at the time of the event */
  90944. pointerX: number;
  90945. /** The Y mouse cursor position at the time of the event */
  90946. pointerY: number;
  90947. /** The mesh that is currently pointed at (can be null) */
  90948. meshUnderPointer: Nullable<AbstractMesh>;
  90949. /** the original (browser) event that triggered the ActionEvent */
  90950. sourceEvent?: any;
  90951. /** additional data for the event */
  90952. additionalData?: any;
  90953. }
  90954. /**
  90955. * ActionEvent is the event being sent when an action is triggered.
  90956. */
  90957. export class ActionEvent implements IActionEvent {
  90958. /** The mesh or sprite that triggered the action */
  90959. source: any;
  90960. /** The X mouse cursor position at the time of the event */
  90961. pointerX: number;
  90962. /** The Y mouse cursor position at the time of the event */
  90963. pointerY: number;
  90964. /** The mesh that is currently pointed at (can be null) */
  90965. meshUnderPointer: Nullable<AbstractMesh>;
  90966. /** the original (browser) event that triggered the ActionEvent */
  90967. sourceEvent?: any;
  90968. /** additional data for the event */
  90969. additionalData?: any;
  90970. /**
  90971. * Creates a new ActionEvent
  90972. * @param source The mesh or sprite that triggered the action
  90973. * @param pointerX The X mouse cursor position at the time of the event
  90974. * @param pointerY The Y mouse cursor position at the time of the event
  90975. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  90976. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  90977. * @param additionalData additional data for the event
  90978. */
  90979. constructor(
  90980. /** The mesh or sprite that triggered the action */
  90981. source: any,
  90982. /** The X mouse cursor position at the time of the event */
  90983. pointerX: number,
  90984. /** The Y mouse cursor position at the time of the event */
  90985. pointerY: number,
  90986. /** The mesh that is currently pointed at (can be null) */
  90987. meshUnderPointer: Nullable<AbstractMesh>,
  90988. /** the original (browser) event that triggered the ActionEvent */
  90989. sourceEvent?: any,
  90990. /** additional data for the event */
  90991. additionalData?: any);
  90992. /**
  90993. * Helper function to auto-create an ActionEvent from a source mesh.
  90994. * @param source The source mesh that triggered the event
  90995. * @param evt The original (browser) event
  90996. * @param additionalData additional data for the event
  90997. * @returns the new ActionEvent
  90998. */
  90999. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  91000. /**
  91001. * Helper function to auto-create an ActionEvent from a source sprite
  91002. * @param source The source sprite that triggered the event
  91003. * @param scene Scene associated with the sprite
  91004. * @param evt The original (browser) event
  91005. * @param additionalData additional data for the event
  91006. * @returns the new ActionEvent
  91007. */
  91008. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  91009. /**
  91010. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  91011. * @param scene the scene where the event occurred
  91012. * @param evt The original (browser) event
  91013. * @returns the new ActionEvent
  91014. */
  91015. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  91016. /**
  91017. * Helper function to auto-create an ActionEvent from a primitive
  91018. * @param prim defines the target primitive
  91019. * @param pointerPos defines the pointer position
  91020. * @param evt The original (browser) event
  91021. * @param additionalData additional data for the event
  91022. * @returns the new ActionEvent
  91023. */
  91024. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  91025. }
  91026. }
  91027. declare module BABYLON {
  91028. /**
  91029. * Abstract class used to decouple action Manager from scene and meshes.
  91030. * Do not instantiate.
  91031. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  91032. */
  91033. export abstract class AbstractActionManager implements IDisposable {
  91034. /** Gets the list of active triggers */
  91035. static Triggers: {
  91036. [key: string]: number;
  91037. };
  91038. /** Gets the cursor to use when hovering items */
  91039. hoverCursor: string;
  91040. /** Gets the list of actions */
  91041. actions: IAction[];
  91042. /**
  91043. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  91044. */
  91045. isRecursive: boolean;
  91046. /**
  91047. * Releases all associated resources
  91048. */
  91049. abstract dispose(): void;
  91050. /**
  91051. * Does this action manager has pointer triggers
  91052. */
  91053. abstract readonly hasPointerTriggers: boolean;
  91054. /**
  91055. * Does this action manager has pick triggers
  91056. */
  91057. abstract readonly hasPickTriggers: boolean;
  91058. /**
  91059. * Process a specific trigger
  91060. * @param trigger defines the trigger to process
  91061. * @param evt defines the event details to be processed
  91062. */
  91063. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  91064. /**
  91065. * Does this action manager handles actions of any of the given triggers
  91066. * @param triggers defines the triggers to be tested
  91067. * @return a boolean indicating whether one (or more) of the triggers is handled
  91068. */
  91069. abstract hasSpecificTriggers(triggers: number[]): boolean;
  91070. /**
  91071. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  91072. * speed.
  91073. * @param triggerA defines the trigger to be tested
  91074. * @param triggerB defines the trigger to be tested
  91075. * @return a boolean indicating whether one (or more) of the triggers is handled
  91076. */
  91077. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  91078. /**
  91079. * Does this action manager handles actions of a given trigger
  91080. * @param trigger defines the trigger to be tested
  91081. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  91082. * @return whether the trigger is handled
  91083. */
  91084. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  91085. /**
  91086. * Serialize this manager to a JSON object
  91087. * @param name defines the property name to store this manager
  91088. * @returns a JSON representation of this manager
  91089. */
  91090. abstract serialize(name: string): any;
  91091. /**
  91092. * Registers an action to this action manager
  91093. * @param action defines the action to be registered
  91094. * @return the action amended (prepared) after registration
  91095. */
  91096. abstract registerAction(action: IAction): Nullable<IAction>;
  91097. /**
  91098. * Unregisters an action to this action manager
  91099. * @param action defines the action to be unregistered
  91100. * @return a boolean indicating whether the action has been unregistered
  91101. */
  91102. abstract unregisterAction(action: IAction): Boolean;
  91103. /**
  91104. * Does exist one action manager with at least one trigger
  91105. **/
  91106. static readonly HasTriggers: boolean;
  91107. /**
  91108. * Does exist one action manager with at least one pick trigger
  91109. **/
  91110. static readonly HasPickTriggers: boolean;
  91111. /**
  91112. * Does exist one action manager that handles actions of a given trigger
  91113. * @param trigger defines the trigger to be tested
  91114. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  91115. **/
  91116. static HasSpecificTrigger(trigger: number): boolean;
  91117. }
  91118. }
  91119. declare module BABYLON {
  91120. /**
  91121. * Defines how a node can be built from a string name.
  91122. */
  91123. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  91124. /**
  91125. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  91126. */
  91127. export class Node implements IBehaviorAware<Node> {
  91128. /** @hidden */
  91129. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  91130. private static _NodeConstructors;
  91131. /**
  91132. * Add a new node constructor
  91133. * @param type defines the type name of the node to construct
  91134. * @param constructorFunc defines the constructor function
  91135. */
  91136. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  91137. /**
  91138. * Returns a node constructor based on type name
  91139. * @param type defines the type name
  91140. * @param name defines the new node name
  91141. * @param scene defines the hosting scene
  91142. * @param options defines optional options to transmit to constructors
  91143. * @returns the new constructor or null
  91144. */
  91145. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  91146. /**
  91147. * Gets or sets the name of the node
  91148. */
  91149. name: string;
  91150. /**
  91151. * Gets or sets the id of the node
  91152. */
  91153. id: string;
  91154. /**
  91155. * Gets or sets the unique id of the node
  91156. */
  91157. uniqueId: number;
  91158. /**
  91159. * Gets or sets a string used to store user defined state for the node
  91160. */
  91161. state: string;
  91162. /**
  91163. * Gets or sets an object used to store user defined information for the node
  91164. */
  91165. metadata: any;
  91166. /**
  91167. * For internal use only. Please do not use.
  91168. */
  91169. reservedDataStore: any;
  91170. /**
  91171. * List of inspectable custom properties (used by the Inspector)
  91172. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  91173. */
  91174. inspectableCustomProperties: IInspectable[];
  91175. /**
  91176. * Gets or sets a boolean used to define if the node must be serialized
  91177. */
  91178. doNotSerialize: boolean;
  91179. /** @hidden */
  91180. _isDisposed: boolean;
  91181. /**
  91182. * Gets a list of Animations associated with the node
  91183. */
  91184. animations: Animation[];
  91185. protected _ranges: {
  91186. [name: string]: Nullable<AnimationRange>;
  91187. };
  91188. /**
  91189. * Callback raised when the node is ready to be used
  91190. */
  91191. onReady: Nullable<(node: Node) => void>;
  91192. private _isEnabled;
  91193. private _isParentEnabled;
  91194. private _isReady;
  91195. /** @hidden */
  91196. _currentRenderId: number;
  91197. private _parentUpdateId;
  91198. /** @hidden */
  91199. _childUpdateId: number;
  91200. /** @hidden */
  91201. _waitingParentId: Nullable<string>;
  91202. /** @hidden */
  91203. _scene: Scene;
  91204. /** @hidden */
  91205. _cache: any;
  91206. private _parentNode;
  91207. private _children;
  91208. /** @hidden */
  91209. _worldMatrix: Matrix;
  91210. /** @hidden */
  91211. _worldMatrixDeterminant: number;
  91212. /** @hidden */
  91213. _worldMatrixDeterminantIsDirty: boolean;
  91214. /** @hidden */
  91215. private _sceneRootNodesIndex;
  91216. /**
  91217. * Gets a boolean indicating if the node has been disposed
  91218. * @returns true if the node was disposed
  91219. */
  91220. isDisposed(): boolean;
  91221. /**
  91222. * Gets or sets the parent of the node (without keeping the current position in the scene)
  91223. * @see https://doc.babylonjs.com/how_to/parenting
  91224. */
  91225. parent: Nullable<Node>;
  91226. private addToSceneRootNodes;
  91227. private removeFromSceneRootNodes;
  91228. private _animationPropertiesOverride;
  91229. /**
  91230. * Gets or sets the animation properties override
  91231. */
  91232. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  91233. /**
  91234. * Gets a string idenfifying the name of the class
  91235. * @returns "Node" string
  91236. */
  91237. getClassName(): string;
  91238. /** @hidden */
  91239. readonly _isNode: boolean;
  91240. /**
  91241. * An event triggered when the mesh is disposed
  91242. */
  91243. onDisposeObservable: Observable<Node>;
  91244. private _onDisposeObserver;
  91245. /**
  91246. * Sets a callback that will be raised when the node will be disposed
  91247. */
  91248. onDispose: () => void;
  91249. /**
  91250. * Creates a new Node
  91251. * @param name the name and id to be given to this node
  91252. * @param scene the scene this node will be added to
  91253. * @param addToRootNodes the node will be added to scene.rootNodes
  91254. */
  91255. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  91256. /**
  91257. * Gets the scene of the node
  91258. * @returns a scene
  91259. */
  91260. getScene(): Scene;
  91261. /**
  91262. * Gets the engine of the node
  91263. * @returns a Engine
  91264. */
  91265. getEngine(): Engine;
  91266. private _behaviors;
  91267. /**
  91268. * Attach a behavior to the node
  91269. * @see http://doc.babylonjs.com/features/behaviour
  91270. * @param behavior defines the behavior to attach
  91271. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  91272. * @returns the current Node
  91273. */
  91274. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  91275. /**
  91276. * Remove an attached behavior
  91277. * @see http://doc.babylonjs.com/features/behaviour
  91278. * @param behavior defines the behavior to attach
  91279. * @returns the current Node
  91280. */
  91281. removeBehavior(behavior: Behavior<Node>): Node;
  91282. /**
  91283. * Gets the list of attached behaviors
  91284. * @see http://doc.babylonjs.com/features/behaviour
  91285. */
  91286. readonly behaviors: Behavior<Node>[];
  91287. /**
  91288. * Gets an attached behavior by name
  91289. * @param name defines the name of the behavior to look for
  91290. * @see http://doc.babylonjs.com/features/behaviour
  91291. * @returns null if behavior was not found else the requested behavior
  91292. */
  91293. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  91294. /**
  91295. * Returns the latest update of the World matrix
  91296. * @returns a Matrix
  91297. */
  91298. getWorldMatrix(): Matrix;
  91299. /** @hidden */
  91300. _getWorldMatrixDeterminant(): number;
  91301. /**
  91302. * Returns directly the latest state of the mesh World matrix.
  91303. * A Matrix is returned.
  91304. */
  91305. readonly worldMatrixFromCache: Matrix;
  91306. /** @hidden */
  91307. _initCache(): void;
  91308. /** @hidden */
  91309. updateCache(force?: boolean): void;
  91310. /** @hidden */
  91311. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  91312. /** @hidden */
  91313. _updateCache(ignoreParentClass?: boolean): void;
  91314. /** @hidden */
  91315. _isSynchronized(): boolean;
  91316. /** @hidden */
  91317. _markSyncedWithParent(): void;
  91318. /** @hidden */
  91319. isSynchronizedWithParent(): boolean;
  91320. /** @hidden */
  91321. isSynchronized(): boolean;
  91322. /**
  91323. * Is this node ready to be used/rendered
  91324. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  91325. * @return true if the node is ready
  91326. */
  91327. isReady(completeCheck?: boolean): boolean;
  91328. /**
  91329. * Is this node enabled?
  91330. * 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
  91331. * @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
  91332. * @return whether this node (and its parent) is enabled
  91333. */
  91334. isEnabled(checkAncestors?: boolean): boolean;
  91335. /** @hidden */
  91336. protected _syncParentEnabledState(): void;
  91337. /**
  91338. * Set the enabled state of this node
  91339. * @param value defines the new enabled state
  91340. */
  91341. setEnabled(value: boolean): void;
  91342. /**
  91343. * Is this node a descendant of the given node?
  91344. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  91345. * @param ancestor defines the parent node to inspect
  91346. * @returns a boolean indicating if this node is a descendant of the given node
  91347. */
  91348. isDescendantOf(ancestor: Node): boolean;
  91349. /** @hidden */
  91350. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  91351. /**
  91352. * Will return all nodes that have this node as ascendant
  91353. * @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
  91354. * @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
  91355. * @return all children nodes of all types
  91356. */
  91357. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  91358. /**
  91359. * Get all child-meshes of this node
  91360. * @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)
  91361. * @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
  91362. * @returns an array of AbstractMesh
  91363. */
  91364. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  91365. /**
  91366. * Get all direct children of this node
  91367. * @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
  91368. * @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)
  91369. * @returns an array of Node
  91370. */
  91371. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  91372. /** @hidden */
  91373. _setReady(state: boolean): void;
  91374. /**
  91375. * Get an animation by name
  91376. * @param name defines the name of the animation to look for
  91377. * @returns null if not found else the requested animation
  91378. */
  91379. getAnimationByName(name: string): Nullable<Animation>;
  91380. /**
  91381. * Creates an animation range for this node
  91382. * @param name defines the name of the range
  91383. * @param from defines the starting key
  91384. * @param to defines the end key
  91385. */
  91386. createAnimationRange(name: string, from: number, to: number): void;
  91387. /**
  91388. * Delete a specific animation range
  91389. * @param name defines the name of the range to delete
  91390. * @param deleteFrames defines if animation frames from the range must be deleted as well
  91391. */
  91392. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  91393. /**
  91394. * Get an animation range by name
  91395. * @param name defines the name of the animation range to look for
  91396. * @returns null if not found else the requested animation range
  91397. */
  91398. getAnimationRange(name: string): Nullable<AnimationRange>;
  91399. /**
  91400. * Gets the list of all animation ranges defined on this node
  91401. * @returns an array
  91402. */
  91403. getAnimationRanges(): Nullable<AnimationRange>[];
  91404. /**
  91405. * Will start the animation sequence
  91406. * @param name defines the range frames for animation sequence
  91407. * @param loop defines if the animation should loop (false by default)
  91408. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  91409. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  91410. * @returns the object created for this animation. If range does not exist, it will return null
  91411. */
  91412. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  91413. /**
  91414. * Serialize animation ranges into a JSON compatible object
  91415. * @returns serialization object
  91416. */
  91417. serializeAnimationRanges(): any;
  91418. /**
  91419. * Computes the world matrix of the node
  91420. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  91421. * @returns the world matrix
  91422. */
  91423. computeWorldMatrix(force?: boolean): Matrix;
  91424. /**
  91425. * Releases resources associated with this node.
  91426. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  91427. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  91428. */
  91429. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  91430. /**
  91431. * Parse animation range data from a serialization object and store them into a given node
  91432. * @param node defines where to store the animation ranges
  91433. * @param parsedNode defines the serialization object to read data from
  91434. * @param scene defines the hosting scene
  91435. */
  91436. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  91437. /**
  91438. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  91439. * @param includeDescendants Include bounding info from descendants as well (true by default)
  91440. * @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
  91441. * @returns the new bounding vectors
  91442. */
  91443. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  91444. min: Vector3;
  91445. max: Vector3;
  91446. };
  91447. }
  91448. }
  91449. declare module BABYLON {
  91450. /**
  91451. * @hidden
  91452. */
  91453. export class _IAnimationState {
  91454. key: number;
  91455. repeatCount: number;
  91456. workValue?: any;
  91457. loopMode?: number;
  91458. offsetValue?: any;
  91459. highLimitValue?: any;
  91460. }
  91461. /**
  91462. * Class used to store any kind of animation
  91463. */
  91464. export class Animation {
  91465. /**Name of the animation */
  91466. name: string;
  91467. /**Property to animate */
  91468. targetProperty: string;
  91469. /**The frames per second of the animation */
  91470. framePerSecond: number;
  91471. /**The data type of the animation */
  91472. dataType: number;
  91473. /**The loop mode of the animation */
  91474. loopMode?: number | undefined;
  91475. /**Specifies if blending should be enabled */
  91476. enableBlending?: boolean | undefined;
  91477. /**
  91478. * Use matrix interpolation instead of using direct key value when animating matrices
  91479. */
  91480. static AllowMatricesInterpolation: boolean;
  91481. /**
  91482. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  91483. */
  91484. static AllowMatrixDecomposeForInterpolation: boolean;
  91485. /**
  91486. * Stores the key frames of the animation
  91487. */
  91488. private _keys;
  91489. /**
  91490. * Stores the easing function of the animation
  91491. */
  91492. private _easingFunction;
  91493. /**
  91494. * @hidden Internal use only
  91495. */
  91496. _runtimeAnimations: RuntimeAnimation[];
  91497. /**
  91498. * The set of event that will be linked to this animation
  91499. */
  91500. private _events;
  91501. /**
  91502. * Stores an array of target property paths
  91503. */
  91504. targetPropertyPath: string[];
  91505. /**
  91506. * Stores the blending speed of the animation
  91507. */
  91508. blendingSpeed: number;
  91509. /**
  91510. * Stores the animation ranges for the animation
  91511. */
  91512. private _ranges;
  91513. /**
  91514. * @hidden Internal use
  91515. */
  91516. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  91517. /**
  91518. * Sets up an animation
  91519. * @param property The property to animate
  91520. * @param animationType The animation type to apply
  91521. * @param framePerSecond The frames per second of the animation
  91522. * @param easingFunction The easing function used in the animation
  91523. * @returns The created animation
  91524. */
  91525. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  91526. /**
  91527. * Create and start an animation on a node
  91528. * @param name defines the name of the global animation that will be run on all nodes
  91529. * @param node defines the root node where the animation will take place
  91530. * @param targetProperty defines property to animate
  91531. * @param framePerSecond defines the number of frame per second yo use
  91532. * @param totalFrame defines the number of frames in total
  91533. * @param from defines the initial value
  91534. * @param to defines the final value
  91535. * @param loopMode defines which loop mode you want to use (off by default)
  91536. * @param easingFunction defines the easing function to use (linear by default)
  91537. * @param onAnimationEnd defines the callback to call when animation end
  91538. * @returns the animatable created for this animation
  91539. */
  91540. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  91541. /**
  91542. * Create and start an animation on a node and its descendants
  91543. * @param name defines the name of the global animation that will be run on all nodes
  91544. * @param node defines the root node where the animation will take place
  91545. * @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
  91546. * @param targetProperty defines property to animate
  91547. * @param framePerSecond defines the number of frame per second to use
  91548. * @param totalFrame defines the number of frames in total
  91549. * @param from defines the initial value
  91550. * @param to defines the final value
  91551. * @param loopMode defines which loop mode you want to use (off by default)
  91552. * @param easingFunction defines the easing function to use (linear by default)
  91553. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  91554. * @returns the list of animatables created for all nodes
  91555. * @example https://www.babylonjs-playground.com/#MH0VLI
  91556. */
  91557. 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[]>;
  91558. /**
  91559. * Creates a new animation, merges it with the existing animations and starts it
  91560. * @param name Name of the animation
  91561. * @param node Node which contains the scene that begins the animations
  91562. * @param targetProperty Specifies which property to animate
  91563. * @param framePerSecond The frames per second of the animation
  91564. * @param totalFrame The total number of frames
  91565. * @param from The frame at the beginning of the animation
  91566. * @param to The frame at the end of the animation
  91567. * @param loopMode Specifies the loop mode of the animation
  91568. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  91569. * @param onAnimationEnd Callback to run once the animation is complete
  91570. * @returns Nullable animation
  91571. */
  91572. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  91573. /**
  91574. * Transition property of an host to the target Value
  91575. * @param property The property to transition
  91576. * @param targetValue The target Value of the property
  91577. * @param host The object where the property to animate belongs
  91578. * @param scene Scene used to run the animation
  91579. * @param frameRate Framerate (in frame/s) to use
  91580. * @param transition The transition type we want to use
  91581. * @param duration The duration of the animation, in milliseconds
  91582. * @param onAnimationEnd Callback trigger at the end of the animation
  91583. * @returns Nullable animation
  91584. */
  91585. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  91586. /**
  91587. * Return the array of runtime animations currently using this animation
  91588. */
  91589. readonly runtimeAnimations: RuntimeAnimation[];
  91590. /**
  91591. * Specifies if any of the runtime animations are currently running
  91592. */
  91593. readonly hasRunningRuntimeAnimations: boolean;
  91594. /**
  91595. * Initializes the animation
  91596. * @param name Name of the animation
  91597. * @param targetProperty Property to animate
  91598. * @param framePerSecond The frames per second of the animation
  91599. * @param dataType The data type of the animation
  91600. * @param loopMode The loop mode of the animation
  91601. * @param enableBlending Specifies if blending should be enabled
  91602. */
  91603. constructor(
  91604. /**Name of the animation */
  91605. name: string,
  91606. /**Property to animate */
  91607. targetProperty: string,
  91608. /**The frames per second of the animation */
  91609. framePerSecond: number,
  91610. /**The data type of the animation */
  91611. dataType: number,
  91612. /**The loop mode of the animation */
  91613. loopMode?: number | undefined,
  91614. /**Specifies if blending should be enabled */
  91615. enableBlending?: boolean | undefined);
  91616. /**
  91617. * Converts the animation to a string
  91618. * @param fullDetails support for multiple levels of logging within scene loading
  91619. * @returns String form of the animation
  91620. */
  91621. toString(fullDetails?: boolean): string;
  91622. /**
  91623. * Add an event to this animation
  91624. * @param event Event to add
  91625. */
  91626. addEvent(event: AnimationEvent): void;
  91627. /**
  91628. * Remove all events found at the given frame
  91629. * @param frame The frame to remove events from
  91630. */
  91631. removeEvents(frame: number): void;
  91632. /**
  91633. * Retrieves all the events from the animation
  91634. * @returns Events from the animation
  91635. */
  91636. getEvents(): AnimationEvent[];
  91637. /**
  91638. * Creates an animation range
  91639. * @param name Name of the animation range
  91640. * @param from Starting frame of the animation range
  91641. * @param to Ending frame of the animation
  91642. */
  91643. createRange(name: string, from: number, to: number): void;
  91644. /**
  91645. * Deletes an animation range by name
  91646. * @param name Name of the animation range to delete
  91647. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  91648. */
  91649. deleteRange(name: string, deleteFrames?: boolean): void;
  91650. /**
  91651. * Gets the animation range by name, or null if not defined
  91652. * @param name Name of the animation range
  91653. * @returns Nullable animation range
  91654. */
  91655. getRange(name: string): Nullable<AnimationRange>;
  91656. /**
  91657. * Gets the key frames from the animation
  91658. * @returns The key frames of the animation
  91659. */
  91660. getKeys(): Array<IAnimationKey>;
  91661. /**
  91662. * Gets the highest frame rate of the animation
  91663. * @returns Highest frame rate of the animation
  91664. */
  91665. getHighestFrame(): number;
  91666. /**
  91667. * Gets the easing function of the animation
  91668. * @returns Easing function of the animation
  91669. */
  91670. getEasingFunction(): IEasingFunction;
  91671. /**
  91672. * Sets the easing function of the animation
  91673. * @param easingFunction A custom mathematical formula for animation
  91674. */
  91675. setEasingFunction(easingFunction: EasingFunction): void;
  91676. /**
  91677. * Interpolates a scalar linearly
  91678. * @param startValue Start value of the animation curve
  91679. * @param endValue End value of the animation curve
  91680. * @param gradient Scalar amount to interpolate
  91681. * @returns Interpolated scalar value
  91682. */
  91683. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  91684. /**
  91685. * Interpolates a scalar cubically
  91686. * @param startValue Start value of the animation curve
  91687. * @param outTangent End tangent of the animation
  91688. * @param endValue End value of the animation curve
  91689. * @param inTangent Start tangent of the animation curve
  91690. * @param gradient Scalar amount to interpolate
  91691. * @returns Interpolated scalar value
  91692. */
  91693. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  91694. /**
  91695. * Interpolates a quaternion using a spherical linear interpolation
  91696. * @param startValue Start value of the animation curve
  91697. * @param endValue End value of the animation curve
  91698. * @param gradient Scalar amount to interpolate
  91699. * @returns Interpolated quaternion value
  91700. */
  91701. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  91702. /**
  91703. * Interpolates a quaternion cubically
  91704. * @param startValue Start value of the animation curve
  91705. * @param outTangent End tangent of the animation curve
  91706. * @param endValue End value of the animation curve
  91707. * @param inTangent Start tangent of the animation curve
  91708. * @param gradient Scalar amount to interpolate
  91709. * @returns Interpolated quaternion value
  91710. */
  91711. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  91712. /**
  91713. * Interpolates a Vector3 linearl
  91714. * @param startValue Start value of the animation curve
  91715. * @param endValue End value of the animation curve
  91716. * @param gradient Scalar amount to interpolate
  91717. * @returns Interpolated scalar value
  91718. */
  91719. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  91720. /**
  91721. * Interpolates a Vector3 cubically
  91722. * @param startValue Start value of the animation curve
  91723. * @param outTangent End tangent of the animation
  91724. * @param endValue End value of the animation curve
  91725. * @param inTangent Start tangent of the animation curve
  91726. * @param gradient Scalar amount to interpolate
  91727. * @returns InterpolatedVector3 value
  91728. */
  91729. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  91730. /**
  91731. * Interpolates a Vector2 linearly
  91732. * @param startValue Start value of the animation curve
  91733. * @param endValue End value of the animation curve
  91734. * @param gradient Scalar amount to interpolate
  91735. * @returns Interpolated Vector2 value
  91736. */
  91737. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  91738. /**
  91739. * Interpolates a Vector2 cubically
  91740. * @param startValue Start value of the animation curve
  91741. * @param outTangent End tangent of the animation
  91742. * @param endValue End value of the animation curve
  91743. * @param inTangent Start tangent of the animation curve
  91744. * @param gradient Scalar amount to interpolate
  91745. * @returns Interpolated Vector2 value
  91746. */
  91747. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  91748. /**
  91749. * Interpolates a size linearly
  91750. * @param startValue Start value of the animation curve
  91751. * @param endValue End value of the animation curve
  91752. * @param gradient Scalar amount to interpolate
  91753. * @returns Interpolated Size value
  91754. */
  91755. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  91756. /**
  91757. * Interpolates a Color3 linearly
  91758. * @param startValue Start value of the animation curve
  91759. * @param endValue End value of the animation curve
  91760. * @param gradient Scalar amount to interpolate
  91761. * @returns Interpolated Color3 value
  91762. */
  91763. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  91764. /**
  91765. * @hidden Internal use only
  91766. */
  91767. _getKeyValue(value: any): any;
  91768. /**
  91769. * @hidden Internal use only
  91770. */
  91771. _interpolate(currentFrame: number, state: _IAnimationState): any;
  91772. /**
  91773. * Defines the function to use to interpolate matrices
  91774. * @param startValue defines the start matrix
  91775. * @param endValue defines the end matrix
  91776. * @param gradient defines the gradient between both matrices
  91777. * @param result defines an optional target matrix where to store the interpolation
  91778. * @returns the interpolated matrix
  91779. */
  91780. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  91781. /**
  91782. * Makes a copy of the animation
  91783. * @returns Cloned animation
  91784. */
  91785. clone(): Animation;
  91786. /**
  91787. * Sets the key frames of the animation
  91788. * @param values The animation key frames to set
  91789. */
  91790. setKeys(values: Array<IAnimationKey>): void;
  91791. /**
  91792. * Serializes the animation to an object
  91793. * @returns Serialized object
  91794. */
  91795. serialize(): any;
  91796. /**
  91797. * Float animation type
  91798. */
  91799. private static _ANIMATIONTYPE_FLOAT;
  91800. /**
  91801. * Vector3 animation type
  91802. */
  91803. private static _ANIMATIONTYPE_VECTOR3;
  91804. /**
  91805. * Quaternion animation type
  91806. */
  91807. private static _ANIMATIONTYPE_QUATERNION;
  91808. /**
  91809. * Matrix animation type
  91810. */
  91811. private static _ANIMATIONTYPE_MATRIX;
  91812. /**
  91813. * Color3 animation type
  91814. */
  91815. private static _ANIMATIONTYPE_COLOR3;
  91816. /**
  91817. * Vector2 animation type
  91818. */
  91819. private static _ANIMATIONTYPE_VECTOR2;
  91820. /**
  91821. * Size animation type
  91822. */
  91823. private static _ANIMATIONTYPE_SIZE;
  91824. /**
  91825. * Relative Loop Mode
  91826. */
  91827. private static _ANIMATIONLOOPMODE_RELATIVE;
  91828. /**
  91829. * Cycle Loop Mode
  91830. */
  91831. private static _ANIMATIONLOOPMODE_CYCLE;
  91832. /**
  91833. * Constant Loop Mode
  91834. */
  91835. private static _ANIMATIONLOOPMODE_CONSTANT;
  91836. /**
  91837. * Get the float animation type
  91838. */
  91839. static readonly ANIMATIONTYPE_FLOAT: number;
  91840. /**
  91841. * Get the Vector3 animation type
  91842. */
  91843. static readonly ANIMATIONTYPE_VECTOR3: number;
  91844. /**
  91845. * Get the Vector2 animation type
  91846. */
  91847. static readonly ANIMATIONTYPE_VECTOR2: number;
  91848. /**
  91849. * Get the Size animation type
  91850. */
  91851. static readonly ANIMATIONTYPE_SIZE: number;
  91852. /**
  91853. * Get the Quaternion animation type
  91854. */
  91855. static readonly ANIMATIONTYPE_QUATERNION: number;
  91856. /**
  91857. * Get the Matrix animation type
  91858. */
  91859. static readonly ANIMATIONTYPE_MATRIX: number;
  91860. /**
  91861. * Get the Color3 animation type
  91862. */
  91863. static readonly ANIMATIONTYPE_COLOR3: number;
  91864. /**
  91865. * Get the Relative Loop Mode
  91866. */
  91867. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  91868. /**
  91869. * Get the Cycle Loop Mode
  91870. */
  91871. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  91872. /**
  91873. * Get the Constant Loop Mode
  91874. */
  91875. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  91876. /** @hidden */
  91877. static _UniversalLerp(left: any, right: any, amount: number): any;
  91878. /**
  91879. * Parses an animation object and creates an animation
  91880. * @param parsedAnimation Parsed animation object
  91881. * @returns Animation object
  91882. */
  91883. static Parse(parsedAnimation: any): Animation;
  91884. /**
  91885. * Appends the serialized animations from the source animations
  91886. * @param source Source containing the animations
  91887. * @param destination Target to store the animations
  91888. */
  91889. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  91890. }
  91891. }
  91892. declare module BABYLON {
  91893. /**
  91894. * Interface containing an array of animations
  91895. */
  91896. export interface IAnimatable {
  91897. /**
  91898. * Array of animations
  91899. */
  91900. animations: Nullable<Array<Animation>>;
  91901. }
  91902. }
  91903. declare module BABYLON {
  91904. /**
  91905. * This represents all the required information to add a fresnel effect on a material:
  91906. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  91907. */
  91908. export class FresnelParameters {
  91909. private _isEnabled;
  91910. /**
  91911. * Define if the fresnel effect is enable or not.
  91912. */
  91913. isEnabled: boolean;
  91914. /**
  91915. * Define the color used on edges (grazing angle)
  91916. */
  91917. leftColor: Color3;
  91918. /**
  91919. * Define the color used on center
  91920. */
  91921. rightColor: Color3;
  91922. /**
  91923. * Define bias applied to computed fresnel term
  91924. */
  91925. bias: number;
  91926. /**
  91927. * Defined the power exponent applied to fresnel term
  91928. */
  91929. power: number;
  91930. /**
  91931. * Clones the current fresnel and its valuues
  91932. * @returns a clone fresnel configuration
  91933. */
  91934. clone(): FresnelParameters;
  91935. /**
  91936. * Serializes the current fresnel parameters to a JSON representation.
  91937. * @return the JSON serialization
  91938. */
  91939. serialize(): any;
  91940. /**
  91941. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  91942. * @param parsedFresnelParameters Define the JSON representation
  91943. * @returns the parsed parameters
  91944. */
  91945. static Parse(parsedFresnelParameters: any): FresnelParameters;
  91946. }
  91947. }
  91948. declare module BABYLON {
  91949. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  91950. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91951. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91952. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91953. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91954. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91955. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91956. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91957. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91958. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91959. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91960. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91961. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91962. /**
  91963. * Decorator used to define property that can be serialized as reference to a camera
  91964. * @param sourceName defines the name of the property to decorate
  91965. */
  91966. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91967. /**
  91968. * Class used to help serialization objects
  91969. */
  91970. export class SerializationHelper {
  91971. /** @hidden */
  91972. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  91973. /** @hidden */
  91974. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  91975. /** @hidden */
  91976. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  91977. /** @hidden */
  91978. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  91979. /**
  91980. * Appends the serialized animations from the source animations
  91981. * @param source Source containing the animations
  91982. * @param destination Target to store the animations
  91983. */
  91984. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  91985. /**
  91986. * Static function used to serialized a specific entity
  91987. * @param entity defines the entity to serialize
  91988. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  91989. * @returns a JSON compatible object representing the serialization of the entity
  91990. */
  91991. static Serialize<T>(entity: T, serializationObject?: any): any;
  91992. /**
  91993. * Creates a new entity from a serialization data object
  91994. * @param creationFunction defines a function used to instanciated the new entity
  91995. * @param source defines the source serialization data
  91996. * @param scene defines the hosting scene
  91997. * @param rootUrl defines the root url for resources
  91998. * @returns a new entity
  91999. */
  92000. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  92001. /**
  92002. * Clones an object
  92003. * @param creationFunction defines the function used to instanciate the new object
  92004. * @param source defines the source object
  92005. * @returns the cloned object
  92006. */
  92007. static Clone<T>(creationFunction: () => T, source: T): T;
  92008. /**
  92009. * Instanciates a new object based on a source one (some data will be shared between both object)
  92010. * @param creationFunction defines the function used to instanciate the new object
  92011. * @param source defines the source object
  92012. * @returns the new object
  92013. */
  92014. static Instanciate<T>(creationFunction: () => T, source: T): T;
  92015. }
  92016. }
  92017. declare module BABYLON {
  92018. /**
  92019. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  92020. */
  92021. export interface CubeMapInfo {
  92022. /**
  92023. * The pixel array for the front face.
  92024. * This is stored in format, left to right, up to down format.
  92025. */
  92026. front: Nullable<ArrayBufferView>;
  92027. /**
  92028. * The pixel array for the back face.
  92029. * This is stored in format, left to right, up to down format.
  92030. */
  92031. back: Nullable<ArrayBufferView>;
  92032. /**
  92033. * The pixel array for the left face.
  92034. * This is stored in format, left to right, up to down format.
  92035. */
  92036. left: Nullable<ArrayBufferView>;
  92037. /**
  92038. * The pixel array for the right face.
  92039. * This is stored in format, left to right, up to down format.
  92040. */
  92041. right: Nullable<ArrayBufferView>;
  92042. /**
  92043. * The pixel array for the up face.
  92044. * This is stored in format, left to right, up to down format.
  92045. */
  92046. up: Nullable<ArrayBufferView>;
  92047. /**
  92048. * The pixel array for the down face.
  92049. * This is stored in format, left to right, up to down format.
  92050. */
  92051. down: Nullable<ArrayBufferView>;
  92052. /**
  92053. * The size of the cubemap stored.
  92054. *
  92055. * Each faces will be size * size pixels.
  92056. */
  92057. size: number;
  92058. /**
  92059. * The format of the texture.
  92060. *
  92061. * RGBA, RGB.
  92062. */
  92063. format: number;
  92064. /**
  92065. * The type of the texture data.
  92066. *
  92067. * UNSIGNED_INT, FLOAT.
  92068. */
  92069. type: number;
  92070. /**
  92071. * Specifies whether the texture is in gamma space.
  92072. */
  92073. gammaSpace: boolean;
  92074. }
  92075. /**
  92076. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  92077. */
  92078. export class PanoramaToCubeMapTools {
  92079. private static FACE_FRONT;
  92080. private static FACE_BACK;
  92081. private static FACE_RIGHT;
  92082. private static FACE_LEFT;
  92083. private static FACE_DOWN;
  92084. private static FACE_UP;
  92085. /**
  92086. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  92087. *
  92088. * @param float32Array The source data.
  92089. * @param inputWidth The width of the input panorama.
  92090. * @param inputHeight The height of the input panorama.
  92091. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  92092. * @return The cubemap data
  92093. */
  92094. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  92095. private static CreateCubemapTexture;
  92096. private static CalcProjectionSpherical;
  92097. }
  92098. }
  92099. declare module BABYLON {
  92100. /**
  92101. * Helper class dealing with the extraction of spherical polynomial dataArray
  92102. * from a cube map.
  92103. */
  92104. export class CubeMapToSphericalPolynomialTools {
  92105. private static FileFaces;
  92106. /**
  92107. * Converts a texture to the according Spherical Polynomial data.
  92108. * This extracts the first 3 orders only as they are the only one used in the lighting.
  92109. *
  92110. * @param texture The texture to extract the information from.
  92111. * @return The Spherical Polynomial data.
  92112. */
  92113. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  92114. /**
  92115. * Converts a cubemap to the according Spherical Polynomial data.
  92116. * This extracts the first 3 orders only as they are the only one used in the lighting.
  92117. *
  92118. * @param cubeInfo The Cube map to extract the information from.
  92119. * @return The Spherical Polynomial data.
  92120. */
  92121. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  92122. }
  92123. }
  92124. declare module BABYLON {
  92125. /**
  92126. * Class used to manipulate GUIDs
  92127. */
  92128. export class GUID {
  92129. /**
  92130. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  92131. * Be aware Math.random() could cause collisions, but:
  92132. * "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"
  92133. * @returns a pseudo random id
  92134. */
  92135. static RandomId(): string;
  92136. }
  92137. }
  92138. declare module BABYLON {
  92139. /**
  92140. * Base class of all the textures in babylon.
  92141. * It groups all the common properties the materials, post process, lights... might need
  92142. * in order to make a correct use of the texture.
  92143. */
  92144. export class BaseTexture implements IAnimatable {
  92145. /**
  92146. * Default anisotropic filtering level for the application.
  92147. * It is set to 4 as a good tradeoff between perf and quality.
  92148. */
  92149. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  92150. /**
  92151. * Gets or sets the unique id of the texture
  92152. */
  92153. uniqueId: number;
  92154. /**
  92155. * Define the name of the texture.
  92156. */
  92157. name: string;
  92158. /**
  92159. * Gets or sets an object used to store user defined information.
  92160. */
  92161. metadata: any;
  92162. /**
  92163. * For internal use only. Please do not use.
  92164. */
  92165. reservedDataStore: any;
  92166. private _hasAlpha;
  92167. /**
  92168. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  92169. */
  92170. hasAlpha: boolean;
  92171. /**
  92172. * Defines if the alpha value should be determined via the rgb values.
  92173. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  92174. */
  92175. getAlphaFromRGB: boolean;
  92176. /**
  92177. * Intensity or strength of the texture.
  92178. * It is commonly used by materials to fine tune the intensity of the texture
  92179. */
  92180. level: number;
  92181. /**
  92182. * Define the UV chanel to use starting from 0 and defaulting to 0.
  92183. * This is part of the texture as textures usually maps to one uv set.
  92184. */
  92185. coordinatesIndex: number;
  92186. private _coordinatesMode;
  92187. /**
  92188. * How a texture is mapped.
  92189. *
  92190. * | Value | Type | Description |
  92191. * | ----- | ----------------------------------- | ----------- |
  92192. * | 0 | EXPLICIT_MODE | |
  92193. * | 1 | SPHERICAL_MODE | |
  92194. * | 2 | PLANAR_MODE | |
  92195. * | 3 | CUBIC_MODE | |
  92196. * | 4 | PROJECTION_MODE | |
  92197. * | 5 | SKYBOX_MODE | |
  92198. * | 6 | INVCUBIC_MODE | |
  92199. * | 7 | EQUIRECTANGULAR_MODE | |
  92200. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  92201. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  92202. */
  92203. coordinatesMode: number;
  92204. /**
  92205. * | Value | Type | Description |
  92206. * | ----- | ------------------ | ----------- |
  92207. * | 0 | CLAMP_ADDRESSMODE | |
  92208. * | 1 | WRAP_ADDRESSMODE | |
  92209. * | 2 | MIRROR_ADDRESSMODE | |
  92210. */
  92211. wrapU: number;
  92212. /**
  92213. * | Value | Type | Description |
  92214. * | ----- | ------------------ | ----------- |
  92215. * | 0 | CLAMP_ADDRESSMODE | |
  92216. * | 1 | WRAP_ADDRESSMODE | |
  92217. * | 2 | MIRROR_ADDRESSMODE | |
  92218. */
  92219. wrapV: number;
  92220. /**
  92221. * | Value | Type | Description |
  92222. * | ----- | ------------------ | ----------- |
  92223. * | 0 | CLAMP_ADDRESSMODE | |
  92224. * | 1 | WRAP_ADDRESSMODE | |
  92225. * | 2 | MIRROR_ADDRESSMODE | |
  92226. */
  92227. wrapR: number;
  92228. /**
  92229. * With compliant hardware and browser (supporting anisotropic filtering)
  92230. * this defines the level of anisotropic filtering in the texture.
  92231. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  92232. */
  92233. anisotropicFilteringLevel: number;
  92234. /**
  92235. * Define if the texture is a cube texture or if false a 2d texture.
  92236. */
  92237. isCube: boolean;
  92238. /**
  92239. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  92240. */
  92241. is3D: boolean;
  92242. /**
  92243. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  92244. * HDR texture are usually stored in linear space.
  92245. * This only impacts the PBR and Background materials
  92246. */
  92247. gammaSpace: boolean;
  92248. /**
  92249. * Gets whether or not the texture contains RGBD data.
  92250. */
  92251. readonly isRGBD: boolean;
  92252. /**
  92253. * Is Z inverted in the texture (useful in a cube texture).
  92254. */
  92255. invertZ: boolean;
  92256. /**
  92257. * Are mip maps generated for this texture or not.
  92258. */
  92259. readonly noMipmap: boolean;
  92260. /**
  92261. * @hidden
  92262. */
  92263. lodLevelInAlpha: boolean;
  92264. /**
  92265. * With prefiltered texture, defined the offset used during the prefiltering steps.
  92266. */
  92267. lodGenerationOffset: number;
  92268. /**
  92269. * With prefiltered texture, defined the scale used during the prefiltering steps.
  92270. */
  92271. lodGenerationScale: number;
  92272. /**
  92273. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  92274. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  92275. * average roughness values.
  92276. */
  92277. linearSpecularLOD: boolean;
  92278. /**
  92279. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  92280. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  92281. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  92282. */
  92283. irradianceTexture: Nullable<BaseTexture>;
  92284. /**
  92285. * Define if the texture is a render target.
  92286. */
  92287. isRenderTarget: boolean;
  92288. /**
  92289. * Define the unique id of the texture in the scene.
  92290. */
  92291. readonly uid: string;
  92292. /**
  92293. * Return a string representation of the texture.
  92294. * @returns the texture as a string
  92295. */
  92296. toString(): string;
  92297. /**
  92298. * Get the class name of the texture.
  92299. * @returns "BaseTexture"
  92300. */
  92301. getClassName(): string;
  92302. /**
  92303. * Define the list of animation attached to the texture.
  92304. */
  92305. animations: Animation[];
  92306. /**
  92307. * An event triggered when the texture is disposed.
  92308. */
  92309. onDisposeObservable: Observable<BaseTexture>;
  92310. private _onDisposeObserver;
  92311. /**
  92312. * Callback triggered when the texture has been disposed.
  92313. * Kept for back compatibility, you can use the onDisposeObservable instead.
  92314. */
  92315. onDispose: () => void;
  92316. /**
  92317. * Define the current state of the loading sequence when in delayed load mode.
  92318. */
  92319. delayLoadState: number;
  92320. private _scene;
  92321. /** @hidden */
  92322. _texture: Nullable<InternalTexture>;
  92323. private _uid;
  92324. /**
  92325. * Define if the texture is preventinga material to render or not.
  92326. * If not and the texture is not ready, the engine will use a default black texture instead.
  92327. */
  92328. readonly isBlocking: boolean;
  92329. /**
  92330. * Instantiates a new BaseTexture.
  92331. * Base class of all the textures in babylon.
  92332. * It groups all the common properties the materials, post process, lights... might need
  92333. * in order to make a correct use of the texture.
  92334. * @param scene Define the scene the texture blongs to
  92335. */
  92336. constructor(scene: Nullable<Scene>);
  92337. /**
  92338. * Get the scene the texture belongs to.
  92339. * @returns the scene or null if undefined
  92340. */
  92341. getScene(): Nullable<Scene>;
  92342. /**
  92343. * Get the texture transform matrix used to offset tile the texture for istance.
  92344. * @returns the transformation matrix
  92345. */
  92346. getTextureMatrix(): Matrix;
  92347. /**
  92348. * Get the texture reflection matrix used to rotate/transform the reflection.
  92349. * @returns the reflection matrix
  92350. */
  92351. getReflectionTextureMatrix(): Matrix;
  92352. /**
  92353. * Get the underlying lower level texture from Babylon.
  92354. * @returns the insternal texture
  92355. */
  92356. getInternalTexture(): Nullable<InternalTexture>;
  92357. /**
  92358. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  92359. * @returns true if ready or not blocking
  92360. */
  92361. isReadyOrNotBlocking(): boolean;
  92362. /**
  92363. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  92364. * @returns true if fully ready
  92365. */
  92366. isReady(): boolean;
  92367. private _cachedSize;
  92368. /**
  92369. * Get the size of the texture.
  92370. * @returns the texture size.
  92371. */
  92372. getSize(): ISize;
  92373. /**
  92374. * Get the base size of the texture.
  92375. * It can be different from the size if the texture has been resized for POT for instance
  92376. * @returns the base size
  92377. */
  92378. getBaseSize(): ISize;
  92379. /**
  92380. * Update the sampling mode of the texture.
  92381. * Default is Trilinear mode.
  92382. *
  92383. * | Value | Type | Description |
  92384. * | ----- | ------------------ | ----------- |
  92385. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  92386. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  92387. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  92388. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  92389. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  92390. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  92391. * | 7 | NEAREST_LINEAR | |
  92392. * | 8 | NEAREST_NEAREST | |
  92393. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  92394. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  92395. * | 11 | LINEAR_LINEAR | |
  92396. * | 12 | LINEAR_NEAREST | |
  92397. *
  92398. * > _mag_: magnification filter (close to the viewer)
  92399. * > _min_: minification filter (far from the viewer)
  92400. * > _mip_: filter used between mip map levels
  92401. *@param samplingMode Define the new sampling mode of the texture
  92402. */
  92403. updateSamplingMode(samplingMode: number): void;
  92404. /**
  92405. * Scales the texture if is `canRescale()`
  92406. * @param ratio the resize factor we want to use to rescale
  92407. */
  92408. scale(ratio: number): void;
  92409. /**
  92410. * Get if the texture can rescale.
  92411. */
  92412. readonly canRescale: boolean;
  92413. /** @hidden */
  92414. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  92415. /** @hidden */
  92416. _rebuild(): void;
  92417. /**
  92418. * Triggers the load sequence in delayed load mode.
  92419. */
  92420. delayLoad(): void;
  92421. /**
  92422. * Clones the texture.
  92423. * @returns the cloned texture
  92424. */
  92425. clone(): Nullable<BaseTexture>;
  92426. /**
  92427. * Get the texture underlying type (INT, FLOAT...)
  92428. */
  92429. readonly textureType: number;
  92430. /**
  92431. * Get the texture underlying format (RGB, RGBA...)
  92432. */
  92433. readonly textureFormat: number;
  92434. /**
  92435. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  92436. * This will returns an RGBA array buffer containing either in values (0-255) or
  92437. * float values (0-1) depending of the underlying buffer type.
  92438. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  92439. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  92440. * @param buffer defines a user defined buffer to fill with data (can be null)
  92441. * @returns The Array buffer containing the pixels data.
  92442. */
  92443. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  92444. /**
  92445. * Release and destroy the underlying lower level texture aka internalTexture.
  92446. */
  92447. releaseInternalTexture(): void;
  92448. /**
  92449. * Get the polynomial representation of the texture data.
  92450. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  92451. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  92452. */
  92453. sphericalPolynomial: Nullable<SphericalPolynomial>;
  92454. /** @hidden */
  92455. readonly _lodTextureHigh: Nullable<BaseTexture>;
  92456. /** @hidden */
  92457. readonly _lodTextureMid: Nullable<BaseTexture>;
  92458. /** @hidden */
  92459. readonly _lodTextureLow: Nullable<BaseTexture>;
  92460. /**
  92461. * Dispose the texture and release its associated resources.
  92462. */
  92463. dispose(): void;
  92464. /**
  92465. * Serialize the texture into a JSON representation that can be parsed later on.
  92466. * @returns the JSON representation of the texture
  92467. */
  92468. serialize(): any;
  92469. /**
  92470. * Helper function to be called back once a list of texture contains only ready textures.
  92471. * @param textures Define the list of textures to wait for
  92472. * @param callback Define the callback triggered once the entire list will be ready
  92473. */
  92474. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  92475. }
  92476. }
  92477. declare module BABYLON {
  92478. /**
  92479. * Class used to store data associated with WebGL texture data for the engine
  92480. * This class should not be used directly
  92481. */
  92482. export class InternalTexture {
  92483. /** @hidden */
  92484. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  92485. /**
  92486. * The source of the texture data is unknown
  92487. */
  92488. static DATASOURCE_UNKNOWN: number;
  92489. /**
  92490. * Texture data comes from an URL
  92491. */
  92492. static DATASOURCE_URL: number;
  92493. /**
  92494. * Texture data is only used for temporary storage
  92495. */
  92496. static DATASOURCE_TEMP: number;
  92497. /**
  92498. * Texture data comes from raw data (ArrayBuffer)
  92499. */
  92500. static DATASOURCE_RAW: number;
  92501. /**
  92502. * Texture content is dynamic (video or dynamic texture)
  92503. */
  92504. static DATASOURCE_DYNAMIC: number;
  92505. /**
  92506. * Texture content is generated by rendering to it
  92507. */
  92508. static DATASOURCE_RENDERTARGET: number;
  92509. /**
  92510. * Texture content is part of a multi render target process
  92511. */
  92512. static DATASOURCE_MULTIRENDERTARGET: number;
  92513. /**
  92514. * Texture data comes from a cube data file
  92515. */
  92516. static DATASOURCE_CUBE: number;
  92517. /**
  92518. * Texture data comes from a raw cube data
  92519. */
  92520. static DATASOURCE_CUBERAW: number;
  92521. /**
  92522. * Texture data come from a prefiltered cube data file
  92523. */
  92524. static DATASOURCE_CUBEPREFILTERED: number;
  92525. /**
  92526. * Texture content is raw 3D data
  92527. */
  92528. static DATASOURCE_RAW3D: number;
  92529. /**
  92530. * Texture content is a depth texture
  92531. */
  92532. static DATASOURCE_DEPTHTEXTURE: number;
  92533. /**
  92534. * Texture data comes from a raw cube data encoded with RGBD
  92535. */
  92536. static DATASOURCE_CUBERAW_RGBD: number;
  92537. /**
  92538. * Defines if the texture is ready
  92539. */
  92540. isReady: boolean;
  92541. /**
  92542. * Defines if the texture is a cube texture
  92543. */
  92544. isCube: boolean;
  92545. /**
  92546. * Defines if the texture contains 3D data
  92547. */
  92548. is3D: boolean;
  92549. /**
  92550. * Defines if the texture contains multiview data
  92551. */
  92552. isMultiview: boolean;
  92553. /**
  92554. * Gets the URL used to load this texture
  92555. */
  92556. url: string;
  92557. /**
  92558. * Gets the sampling mode of the texture
  92559. */
  92560. samplingMode: number;
  92561. /**
  92562. * Gets a boolean indicating if the texture needs mipmaps generation
  92563. */
  92564. generateMipMaps: boolean;
  92565. /**
  92566. * Gets the number of samples used by the texture (WebGL2+ only)
  92567. */
  92568. samples: number;
  92569. /**
  92570. * Gets the type of the texture (int, float...)
  92571. */
  92572. type: number;
  92573. /**
  92574. * Gets the format of the texture (RGB, RGBA...)
  92575. */
  92576. format: number;
  92577. /**
  92578. * Observable called when the texture is loaded
  92579. */
  92580. onLoadedObservable: Observable<InternalTexture>;
  92581. /**
  92582. * Gets the width of the texture
  92583. */
  92584. width: number;
  92585. /**
  92586. * Gets the height of the texture
  92587. */
  92588. height: number;
  92589. /**
  92590. * Gets the depth of the texture
  92591. */
  92592. depth: number;
  92593. /**
  92594. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  92595. */
  92596. baseWidth: number;
  92597. /**
  92598. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  92599. */
  92600. baseHeight: number;
  92601. /**
  92602. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  92603. */
  92604. baseDepth: number;
  92605. /**
  92606. * Gets a boolean indicating if the texture is inverted on Y axis
  92607. */
  92608. invertY: boolean;
  92609. /** @hidden */
  92610. _invertVScale: boolean;
  92611. /** @hidden */
  92612. _associatedChannel: number;
  92613. /** @hidden */
  92614. _dataSource: number;
  92615. /** @hidden */
  92616. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  92617. /** @hidden */
  92618. _bufferView: Nullable<ArrayBufferView>;
  92619. /** @hidden */
  92620. _bufferViewArray: Nullable<ArrayBufferView[]>;
  92621. /** @hidden */
  92622. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  92623. /** @hidden */
  92624. _size: number;
  92625. /** @hidden */
  92626. _extension: string;
  92627. /** @hidden */
  92628. _files: Nullable<string[]>;
  92629. /** @hidden */
  92630. _workingCanvas: Nullable<HTMLCanvasElement>;
  92631. /** @hidden */
  92632. _workingContext: Nullable<CanvasRenderingContext2D>;
  92633. /** @hidden */
  92634. _framebuffer: Nullable<WebGLFramebuffer>;
  92635. /** @hidden */
  92636. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  92637. /** @hidden */
  92638. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  92639. /** @hidden */
  92640. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  92641. /** @hidden */
  92642. _attachments: Nullable<number[]>;
  92643. /** @hidden */
  92644. _cachedCoordinatesMode: Nullable<number>;
  92645. /** @hidden */
  92646. _cachedWrapU: Nullable<number>;
  92647. /** @hidden */
  92648. _cachedWrapV: Nullable<number>;
  92649. /** @hidden */
  92650. _cachedWrapR: Nullable<number>;
  92651. /** @hidden */
  92652. _cachedAnisotropicFilteringLevel: Nullable<number>;
  92653. /** @hidden */
  92654. _isDisabled: boolean;
  92655. /** @hidden */
  92656. _compression: Nullable<string>;
  92657. /** @hidden */
  92658. _generateStencilBuffer: boolean;
  92659. /** @hidden */
  92660. _generateDepthBuffer: boolean;
  92661. /** @hidden */
  92662. _comparisonFunction: number;
  92663. /** @hidden */
  92664. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  92665. /** @hidden */
  92666. _lodGenerationScale: number;
  92667. /** @hidden */
  92668. _lodGenerationOffset: number;
  92669. /** @hidden */
  92670. _colorTextureArray: Nullable<WebGLTexture>;
  92671. /** @hidden */
  92672. _depthStencilTextureArray: Nullable<WebGLTexture>;
  92673. /** @hidden */
  92674. _lodTextureHigh: Nullable<BaseTexture>;
  92675. /** @hidden */
  92676. _lodTextureMid: Nullable<BaseTexture>;
  92677. /** @hidden */
  92678. _lodTextureLow: Nullable<BaseTexture>;
  92679. /** @hidden */
  92680. _isRGBD: boolean;
  92681. /** @hidden */
  92682. _linearSpecularLOD: boolean;
  92683. /** @hidden */
  92684. _irradianceTexture: Nullable<BaseTexture>;
  92685. /** @hidden */
  92686. _webGLTexture: Nullable<WebGLTexture>;
  92687. /** @hidden */
  92688. _references: number;
  92689. private _engine;
  92690. /**
  92691. * Gets the Engine the texture belongs to.
  92692. * @returns The babylon engine
  92693. */
  92694. getEngine(): Engine;
  92695. /**
  92696. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  92697. */
  92698. readonly dataSource: number;
  92699. /**
  92700. * Creates a new InternalTexture
  92701. * @param engine defines the engine to use
  92702. * @param dataSource defines the type of data that will be used
  92703. * @param delayAllocation if the texture allocation should be delayed (default: false)
  92704. */
  92705. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  92706. /**
  92707. * Increments the number of references (ie. the number of Texture that point to it)
  92708. */
  92709. incrementReferences(): void;
  92710. /**
  92711. * Change the size of the texture (not the size of the content)
  92712. * @param width defines the new width
  92713. * @param height defines the new height
  92714. * @param depth defines the new depth (1 by default)
  92715. */
  92716. updateSize(width: int, height: int, depth?: int): void;
  92717. /** @hidden */
  92718. _rebuild(): void;
  92719. /** @hidden */
  92720. _swapAndDie(target: InternalTexture): void;
  92721. /**
  92722. * Dispose the current allocated resources
  92723. */
  92724. dispose(): void;
  92725. }
  92726. }
  92727. declare module BABYLON {
  92728. /**
  92729. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  92730. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  92731. */
  92732. export class EffectFallbacks {
  92733. private _defines;
  92734. private _currentRank;
  92735. private _maxRank;
  92736. private _mesh;
  92737. /**
  92738. * Removes the fallback from the bound mesh.
  92739. */
  92740. unBindMesh(): void;
  92741. /**
  92742. * Adds a fallback on the specified property.
  92743. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  92744. * @param define The name of the define in the shader
  92745. */
  92746. addFallback(rank: number, define: string): void;
  92747. /**
  92748. * Sets the mesh to use CPU skinning when needing to fallback.
  92749. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  92750. * @param mesh The mesh to use the fallbacks.
  92751. */
  92752. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  92753. /**
  92754. * Checks to see if more fallbacks are still availible.
  92755. */
  92756. readonly isMoreFallbacks: boolean;
  92757. /**
  92758. * Removes the defines that should be removed when falling back.
  92759. * @param currentDefines defines the current define statements for the shader.
  92760. * @param effect defines the current effect we try to compile
  92761. * @returns The resulting defines with defines of the current rank removed.
  92762. */
  92763. reduce(currentDefines: string, effect: Effect): string;
  92764. }
  92765. /**
  92766. * Options to be used when creating an effect.
  92767. */
  92768. export class EffectCreationOptions {
  92769. /**
  92770. * Atrributes that will be used in the shader.
  92771. */
  92772. attributes: string[];
  92773. /**
  92774. * Uniform varible names that will be set in the shader.
  92775. */
  92776. uniformsNames: string[];
  92777. /**
  92778. * Uniform buffer varible names that will be set in the shader.
  92779. */
  92780. uniformBuffersNames: string[];
  92781. /**
  92782. * Sampler texture variable names that will be set in the shader.
  92783. */
  92784. samplers: string[];
  92785. /**
  92786. * Define statements that will be set in the shader.
  92787. */
  92788. defines: any;
  92789. /**
  92790. * Possible fallbacks for this effect to improve performance when needed.
  92791. */
  92792. fallbacks: Nullable<EffectFallbacks>;
  92793. /**
  92794. * Callback that will be called when the shader is compiled.
  92795. */
  92796. onCompiled: Nullable<(effect: Effect) => void>;
  92797. /**
  92798. * Callback that will be called if an error occurs during shader compilation.
  92799. */
  92800. onError: Nullable<(effect: Effect, errors: string) => void>;
  92801. /**
  92802. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  92803. */
  92804. indexParameters: any;
  92805. /**
  92806. * Max number of lights that can be used in the shader.
  92807. */
  92808. maxSimultaneousLights: number;
  92809. /**
  92810. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  92811. */
  92812. transformFeedbackVaryings: Nullable<string[]>;
  92813. }
  92814. /**
  92815. * Effect containing vertex and fragment shader that can be executed on an object.
  92816. */
  92817. export class Effect implements IDisposable {
  92818. /**
  92819. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  92820. */
  92821. static ShadersRepository: string;
  92822. /**
  92823. * Name of the effect.
  92824. */
  92825. name: any;
  92826. /**
  92827. * String container all the define statements that should be set on the shader.
  92828. */
  92829. defines: string;
  92830. /**
  92831. * Callback that will be called when the shader is compiled.
  92832. */
  92833. onCompiled: Nullable<(effect: Effect) => void>;
  92834. /**
  92835. * Callback that will be called if an error occurs during shader compilation.
  92836. */
  92837. onError: Nullable<(effect: Effect, errors: string) => void>;
  92838. /**
  92839. * Callback that will be called when effect is bound.
  92840. */
  92841. onBind: Nullable<(effect: Effect) => void>;
  92842. /**
  92843. * Unique ID of the effect.
  92844. */
  92845. uniqueId: number;
  92846. /**
  92847. * Observable that will be called when the shader is compiled.
  92848. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  92849. */
  92850. onCompileObservable: Observable<Effect>;
  92851. /**
  92852. * Observable that will be called if an error occurs during shader compilation.
  92853. */
  92854. onErrorObservable: Observable<Effect>;
  92855. /** @hidden */
  92856. _onBindObservable: Nullable<Observable<Effect>>;
  92857. /**
  92858. * Observable that will be called when effect is bound.
  92859. */
  92860. readonly onBindObservable: Observable<Effect>;
  92861. /** @hidden */
  92862. _bonesComputationForcedToCPU: boolean;
  92863. private static _uniqueIdSeed;
  92864. private _engine;
  92865. private _uniformBuffersNames;
  92866. private _uniformsNames;
  92867. private _samplerList;
  92868. private _samplers;
  92869. private _isReady;
  92870. private _compilationError;
  92871. private _attributesNames;
  92872. private _attributes;
  92873. private _uniforms;
  92874. /**
  92875. * Key for the effect.
  92876. * @hidden
  92877. */
  92878. _key: string;
  92879. private _indexParameters;
  92880. private _fallbacks;
  92881. private _vertexSourceCode;
  92882. private _fragmentSourceCode;
  92883. private _vertexSourceCodeOverride;
  92884. private _fragmentSourceCodeOverride;
  92885. private _transformFeedbackVaryings;
  92886. /**
  92887. * Compiled shader to webGL program.
  92888. * @hidden
  92889. */
  92890. _pipelineContext: Nullable<IPipelineContext>;
  92891. private _valueCache;
  92892. private static _baseCache;
  92893. /**
  92894. * Instantiates an effect.
  92895. * An effect can be used to create/manage/execute vertex and fragment shaders.
  92896. * @param baseName Name of the effect.
  92897. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  92898. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  92899. * @param samplers List of sampler variables that will be passed to the shader.
  92900. * @param engine Engine to be used to render the effect
  92901. * @param defines Define statements to be added to the shader.
  92902. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  92903. * @param onCompiled Callback that will be called when the shader is compiled.
  92904. * @param onError Callback that will be called if an error occurs during shader compilation.
  92905. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  92906. */
  92907. 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);
  92908. private _useFinalCode;
  92909. /**
  92910. * Unique key for this effect
  92911. */
  92912. readonly key: string;
  92913. /**
  92914. * If the effect has been compiled and prepared.
  92915. * @returns if the effect is compiled and prepared.
  92916. */
  92917. isReady(): boolean;
  92918. /**
  92919. * The engine the effect was initialized with.
  92920. * @returns the engine.
  92921. */
  92922. getEngine(): Engine;
  92923. /**
  92924. * The pipeline context for this effect
  92925. * @returns the associated pipeline context
  92926. */
  92927. getPipelineContext(): Nullable<IPipelineContext>;
  92928. /**
  92929. * The set of names of attribute variables for the shader.
  92930. * @returns An array of attribute names.
  92931. */
  92932. getAttributesNames(): string[];
  92933. /**
  92934. * Returns the attribute at the given index.
  92935. * @param index The index of the attribute.
  92936. * @returns The location of the attribute.
  92937. */
  92938. getAttributeLocation(index: number): number;
  92939. /**
  92940. * Returns the attribute based on the name of the variable.
  92941. * @param name of the attribute to look up.
  92942. * @returns the attribute location.
  92943. */
  92944. getAttributeLocationByName(name: string): number;
  92945. /**
  92946. * The number of attributes.
  92947. * @returns the numnber of attributes.
  92948. */
  92949. getAttributesCount(): number;
  92950. /**
  92951. * Gets the index of a uniform variable.
  92952. * @param uniformName of the uniform to look up.
  92953. * @returns the index.
  92954. */
  92955. getUniformIndex(uniformName: string): number;
  92956. /**
  92957. * Returns the attribute based on the name of the variable.
  92958. * @param uniformName of the uniform to look up.
  92959. * @returns the location of the uniform.
  92960. */
  92961. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  92962. /**
  92963. * Returns an array of sampler variable names
  92964. * @returns The array of sampler variable neames.
  92965. */
  92966. getSamplers(): string[];
  92967. /**
  92968. * The error from the last compilation.
  92969. * @returns the error string.
  92970. */
  92971. getCompilationError(): string;
  92972. /**
  92973. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  92974. * @param func The callback to be used.
  92975. */
  92976. executeWhenCompiled(func: (effect: Effect) => void): void;
  92977. private _checkIsReady;
  92978. /** @hidden */
  92979. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  92980. /** @hidden */
  92981. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  92982. /** @hidden */
  92983. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  92984. /**
  92985. * Recompiles the webGL program
  92986. * @param vertexSourceCode The source code for the vertex shader.
  92987. * @param fragmentSourceCode The source code for the fragment shader.
  92988. * @param onCompiled Callback called when completed.
  92989. * @param onError Callback called on error.
  92990. * @hidden
  92991. */
  92992. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  92993. /**
  92994. * Prepares the effect
  92995. * @hidden
  92996. */
  92997. _prepareEffect(): void;
  92998. /**
  92999. * Checks if the effect is supported. (Must be called after compilation)
  93000. */
  93001. readonly isSupported: boolean;
  93002. /**
  93003. * Binds a texture to the engine to be used as output of the shader.
  93004. * @param channel Name of the output variable.
  93005. * @param texture Texture to bind.
  93006. * @hidden
  93007. */
  93008. _bindTexture(channel: string, texture: InternalTexture): void;
  93009. /**
  93010. * Sets a texture on the engine to be used in the shader.
  93011. * @param channel Name of the sampler variable.
  93012. * @param texture Texture to set.
  93013. */
  93014. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  93015. /**
  93016. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  93017. * @param channel Name of the sampler variable.
  93018. * @param texture Texture to set.
  93019. */
  93020. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  93021. /**
  93022. * Sets an array of textures on the engine to be used in the shader.
  93023. * @param channel Name of the variable.
  93024. * @param textures Textures to set.
  93025. */
  93026. setTextureArray(channel: string, textures: BaseTexture[]): void;
  93027. /**
  93028. * 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)
  93029. * @param channel Name of the sampler variable.
  93030. * @param postProcess Post process to get the input texture from.
  93031. */
  93032. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  93033. /**
  93034. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  93035. * 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)
  93036. * @param channel Name of the sampler variable.
  93037. * @param postProcess Post process to get the output texture from.
  93038. */
  93039. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  93040. /** @hidden */
  93041. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  93042. /** @hidden */
  93043. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  93044. /** @hidden */
  93045. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  93046. /** @hidden */
  93047. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  93048. /**
  93049. * Binds a buffer to a uniform.
  93050. * @param buffer Buffer to bind.
  93051. * @param name Name of the uniform variable to bind to.
  93052. */
  93053. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  93054. /**
  93055. * Binds block to a uniform.
  93056. * @param blockName Name of the block to bind.
  93057. * @param index Index to bind.
  93058. */
  93059. bindUniformBlock(blockName: string, index: number): void;
  93060. /**
  93061. * Sets an interger value on a uniform variable.
  93062. * @param uniformName Name of the variable.
  93063. * @param value Value to be set.
  93064. * @returns this effect.
  93065. */
  93066. setInt(uniformName: string, value: number): Effect;
  93067. /**
  93068. * Sets an int array on a uniform variable.
  93069. * @param uniformName Name of the variable.
  93070. * @param array array to be set.
  93071. * @returns this effect.
  93072. */
  93073. setIntArray(uniformName: string, array: Int32Array): Effect;
  93074. /**
  93075. * 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)
  93076. * @param uniformName Name of the variable.
  93077. * @param array array to be set.
  93078. * @returns this effect.
  93079. */
  93080. setIntArray2(uniformName: string, array: Int32Array): Effect;
  93081. /**
  93082. * 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)
  93083. * @param uniformName Name of the variable.
  93084. * @param array array to be set.
  93085. * @returns this effect.
  93086. */
  93087. setIntArray3(uniformName: string, array: Int32Array): Effect;
  93088. /**
  93089. * 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)
  93090. * @param uniformName Name of the variable.
  93091. * @param array array to be set.
  93092. * @returns this effect.
  93093. */
  93094. setIntArray4(uniformName: string, array: Int32Array): Effect;
  93095. /**
  93096. * Sets an float array on a uniform variable.
  93097. * @param uniformName Name of the variable.
  93098. * @param array array to be set.
  93099. * @returns this effect.
  93100. */
  93101. setFloatArray(uniformName: string, array: Float32Array): Effect;
  93102. /**
  93103. * 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)
  93104. * @param uniformName Name of the variable.
  93105. * @param array array to be set.
  93106. * @returns this effect.
  93107. */
  93108. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  93109. /**
  93110. * 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)
  93111. * @param uniformName Name of the variable.
  93112. * @param array array to be set.
  93113. * @returns this effect.
  93114. */
  93115. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  93116. /**
  93117. * 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)
  93118. * @param uniformName Name of the variable.
  93119. * @param array array to be set.
  93120. * @returns this effect.
  93121. */
  93122. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  93123. /**
  93124. * Sets an array on a uniform variable.
  93125. * @param uniformName Name of the variable.
  93126. * @param array array to be set.
  93127. * @returns this effect.
  93128. */
  93129. setArray(uniformName: string, array: number[]): Effect;
  93130. /**
  93131. * 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)
  93132. * @param uniformName Name of the variable.
  93133. * @param array array to be set.
  93134. * @returns this effect.
  93135. */
  93136. setArray2(uniformName: string, array: number[]): Effect;
  93137. /**
  93138. * 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)
  93139. * @param uniformName Name of the variable.
  93140. * @param array array to be set.
  93141. * @returns this effect.
  93142. */
  93143. setArray3(uniformName: string, array: number[]): Effect;
  93144. /**
  93145. * 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)
  93146. * @param uniformName Name of the variable.
  93147. * @param array array to be set.
  93148. * @returns this effect.
  93149. */
  93150. setArray4(uniformName: string, array: number[]): Effect;
  93151. /**
  93152. * Sets matrices on a uniform variable.
  93153. * @param uniformName Name of the variable.
  93154. * @param matrices matrices to be set.
  93155. * @returns this effect.
  93156. */
  93157. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  93158. /**
  93159. * Sets matrix on a uniform variable.
  93160. * @param uniformName Name of the variable.
  93161. * @param matrix matrix to be set.
  93162. * @returns this effect.
  93163. */
  93164. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  93165. /**
  93166. * 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)
  93167. * @param uniformName Name of the variable.
  93168. * @param matrix matrix to be set.
  93169. * @returns this effect.
  93170. */
  93171. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  93172. /**
  93173. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  93174. * @param uniformName Name of the variable.
  93175. * @param matrix matrix to be set.
  93176. * @returns this effect.
  93177. */
  93178. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  93179. /**
  93180. * Sets a float on a uniform variable.
  93181. * @param uniformName Name of the variable.
  93182. * @param value value to be set.
  93183. * @returns this effect.
  93184. */
  93185. setFloat(uniformName: string, value: number): Effect;
  93186. /**
  93187. * Sets a boolean on a uniform variable.
  93188. * @param uniformName Name of the variable.
  93189. * @param bool value to be set.
  93190. * @returns this effect.
  93191. */
  93192. setBool(uniformName: string, bool: boolean): Effect;
  93193. /**
  93194. * Sets a Vector2 on a uniform variable.
  93195. * @param uniformName Name of the variable.
  93196. * @param vector2 vector2 to be set.
  93197. * @returns this effect.
  93198. */
  93199. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  93200. /**
  93201. * Sets a float2 on a uniform variable.
  93202. * @param uniformName Name of the variable.
  93203. * @param x First float in float2.
  93204. * @param y Second float in float2.
  93205. * @returns this effect.
  93206. */
  93207. setFloat2(uniformName: string, x: number, y: number): Effect;
  93208. /**
  93209. * Sets a Vector3 on a uniform variable.
  93210. * @param uniformName Name of the variable.
  93211. * @param vector3 Value to be set.
  93212. * @returns this effect.
  93213. */
  93214. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  93215. /**
  93216. * Sets a float3 on a uniform variable.
  93217. * @param uniformName Name of the variable.
  93218. * @param x First float in float3.
  93219. * @param y Second float in float3.
  93220. * @param z Third float in float3.
  93221. * @returns this effect.
  93222. */
  93223. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  93224. /**
  93225. * Sets a Vector4 on a uniform variable.
  93226. * @param uniformName Name of the variable.
  93227. * @param vector4 Value to be set.
  93228. * @returns this effect.
  93229. */
  93230. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  93231. /**
  93232. * Sets a float4 on a uniform variable.
  93233. * @param uniformName Name of the variable.
  93234. * @param x First float in float4.
  93235. * @param y Second float in float4.
  93236. * @param z Third float in float4.
  93237. * @param w Fourth float in float4.
  93238. * @returns this effect.
  93239. */
  93240. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  93241. /**
  93242. * Sets a Color3 on a uniform variable.
  93243. * @param uniformName Name of the variable.
  93244. * @param color3 Value to be set.
  93245. * @returns this effect.
  93246. */
  93247. setColor3(uniformName: string, color3: IColor3Like): Effect;
  93248. /**
  93249. * Sets a Color4 on a uniform variable.
  93250. * @param uniformName Name of the variable.
  93251. * @param color3 Value to be set.
  93252. * @param alpha Alpha value to be set.
  93253. * @returns this effect.
  93254. */
  93255. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  93256. /**
  93257. * Sets a Color4 on a uniform variable
  93258. * @param uniformName defines the name of the variable
  93259. * @param color4 defines the value to be set
  93260. * @returns this effect.
  93261. */
  93262. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  93263. /** Release all associated resources */
  93264. dispose(): void;
  93265. /**
  93266. * This function will add a new shader to the shader store
  93267. * @param name the name of the shader
  93268. * @param pixelShader optional pixel shader content
  93269. * @param vertexShader optional vertex shader content
  93270. */
  93271. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  93272. /**
  93273. * Store of each shader (The can be looked up using effect.key)
  93274. */
  93275. static ShadersStore: {
  93276. [key: string]: string;
  93277. };
  93278. /**
  93279. * Store of each included file for a shader (The can be looked up using effect.key)
  93280. */
  93281. static IncludesShadersStore: {
  93282. [key: string]: string;
  93283. };
  93284. /**
  93285. * Resets the cache of effects.
  93286. */
  93287. static ResetCache(): void;
  93288. }
  93289. }
  93290. declare module BABYLON {
  93291. /**
  93292. * Uniform buffer objects.
  93293. *
  93294. * Handles blocks of uniform on the GPU.
  93295. *
  93296. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  93297. *
  93298. * For more information, please refer to :
  93299. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  93300. */
  93301. export class UniformBuffer {
  93302. private _engine;
  93303. private _buffer;
  93304. private _data;
  93305. private _bufferData;
  93306. private _dynamic?;
  93307. private _uniformLocations;
  93308. private _uniformSizes;
  93309. private _uniformLocationPointer;
  93310. private _needSync;
  93311. private _noUBO;
  93312. private _currentEffect;
  93313. private static _MAX_UNIFORM_SIZE;
  93314. private static _tempBuffer;
  93315. /**
  93316. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  93317. * This is dynamic to allow compat with webgl 1 and 2.
  93318. * You will need to pass the name of the uniform as well as the value.
  93319. */
  93320. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  93321. /**
  93322. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  93323. * This is dynamic to allow compat with webgl 1 and 2.
  93324. * You will need to pass the name of the uniform as well as the value.
  93325. */
  93326. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  93327. /**
  93328. * Lambda to Update a single float in a uniform buffer.
  93329. * This is dynamic to allow compat with webgl 1 and 2.
  93330. * You will need to pass the name of the uniform as well as the value.
  93331. */
  93332. updateFloat: (name: string, x: number) => void;
  93333. /**
  93334. * Lambda to Update a vec2 of float in a uniform buffer.
  93335. * This is dynamic to allow compat with webgl 1 and 2.
  93336. * You will need to pass the name of the uniform as well as the value.
  93337. */
  93338. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  93339. /**
  93340. * Lambda to Update a vec3 of float in a uniform buffer.
  93341. * This is dynamic to allow compat with webgl 1 and 2.
  93342. * You will need to pass the name of the uniform as well as the value.
  93343. */
  93344. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  93345. /**
  93346. * Lambda to Update a vec4 of float in a uniform buffer.
  93347. * This is dynamic to allow compat with webgl 1 and 2.
  93348. * You will need to pass the name of the uniform as well as the value.
  93349. */
  93350. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  93351. /**
  93352. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  93353. * This is dynamic to allow compat with webgl 1 and 2.
  93354. * You will need to pass the name of the uniform as well as the value.
  93355. */
  93356. updateMatrix: (name: string, mat: Matrix) => void;
  93357. /**
  93358. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  93359. * This is dynamic to allow compat with webgl 1 and 2.
  93360. * You will need to pass the name of the uniform as well as the value.
  93361. */
  93362. updateVector3: (name: string, vector: Vector3) => void;
  93363. /**
  93364. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  93365. * This is dynamic to allow compat with webgl 1 and 2.
  93366. * You will need to pass the name of the uniform as well as the value.
  93367. */
  93368. updateVector4: (name: string, vector: Vector4) => void;
  93369. /**
  93370. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  93371. * This is dynamic to allow compat with webgl 1 and 2.
  93372. * You will need to pass the name of the uniform as well as the value.
  93373. */
  93374. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  93375. /**
  93376. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  93377. * This is dynamic to allow compat with webgl 1 and 2.
  93378. * You will need to pass the name of the uniform as well as the value.
  93379. */
  93380. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  93381. /**
  93382. * Instantiates a new Uniform buffer objects.
  93383. *
  93384. * Handles blocks of uniform on the GPU.
  93385. *
  93386. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  93387. *
  93388. * For more information, please refer to :
  93389. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  93390. * @param engine Define the engine the buffer is associated with
  93391. * @param data Define the data contained in the buffer
  93392. * @param dynamic Define if the buffer is updatable
  93393. */
  93394. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  93395. /**
  93396. * Indicates if the buffer is using the WebGL2 UBO implementation,
  93397. * or just falling back on setUniformXXX calls.
  93398. */
  93399. readonly useUbo: boolean;
  93400. /**
  93401. * Indicates if the WebGL underlying uniform buffer is in sync
  93402. * with the javascript cache data.
  93403. */
  93404. readonly isSync: boolean;
  93405. /**
  93406. * Indicates if the WebGL underlying uniform buffer is dynamic.
  93407. * Also, a dynamic UniformBuffer will disable cache verification and always
  93408. * update the underlying WebGL uniform buffer to the GPU.
  93409. * @returns if Dynamic, otherwise false
  93410. */
  93411. isDynamic(): boolean;
  93412. /**
  93413. * The data cache on JS side.
  93414. * @returns the underlying data as a float array
  93415. */
  93416. getData(): Float32Array;
  93417. /**
  93418. * The underlying WebGL Uniform buffer.
  93419. * @returns the webgl buffer
  93420. */
  93421. getBuffer(): Nullable<DataBuffer>;
  93422. /**
  93423. * std140 layout specifies how to align data within an UBO structure.
  93424. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  93425. * for specs.
  93426. */
  93427. private _fillAlignment;
  93428. /**
  93429. * Adds an uniform in the buffer.
  93430. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  93431. * for the layout to be correct !
  93432. * @param name Name of the uniform, as used in the uniform block in the shader.
  93433. * @param size Data size, or data directly.
  93434. */
  93435. addUniform(name: string, size: number | number[]): void;
  93436. /**
  93437. * Adds a Matrix 4x4 to the uniform buffer.
  93438. * @param name Name of the uniform, as used in the uniform block in the shader.
  93439. * @param mat A 4x4 matrix.
  93440. */
  93441. addMatrix(name: string, mat: Matrix): void;
  93442. /**
  93443. * Adds a vec2 to the uniform buffer.
  93444. * @param name Name of the uniform, as used in the uniform block in the shader.
  93445. * @param x Define the x component value of the vec2
  93446. * @param y Define the y component value of the vec2
  93447. */
  93448. addFloat2(name: string, x: number, y: number): void;
  93449. /**
  93450. * Adds a vec3 to the uniform buffer.
  93451. * @param name Name of the uniform, as used in the uniform block in the shader.
  93452. * @param x Define the x component value of the vec3
  93453. * @param y Define the y component value of the vec3
  93454. * @param z Define the z component value of the vec3
  93455. */
  93456. addFloat3(name: string, x: number, y: number, z: number): void;
  93457. /**
  93458. * Adds a vec3 to the uniform buffer.
  93459. * @param name Name of the uniform, as used in the uniform block in the shader.
  93460. * @param color Define the vec3 from a Color
  93461. */
  93462. addColor3(name: string, color: Color3): void;
  93463. /**
  93464. * Adds a vec4 to the uniform buffer.
  93465. * @param name Name of the uniform, as used in the uniform block in the shader.
  93466. * @param color Define the rgb components from a Color
  93467. * @param alpha Define the a component of the vec4
  93468. */
  93469. addColor4(name: string, color: Color3, alpha: number): void;
  93470. /**
  93471. * Adds a vec3 to the uniform buffer.
  93472. * @param name Name of the uniform, as used in the uniform block in the shader.
  93473. * @param vector Define the vec3 components from a Vector
  93474. */
  93475. addVector3(name: string, vector: Vector3): void;
  93476. /**
  93477. * Adds a Matrix 3x3 to the uniform buffer.
  93478. * @param name Name of the uniform, as used in the uniform block in the shader.
  93479. */
  93480. addMatrix3x3(name: string): void;
  93481. /**
  93482. * Adds a Matrix 2x2 to the uniform buffer.
  93483. * @param name Name of the uniform, as used in the uniform block in the shader.
  93484. */
  93485. addMatrix2x2(name: string): void;
  93486. /**
  93487. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  93488. */
  93489. create(): void;
  93490. /** @hidden */
  93491. _rebuild(): void;
  93492. /**
  93493. * Updates the WebGL Uniform Buffer on the GPU.
  93494. * If the `dynamic` flag is set to true, no cache comparison is done.
  93495. * Otherwise, the buffer will be updated only if the cache differs.
  93496. */
  93497. update(): void;
  93498. /**
  93499. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  93500. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  93501. * @param data Define the flattened data
  93502. * @param size Define the size of the data.
  93503. */
  93504. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  93505. private _valueCache;
  93506. private _cacheMatrix;
  93507. private _updateMatrix3x3ForUniform;
  93508. private _updateMatrix3x3ForEffect;
  93509. private _updateMatrix2x2ForEffect;
  93510. private _updateMatrix2x2ForUniform;
  93511. private _updateFloatForEffect;
  93512. private _updateFloatForUniform;
  93513. private _updateFloat2ForEffect;
  93514. private _updateFloat2ForUniform;
  93515. private _updateFloat3ForEffect;
  93516. private _updateFloat3ForUniform;
  93517. private _updateFloat4ForEffect;
  93518. private _updateFloat4ForUniform;
  93519. private _updateMatrixForEffect;
  93520. private _updateMatrixForUniform;
  93521. private _updateVector3ForEffect;
  93522. private _updateVector3ForUniform;
  93523. private _updateVector4ForEffect;
  93524. private _updateVector4ForUniform;
  93525. private _updateColor3ForEffect;
  93526. private _updateColor3ForUniform;
  93527. private _updateColor4ForEffect;
  93528. private _updateColor4ForUniform;
  93529. /**
  93530. * Sets a sampler uniform on the effect.
  93531. * @param name Define the name of the sampler.
  93532. * @param texture Define the texture to set in the sampler
  93533. */
  93534. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  93535. /**
  93536. * Directly updates the value of the uniform in the cache AND on the GPU.
  93537. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  93538. * @param data Define the flattened data
  93539. */
  93540. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  93541. /**
  93542. * Binds this uniform buffer to an effect.
  93543. * @param effect Define the effect to bind the buffer to
  93544. * @param name Name of the uniform block in the shader.
  93545. */
  93546. bindToEffect(effect: Effect, name: string): void;
  93547. /**
  93548. * Disposes the uniform buffer.
  93549. */
  93550. dispose(): void;
  93551. }
  93552. }
  93553. declare module BABYLON {
  93554. /**
  93555. * Class used to work with sound analyzer using fast fourier transform (FFT)
  93556. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93557. */
  93558. export class Analyser {
  93559. /**
  93560. * Gets or sets the smoothing
  93561. * @ignorenaming
  93562. */
  93563. SMOOTHING: number;
  93564. /**
  93565. * Gets or sets the FFT table size
  93566. * @ignorenaming
  93567. */
  93568. FFT_SIZE: number;
  93569. /**
  93570. * Gets or sets the bar graph amplitude
  93571. * @ignorenaming
  93572. */
  93573. BARGRAPHAMPLITUDE: number;
  93574. /**
  93575. * Gets or sets the position of the debug canvas
  93576. * @ignorenaming
  93577. */
  93578. DEBUGCANVASPOS: {
  93579. x: number;
  93580. y: number;
  93581. };
  93582. /**
  93583. * Gets or sets the debug canvas size
  93584. * @ignorenaming
  93585. */
  93586. DEBUGCANVASSIZE: {
  93587. width: number;
  93588. height: number;
  93589. };
  93590. private _byteFreqs;
  93591. private _byteTime;
  93592. private _floatFreqs;
  93593. private _webAudioAnalyser;
  93594. private _debugCanvas;
  93595. private _debugCanvasContext;
  93596. private _scene;
  93597. private _registerFunc;
  93598. private _audioEngine;
  93599. /**
  93600. * Creates a new analyser
  93601. * @param scene defines hosting scene
  93602. */
  93603. constructor(scene: Scene);
  93604. /**
  93605. * Get the number of data values you will have to play with for the visualization
  93606. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  93607. * @returns a number
  93608. */
  93609. getFrequencyBinCount(): number;
  93610. /**
  93611. * Gets the current frequency data as a byte array
  93612. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  93613. * @returns a Uint8Array
  93614. */
  93615. getByteFrequencyData(): Uint8Array;
  93616. /**
  93617. * Gets the current waveform as a byte array
  93618. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  93619. * @returns a Uint8Array
  93620. */
  93621. getByteTimeDomainData(): Uint8Array;
  93622. /**
  93623. * Gets the current frequency data as a float array
  93624. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  93625. * @returns a Float32Array
  93626. */
  93627. getFloatFrequencyData(): Float32Array;
  93628. /**
  93629. * Renders the debug canvas
  93630. */
  93631. drawDebugCanvas(): void;
  93632. /**
  93633. * Stops rendering the debug canvas and removes it
  93634. */
  93635. stopDebugCanvas(): void;
  93636. /**
  93637. * Connects two audio nodes
  93638. * @param inputAudioNode defines first node to connect
  93639. * @param outputAudioNode defines second node to connect
  93640. */
  93641. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  93642. /**
  93643. * Releases all associated resources
  93644. */
  93645. dispose(): void;
  93646. }
  93647. }
  93648. declare module BABYLON {
  93649. /**
  93650. * This represents an audio engine and it is responsible
  93651. * to play, synchronize and analyse sounds throughout the application.
  93652. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93653. */
  93654. export interface IAudioEngine extends IDisposable {
  93655. /**
  93656. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  93657. */
  93658. readonly canUseWebAudio: boolean;
  93659. /**
  93660. * Gets the current AudioContext if available.
  93661. */
  93662. readonly audioContext: Nullable<AudioContext>;
  93663. /**
  93664. * The master gain node defines the global audio volume of your audio engine.
  93665. */
  93666. readonly masterGain: GainNode;
  93667. /**
  93668. * Gets whether or not mp3 are supported by your browser.
  93669. */
  93670. readonly isMP3supported: boolean;
  93671. /**
  93672. * Gets whether or not ogg are supported by your browser.
  93673. */
  93674. readonly isOGGsupported: boolean;
  93675. /**
  93676. * Defines if Babylon should emit a warning if WebAudio is not supported.
  93677. * @ignoreNaming
  93678. */
  93679. WarnedWebAudioUnsupported: boolean;
  93680. /**
  93681. * Defines if the audio engine relies on a custom unlocked button.
  93682. * In this case, the embedded button will not be displayed.
  93683. */
  93684. useCustomUnlockedButton: boolean;
  93685. /**
  93686. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  93687. */
  93688. readonly unlocked: boolean;
  93689. /**
  93690. * Event raised when audio has been unlocked on the browser.
  93691. */
  93692. onAudioUnlockedObservable: Observable<AudioEngine>;
  93693. /**
  93694. * Event raised when audio has been locked on the browser.
  93695. */
  93696. onAudioLockedObservable: Observable<AudioEngine>;
  93697. /**
  93698. * Flags the audio engine in Locked state.
  93699. * This happens due to new browser policies preventing audio to autoplay.
  93700. */
  93701. lock(): void;
  93702. /**
  93703. * Unlocks the audio engine once a user action has been done on the dom.
  93704. * This is helpful to resume play once browser policies have been satisfied.
  93705. */
  93706. unlock(): void;
  93707. }
  93708. /**
  93709. * This represents the default audio engine used in babylon.
  93710. * It is responsible to play, synchronize and analyse sounds throughout the application.
  93711. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93712. */
  93713. export class AudioEngine implements IAudioEngine {
  93714. private _audioContext;
  93715. private _audioContextInitialized;
  93716. private _muteButton;
  93717. private _hostElement;
  93718. /**
  93719. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  93720. */
  93721. canUseWebAudio: boolean;
  93722. /**
  93723. * The master gain node defines the global audio volume of your audio engine.
  93724. */
  93725. masterGain: GainNode;
  93726. /**
  93727. * Defines if Babylon should emit a warning if WebAudio is not supported.
  93728. * @ignoreNaming
  93729. */
  93730. WarnedWebAudioUnsupported: boolean;
  93731. /**
  93732. * Gets whether or not mp3 are supported by your browser.
  93733. */
  93734. isMP3supported: boolean;
  93735. /**
  93736. * Gets whether or not ogg are supported by your browser.
  93737. */
  93738. isOGGsupported: boolean;
  93739. /**
  93740. * Gets whether audio has been unlocked on the device.
  93741. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  93742. * a user interaction has happened.
  93743. */
  93744. unlocked: boolean;
  93745. /**
  93746. * Defines if the audio engine relies on a custom unlocked button.
  93747. * In this case, the embedded button will not be displayed.
  93748. */
  93749. useCustomUnlockedButton: boolean;
  93750. /**
  93751. * Event raised when audio has been unlocked on the browser.
  93752. */
  93753. onAudioUnlockedObservable: Observable<AudioEngine>;
  93754. /**
  93755. * Event raised when audio has been locked on the browser.
  93756. */
  93757. onAudioLockedObservable: Observable<AudioEngine>;
  93758. /**
  93759. * Gets the current AudioContext if available.
  93760. */
  93761. readonly audioContext: Nullable<AudioContext>;
  93762. private _connectedAnalyser;
  93763. /**
  93764. * Instantiates a new audio engine.
  93765. *
  93766. * There should be only one per page as some browsers restrict the number
  93767. * of audio contexts you can create.
  93768. * @param hostElement defines the host element where to display the mute icon if necessary
  93769. */
  93770. constructor(hostElement?: Nullable<HTMLElement>);
  93771. /**
  93772. * Flags the audio engine in Locked state.
  93773. * This happens due to new browser policies preventing audio to autoplay.
  93774. */
  93775. lock(): void;
  93776. /**
  93777. * Unlocks the audio engine once a user action has been done on the dom.
  93778. * This is helpful to resume play once browser policies have been satisfied.
  93779. */
  93780. unlock(): void;
  93781. private _resumeAudioContext;
  93782. private _initializeAudioContext;
  93783. private _tryToRun;
  93784. private _triggerRunningState;
  93785. private _triggerSuspendedState;
  93786. private _displayMuteButton;
  93787. private _moveButtonToTopLeft;
  93788. private _onResize;
  93789. private _hideMuteButton;
  93790. /**
  93791. * Destroy and release the resources associated with the audio ccontext.
  93792. */
  93793. dispose(): void;
  93794. /**
  93795. * Gets the global volume sets on the master gain.
  93796. * @returns the global volume if set or -1 otherwise
  93797. */
  93798. getGlobalVolume(): number;
  93799. /**
  93800. * Sets the global volume of your experience (sets on the master gain).
  93801. * @param newVolume Defines the new global volume of the application
  93802. */
  93803. setGlobalVolume(newVolume: number): void;
  93804. /**
  93805. * Connect the audio engine to an audio analyser allowing some amazing
  93806. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  93807. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  93808. * @param analyser The analyser to connect to the engine
  93809. */
  93810. connectToAnalyser(analyser: Analyser): void;
  93811. }
  93812. }
  93813. declare module BABYLON {
  93814. /**
  93815. * Interface used to present a loading screen while loading a scene
  93816. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  93817. */
  93818. export interface ILoadingScreen {
  93819. /**
  93820. * Function called to display the loading screen
  93821. */
  93822. displayLoadingUI: () => void;
  93823. /**
  93824. * Function called to hide the loading screen
  93825. */
  93826. hideLoadingUI: () => void;
  93827. /**
  93828. * Gets or sets the color to use for the background
  93829. */
  93830. loadingUIBackgroundColor: string;
  93831. /**
  93832. * Gets or sets the text to display while loading
  93833. */
  93834. loadingUIText: string;
  93835. }
  93836. /**
  93837. * Class used for the default loading screen
  93838. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  93839. */
  93840. export class DefaultLoadingScreen implements ILoadingScreen {
  93841. private _renderingCanvas;
  93842. private _loadingText;
  93843. private _loadingDivBackgroundColor;
  93844. private _loadingDiv;
  93845. private _loadingTextDiv;
  93846. /** Gets or sets the logo url to use for the default loading screen */
  93847. static DefaultLogoUrl: string;
  93848. /** Gets or sets the spinner url to use for the default loading screen */
  93849. static DefaultSpinnerUrl: string;
  93850. /**
  93851. * Creates a new default loading screen
  93852. * @param _renderingCanvas defines the canvas used to render the scene
  93853. * @param _loadingText defines the default text to display
  93854. * @param _loadingDivBackgroundColor defines the default background color
  93855. */
  93856. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  93857. /**
  93858. * Function called to display the loading screen
  93859. */
  93860. displayLoadingUI(): void;
  93861. /**
  93862. * Function called to hide the loading screen
  93863. */
  93864. hideLoadingUI(): void;
  93865. /**
  93866. * Gets or sets the text to display while loading
  93867. */
  93868. loadingUIText: string;
  93869. /**
  93870. * Gets or sets the color to use for the background
  93871. */
  93872. loadingUIBackgroundColor: string;
  93873. private _resizeLoadingUI;
  93874. }
  93875. }
  93876. declare module BABYLON {
  93877. /** @hidden */
  93878. export class WebGLPipelineContext implements IPipelineContext {
  93879. engine: Engine;
  93880. program: Nullable<WebGLProgram>;
  93881. context?: WebGLRenderingContext;
  93882. vertexShader?: WebGLShader;
  93883. fragmentShader?: WebGLShader;
  93884. isParallelCompiled: boolean;
  93885. onCompiled?: () => void;
  93886. transformFeedback?: WebGLTransformFeedback | null;
  93887. readonly isAsync: boolean;
  93888. readonly isReady: boolean;
  93889. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  93890. }
  93891. }
  93892. declare module BABYLON {
  93893. /** @hidden */
  93894. export class WebGLDataBuffer extends DataBuffer {
  93895. private _buffer;
  93896. constructor(resource: WebGLBuffer);
  93897. readonly underlyingResource: any;
  93898. }
  93899. }
  93900. declare module BABYLON {
  93901. /** @hidden */
  93902. export class WebGL2ShaderProcessor implements IShaderProcessor {
  93903. attributeProcessor(attribute: string): string;
  93904. varyingProcessor(varying: string, isFragment: boolean): string;
  93905. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  93906. }
  93907. }
  93908. declare module BABYLON {
  93909. /**
  93910. * This class is used to track a performance counter which is number based.
  93911. * The user has access to many properties which give statistics of different nature.
  93912. *
  93913. * The implementer can track two kinds of Performance Counter: time and count.
  93914. * 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.
  93915. * 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.
  93916. */
  93917. export class PerfCounter {
  93918. /**
  93919. * Gets or sets a global boolean to turn on and off all the counters
  93920. */
  93921. static Enabled: boolean;
  93922. /**
  93923. * Returns the smallest value ever
  93924. */
  93925. readonly min: number;
  93926. /**
  93927. * Returns the biggest value ever
  93928. */
  93929. readonly max: number;
  93930. /**
  93931. * Returns the average value since the performance counter is running
  93932. */
  93933. readonly average: number;
  93934. /**
  93935. * Returns the average value of the last second the counter was monitored
  93936. */
  93937. readonly lastSecAverage: number;
  93938. /**
  93939. * Returns the current value
  93940. */
  93941. readonly current: number;
  93942. /**
  93943. * Gets the accumulated total
  93944. */
  93945. readonly total: number;
  93946. /**
  93947. * Gets the total value count
  93948. */
  93949. readonly count: number;
  93950. /**
  93951. * Creates a new counter
  93952. */
  93953. constructor();
  93954. /**
  93955. * Call this method to start monitoring a new frame.
  93956. * 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.
  93957. */
  93958. fetchNewFrame(): void;
  93959. /**
  93960. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  93961. * @param newCount the count value to add to the monitored count
  93962. * @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.
  93963. */
  93964. addCount(newCount: number, fetchResult: boolean): void;
  93965. /**
  93966. * Start monitoring this performance counter
  93967. */
  93968. beginMonitoring(): void;
  93969. /**
  93970. * Compute the time lapsed since the previous beginMonitoring() call.
  93971. * @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
  93972. */
  93973. endMonitoring(newFrame?: boolean): void;
  93974. private _fetchResult;
  93975. private _startMonitoringTime;
  93976. private _min;
  93977. private _max;
  93978. private _average;
  93979. private _current;
  93980. private _totalValueCount;
  93981. private _totalAccumulated;
  93982. private _lastSecAverage;
  93983. private _lastSecAccumulated;
  93984. private _lastSecTime;
  93985. private _lastSecValueCount;
  93986. }
  93987. }
  93988. declare module BABYLON {
  93989. /**
  93990. * Interface for any object that can request an animation frame
  93991. */
  93992. export interface ICustomAnimationFrameRequester {
  93993. /**
  93994. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  93995. */
  93996. renderFunction?: Function;
  93997. /**
  93998. * Called to request the next frame to render to
  93999. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  94000. */
  94001. requestAnimationFrame: Function;
  94002. /**
  94003. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  94004. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  94005. */
  94006. requestID?: number;
  94007. }
  94008. }
  94009. declare module BABYLON {
  94010. /**
  94011. * Settings for finer control over video usage
  94012. */
  94013. export interface VideoTextureSettings {
  94014. /**
  94015. * Applies `autoplay` to video, if specified
  94016. */
  94017. autoPlay?: boolean;
  94018. /**
  94019. * Applies `loop` to video, if specified
  94020. */
  94021. loop?: boolean;
  94022. /**
  94023. * Automatically updates internal texture from video at every frame in the render loop
  94024. */
  94025. autoUpdateTexture: boolean;
  94026. /**
  94027. * Image src displayed during the video loading or until the user interacts with the video.
  94028. */
  94029. poster?: string;
  94030. }
  94031. /**
  94032. * If you want to display a video in your scene, this is the special texture for that.
  94033. * This special texture works similar to other textures, with the exception of a few parameters.
  94034. * @see https://doc.babylonjs.com/how_to/video_texture
  94035. */
  94036. export class VideoTexture extends Texture {
  94037. /**
  94038. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  94039. */
  94040. readonly autoUpdateTexture: boolean;
  94041. /**
  94042. * The video instance used by the texture internally
  94043. */
  94044. readonly video: HTMLVideoElement;
  94045. private _onUserActionRequestedObservable;
  94046. /**
  94047. * Event triggerd when a dom action is required by the user to play the video.
  94048. * This happens due to recent changes in browser policies preventing video to auto start.
  94049. */
  94050. readonly onUserActionRequestedObservable: Observable<Texture>;
  94051. private _generateMipMaps;
  94052. private _engine;
  94053. private _stillImageCaptured;
  94054. private _displayingPosterTexture;
  94055. private _settings;
  94056. private _createInternalTextureOnEvent;
  94057. /**
  94058. * Creates a video texture.
  94059. * If you want to display a video in your scene, this is the special texture for that.
  94060. * This special texture works similar to other textures, with the exception of a few parameters.
  94061. * @see https://doc.babylonjs.com/how_to/video_texture
  94062. * @param name optional name, will detect from video source, if not defined
  94063. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  94064. * @param scene is obviously the current scene.
  94065. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  94066. * @param invertY is false by default but can be used to invert video on Y axis
  94067. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  94068. * @param settings allows finer control over video usage
  94069. */
  94070. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  94071. private _getName;
  94072. private _getVideo;
  94073. private _createInternalTexture;
  94074. private reset;
  94075. /**
  94076. * @hidden Internal method to initiate `update`.
  94077. */
  94078. _rebuild(): void;
  94079. /**
  94080. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  94081. */
  94082. update(): void;
  94083. /**
  94084. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  94085. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  94086. */
  94087. updateTexture(isVisible: boolean): void;
  94088. protected _updateInternalTexture: () => void;
  94089. /**
  94090. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  94091. * @param url New url.
  94092. */
  94093. updateURL(url: string): void;
  94094. /**
  94095. * Dispose the texture and release its associated resources.
  94096. */
  94097. dispose(): void;
  94098. /**
  94099. * Creates a video texture straight from a stream.
  94100. * @param scene Define the scene the texture should be created in
  94101. * @param stream Define the stream the texture should be created from
  94102. * @returns The created video texture as a promise
  94103. */
  94104. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  94105. /**
  94106. * Creates a video texture straight from your WebCam video feed.
  94107. * @param scene Define the scene the texture should be created in
  94108. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  94109. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  94110. * @returns The created video texture as a promise
  94111. */
  94112. static CreateFromWebCamAsync(scene: Scene, constraints: {
  94113. minWidth: number;
  94114. maxWidth: number;
  94115. minHeight: number;
  94116. maxHeight: number;
  94117. deviceId: string;
  94118. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  94119. /**
  94120. * Creates a video texture straight from your WebCam video feed.
  94121. * @param scene Define the scene the texture should be created in
  94122. * @param onReady Define a callback to triggered once the texture will be ready
  94123. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  94124. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  94125. */
  94126. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  94127. minWidth: number;
  94128. maxWidth: number;
  94129. minHeight: number;
  94130. maxHeight: number;
  94131. deviceId: string;
  94132. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  94133. }
  94134. }
  94135. declare module BABYLON {
  94136. /**
  94137. * Defines the interface used by objects containing a viewport (like a camera)
  94138. */
  94139. interface IViewportOwnerLike {
  94140. /**
  94141. * Gets or sets the viewport
  94142. */
  94143. viewport: IViewportLike;
  94144. }
  94145. /**
  94146. * Interface for attribute information associated with buffer instanciation
  94147. */
  94148. export class InstancingAttributeInfo {
  94149. /**
  94150. * Index/offset of the attribute in the vertex shader
  94151. */
  94152. index: number;
  94153. /**
  94154. * size of the attribute, 1, 2, 3 or 4
  94155. */
  94156. attributeSize: number;
  94157. /**
  94158. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  94159. * default is FLOAT
  94160. */
  94161. attribyteType: number;
  94162. /**
  94163. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  94164. */
  94165. normalized: boolean;
  94166. /**
  94167. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  94168. */
  94169. offset: number;
  94170. /**
  94171. * Name of the GLSL attribute, for debugging purpose only
  94172. */
  94173. attributeName: string;
  94174. }
  94175. /**
  94176. * Define options used to create a depth texture
  94177. */
  94178. export class DepthTextureCreationOptions {
  94179. /** Specifies whether or not a stencil should be allocated in the texture */
  94180. generateStencil?: boolean;
  94181. /** Specifies whether or not bilinear filtering is enable on the texture */
  94182. bilinearFiltering?: boolean;
  94183. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  94184. comparisonFunction?: number;
  94185. /** Specifies if the created texture is a cube texture */
  94186. isCube?: boolean;
  94187. }
  94188. /**
  94189. * Class used to describe the capabilities of the engine relatively to the current browser
  94190. */
  94191. export class EngineCapabilities {
  94192. /** Maximum textures units per fragment shader */
  94193. maxTexturesImageUnits: number;
  94194. /** Maximum texture units per vertex shader */
  94195. maxVertexTextureImageUnits: number;
  94196. /** Maximum textures units in the entire pipeline */
  94197. maxCombinedTexturesImageUnits: number;
  94198. /** Maximum texture size */
  94199. maxTextureSize: number;
  94200. /** Maximum cube texture size */
  94201. maxCubemapTextureSize: number;
  94202. /** Maximum render texture size */
  94203. maxRenderTextureSize: number;
  94204. /** Maximum number of vertex attributes */
  94205. maxVertexAttribs: number;
  94206. /** Maximum number of varyings */
  94207. maxVaryingVectors: number;
  94208. /** Maximum number of uniforms per vertex shader */
  94209. maxVertexUniformVectors: number;
  94210. /** Maximum number of uniforms per fragment shader */
  94211. maxFragmentUniformVectors: number;
  94212. /** Defines if standard derivates (dx/dy) are supported */
  94213. standardDerivatives: boolean;
  94214. /** Defines if s3tc texture compression is supported */
  94215. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  94216. /** Defines if pvrtc texture compression is supported */
  94217. pvrtc: any;
  94218. /** Defines if etc1 texture compression is supported */
  94219. etc1: any;
  94220. /** Defines if etc2 texture compression is supported */
  94221. etc2: any;
  94222. /** Defines if astc texture compression is supported */
  94223. astc: any;
  94224. /** Defines if float textures are supported */
  94225. textureFloat: boolean;
  94226. /** Defines if vertex array objects are supported */
  94227. vertexArrayObject: boolean;
  94228. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  94229. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  94230. /** Gets the maximum level of anisotropy supported */
  94231. maxAnisotropy: number;
  94232. /** Defines if instancing is supported */
  94233. instancedArrays: boolean;
  94234. /** Defines if 32 bits indices are supported */
  94235. uintIndices: boolean;
  94236. /** Defines if high precision shaders are supported */
  94237. highPrecisionShaderSupported: boolean;
  94238. /** Defines if depth reading in the fragment shader is supported */
  94239. fragmentDepthSupported: boolean;
  94240. /** Defines if float texture linear filtering is supported*/
  94241. textureFloatLinearFiltering: boolean;
  94242. /** Defines if rendering to float textures is supported */
  94243. textureFloatRender: boolean;
  94244. /** Defines if half float textures are supported*/
  94245. textureHalfFloat: boolean;
  94246. /** Defines if half float texture linear filtering is supported*/
  94247. textureHalfFloatLinearFiltering: boolean;
  94248. /** Defines if rendering to half float textures is supported */
  94249. textureHalfFloatRender: boolean;
  94250. /** Defines if textureLOD shader command is supported */
  94251. textureLOD: boolean;
  94252. /** Defines if draw buffers extension is supported */
  94253. drawBuffersExtension: boolean;
  94254. /** Defines if depth textures are supported */
  94255. depthTextureExtension: boolean;
  94256. /** Defines if float color buffer are supported */
  94257. colorBufferFloat: boolean;
  94258. /** Gets disjoint timer query extension (null if not supported) */
  94259. timerQuery: EXT_disjoint_timer_query;
  94260. /** Defines if timestamp can be used with timer query */
  94261. canUseTimestampForTimerQuery: boolean;
  94262. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  94263. multiview: any;
  94264. /** Function used to let the system compiles shaders in background */
  94265. parallelShaderCompile: {
  94266. COMPLETION_STATUS_KHR: number;
  94267. };
  94268. /** Max number of texture samples for MSAA */
  94269. maxMSAASamples: number;
  94270. }
  94271. /** Interface defining initialization parameters for Engine class */
  94272. export interface EngineOptions extends WebGLContextAttributes {
  94273. /**
  94274. * Defines if the engine should no exceed a specified device ratio
  94275. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  94276. */
  94277. limitDeviceRatio?: number;
  94278. /**
  94279. * Defines if webvr should be enabled automatically
  94280. * @see http://doc.babylonjs.com/how_to/webvr_camera
  94281. */
  94282. autoEnableWebVR?: boolean;
  94283. /**
  94284. * Defines if webgl2 should be turned off even if supported
  94285. * @see http://doc.babylonjs.com/features/webgl2
  94286. */
  94287. disableWebGL2Support?: boolean;
  94288. /**
  94289. * Defines if webaudio should be initialized as well
  94290. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94291. */
  94292. audioEngine?: boolean;
  94293. /**
  94294. * Defines if animations should run using a deterministic lock step
  94295. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  94296. */
  94297. deterministicLockstep?: boolean;
  94298. /** Defines the maximum steps to use with deterministic lock step mode */
  94299. lockstepMaxSteps?: number;
  94300. /**
  94301. * Defines that engine should ignore context lost events
  94302. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  94303. */
  94304. doNotHandleContextLost?: boolean;
  94305. /**
  94306. * Defines that engine should ignore modifying touch action attribute and style
  94307. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  94308. */
  94309. doNotHandleTouchAction?: boolean;
  94310. /**
  94311. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  94312. */
  94313. useHighPrecisionFloats?: boolean;
  94314. }
  94315. /**
  94316. * Defines the interface used by display changed events
  94317. */
  94318. export interface IDisplayChangedEventArgs {
  94319. /** Gets the vrDisplay object (if any) */
  94320. vrDisplay: Nullable<any>;
  94321. /** Gets a boolean indicating if webVR is supported */
  94322. vrSupported: boolean;
  94323. }
  94324. /**
  94325. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  94326. */
  94327. export class Engine {
  94328. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  94329. static ExceptionList: ({
  94330. key: string;
  94331. capture: string;
  94332. captureConstraint: number;
  94333. targets: string[];
  94334. } | {
  94335. key: string;
  94336. capture: null;
  94337. captureConstraint: null;
  94338. targets: string[];
  94339. })[];
  94340. /** Gets the list of created engines */
  94341. static readonly Instances: Engine[];
  94342. /**
  94343. * Gets the latest created engine
  94344. */
  94345. static readonly LastCreatedEngine: Nullable<Engine>;
  94346. /**
  94347. * Gets the latest created scene
  94348. */
  94349. static readonly LastCreatedScene: Nullable<Scene>;
  94350. /**
  94351. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  94352. * @param flag defines which part of the materials must be marked as dirty
  94353. * @param predicate defines a predicate used to filter which materials should be affected
  94354. */
  94355. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  94356. /** @hidden */
  94357. static _TextureLoaders: IInternalTextureLoader[];
  94358. /** Defines that alpha blending is disabled */
  94359. static readonly ALPHA_DISABLE: number;
  94360. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  94361. static readonly ALPHA_ADD: number;
  94362. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  94363. static readonly ALPHA_COMBINE: number;
  94364. /** Defines that alpha blending to DEST - SRC * DEST */
  94365. static readonly ALPHA_SUBTRACT: number;
  94366. /** Defines that alpha blending to SRC * DEST */
  94367. static readonly ALPHA_MULTIPLY: number;
  94368. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  94369. static readonly ALPHA_MAXIMIZED: number;
  94370. /** Defines that alpha blending to SRC + DEST */
  94371. static readonly ALPHA_ONEONE: number;
  94372. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  94373. static readonly ALPHA_PREMULTIPLIED: number;
  94374. /**
  94375. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  94376. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  94377. */
  94378. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  94379. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  94380. static readonly ALPHA_INTERPOLATE: number;
  94381. /**
  94382. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  94383. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  94384. */
  94385. static readonly ALPHA_SCREENMODE: number;
  94386. /** Defines that the ressource is not delayed*/
  94387. static readonly DELAYLOADSTATE_NONE: number;
  94388. /** Defines that the ressource was successfully delay loaded */
  94389. static readonly DELAYLOADSTATE_LOADED: number;
  94390. /** Defines that the ressource is currently delay loading */
  94391. static readonly DELAYLOADSTATE_LOADING: number;
  94392. /** Defines that the ressource is delayed and has not started loading */
  94393. static readonly DELAYLOADSTATE_NOTLOADED: number;
  94394. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  94395. static readonly NEVER: number;
  94396. /** 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 */
  94397. static readonly ALWAYS: number;
  94398. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  94399. static readonly LESS: number;
  94400. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  94401. static readonly EQUAL: number;
  94402. /** 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 */
  94403. static readonly LEQUAL: number;
  94404. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  94405. static readonly GREATER: number;
  94406. /** 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 */
  94407. static readonly GEQUAL: number;
  94408. /** 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 */
  94409. static readonly NOTEQUAL: number;
  94410. /** Passed to stencilOperation to specify that stencil value must be kept */
  94411. static readonly KEEP: number;
  94412. /** Passed to stencilOperation to specify that stencil value must be replaced */
  94413. static readonly REPLACE: number;
  94414. /** Passed to stencilOperation to specify that stencil value must be incremented */
  94415. static readonly INCR: number;
  94416. /** Passed to stencilOperation to specify that stencil value must be decremented */
  94417. static readonly DECR: number;
  94418. /** Passed to stencilOperation to specify that stencil value must be inverted */
  94419. static readonly INVERT: number;
  94420. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  94421. static readonly INCR_WRAP: number;
  94422. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  94423. static readonly DECR_WRAP: number;
  94424. /** Texture is not repeating outside of 0..1 UVs */
  94425. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  94426. /** Texture is repeating outside of 0..1 UVs */
  94427. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  94428. /** Texture is repeating and mirrored */
  94429. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  94430. /** ALPHA */
  94431. static readonly TEXTUREFORMAT_ALPHA: number;
  94432. /** LUMINANCE */
  94433. static readonly TEXTUREFORMAT_LUMINANCE: number;
  94434. /** LUMINANCE_ALPHA */
  94435. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  94436. /** RGB */
  94437. static readonly TEXTUREFORMAT_RGB: number;
  94438. /** RGBA */
  94439. static readonly TEXTUREFORMAT_RGBA: number;
  94440. /** RED */
  94441. static readonly TEXTUREFORMAT_RED: number;
  94442. /** RED (2nd reference) */
  94443. static readonly TEXTUREFORMAT_R: number;
  94444. /** RG */
  94445. static readonly TEXTUREFORMAT_RG: number;
  94446. /** RED_INTEGER */
  94447. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  94448. /** RED_INTEGER (2nd reference) */
  94449. static readonly TEXTUREFORMAT_R_INTEGER: number;
  94450. /** RG_INTEGER */
  94451. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  94452. /** RGB_INTEGER */
  94453. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  94454. /** RGBA_INTEGER */
  94455. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  94456. /** UNSIGNED_BYTE */
  94457. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  94458. /** UNSIGNED_BYTE (2nd reference) */
  94459. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  94460. /** FLOAT */
  94461. static readonly TEXTURETYPE_FLOAT: number;
  94462. /** HALF_FLOAT */
  94463. static readonly TEXTURETYPE_HALF_FLOAT: number;
  94464. /** BYTE */
  94465. static readonly TEXTURETYPE_BYTE: number;
  94466. /** SHORT */
  94467. static readonly TEXTURETYPE_SHORT: number;
  94468. /** UNSIGNED_SHORT */
  94469. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  94470. /** INT */
  94471. static readonly TEXTURETYPE_INT: number;
  94472. /** UNSIGNED_INT */
  94473. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  94474. /** UNSIGNED_SHORT_4_4_4_4 */
  94475. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  94476. /** UNSIGNED_SHORT_5_5_5_1 */
  94477. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  94478. /** UNSIGNED_SHORT_5_6_5 */
  94479. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  94480. /** UNSIGNED_INT_2_10_10_10_REV */
  94481. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  94482. /** UNSIGNED_INT_24_8 */
  94483. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  94484. /** UNSIGNED_INT_10F_11F_11F_REV */
  94485. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  94486. /** UNSIGNED_INT_5_9_9_9_REV */
  94487. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  94488. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  94489. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  94490. /** nearest is mag = nearest and min = nearest and mip = linear */
  94491. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  94492. /** Bilinear is mag = linear and min = linear and mip = nearest */
  94493. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  94494. /** Trilinear is mag = linear and min = linear and mip = linear */
  94495. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  94496. /** nearest is mag = nearest and min = nearest and mip = linear */
  94497. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  94498. /** Bilinear is mag = linear and min = linear and mip = nearest */
  94499. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  94500. /** Trilinear is mag = linear and min = linear and mip = linear */
  94501. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  94502. /** mag = nearest and min = nearest and mip = nearest */
  94503. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  94504. /** mag = nearest and min = linear and mip = nearest */
  94505. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  94506. /** mag = nearest and min = linear and mip = linear */
  94507. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  94508. /** mag = nearest and min = linear and mip = none */
  94509. static readonly TEXTURE_NEAREST_LINEAR: number;
  94510. /** mag = nearest and min = nearest and mip = none */
  94511. static readonly TEXTURE_NEAREST_NEAREST: number;
  94512. /** mag = linear and min = nearest and mip = nearest */
  94513. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  94514. /** mag = linear and min = nearest and mip = linear */
  94515. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  94516. /** mag = linear and min = linear and mip = none */
  94517. static readonly TEXTURE_LINEAR_LINEAR: number;
  94518. /** mag = linear and min = nearest and mip = none */
  94519. static readonly TEXTURE_LINEAR_NEAREST: number;
  94520. /** Explicit coordinates mode */
  94521. static readonly TEXTURE_EXPLICIT_MODE: number;
  94522. /** Spherical coordinates mode */
  94523. static readonly TEXTURE_SPHERICAL_MODE: number;
  94524. /** Planar coordinates mode */
  94525. static readonly TEXTURE_PLANAR_MODE: number;
  94526. /** Cubic coordinates mode */
  94527. static readonly TEXTURE_CUBIC_MODE: number;
  94528. /** Projection coordinates mode */
  94529. static readonly TEXTURE_PROJECTION_MODE: number;
  94530. /** Skybox coordinates mode */
  94531. static readonly TEXTURE_SKYBOX_MODE: number;
  94532. /** Inverse Cubic coordinates mode */
  94533. static readonly TEXTURE_INVCUBIC_MODE: number;
  94534. /** Equirectangular coordinates mode */
  94535. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  94536. /** Equirectangular Fixed coordinates mode */
  94537. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  94538. /** Equirectangular Fixed Mirrored coordinates mode */
  94539. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  94540. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  94541. static readonly SCALEMODE_FLOOR: number;
  94542. /** Defines that texture rescaling will look for the nearest power of 2 size */
  94543. static readonly SCALEMODE_NEAREST: number;
  94544. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  94545. static readonly SCALEMODE_CEILING: number;
  94546. /**
  94547. * Returns the current npm package of the sdk
  94548. */
  94549. static readonly NpmPackage: string;
  94550. /**
  94551. * Returns the current version of the framework
  94552. */
  94553. static readonly Version: string;
  94554. /**
  94555. * Returns a string describing the current engine
  94556. */
  94557. readonly description: string;
  94558. /**
  94559. * Gets or sets the epsilon value used by collision engine
  94560. */
  94561. static CollisionsEpsilon: number;
  94562. /**
  94563. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  94564. */
  94565. static ShadersRepository: string;
  94566. /**
  94567. * Method called to create the default loading screen.
  94568. * This can be overriden in your own app.
  94569. * @param canvas The rendering canvas element
  94570. * @returns The loading screen
  94571. */
  94572. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  94573. /**
  94574. * Method called to create the default rescale post process on each engine.
  94575. */
  94576. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  94577. /** @hidden */
  94578. _shaderProcessor: IShaderProcessor;
  94579. /**
  94580. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  94581. */
  94582. forcePOTTextures: boolean;
  94583. /**
  94584. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  94585. */
  94586. isFullscreen: boolean;
  94587. /**
  94588. * Gets a boolean indicating if the pointer is currently locked
  94589. */
  94590. isPointerLock: boolean;
  94591. /**
  94592. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  94593. */
  94594. cullBackFaces: boolean;
  94595. /**
  94596. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  94597. */
  94598. renderEvenInBackground: boolean;
  94599. /**
  94600. * Gets or sets a boolean indicating that cache can be kept between frames
  94601. */
  94602. preventCacheWipeBetweenFrames: boolean;
  94603. /**
  94604. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  94605. **/
  94606. enableOfflineSupport: boolean;
  94607. /**
  94608. * 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)
  94609. **/
  94610. disableManifestCheck: boolean;
  94611. /**
  94612. * Gets the list of created scenes
  94613. */
  94614. scenes: Scene[];
  94615. /**
  94616. * Event raised when a new scene is created
  94617. */
  94618. onNewSceneAddedObservable: Observable<Scene>;
  94619. /**
  94620. * Gets the list of created postprocesses
  94621. */
  94622. postProcesses: PostProcess[];
  94623. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  94624. validateShaderPrograms: boolean;
  94625. /**
  94626. * Observable event triggered each time the rendering canvas is resized
  94627. */
  94628. onResizeObservable: Observable<Engine>;
  94629. /**
  94630. * Observable event triggered each time the canvas loses focus
  94631. */
  94632. onCanvasBlurObservable: Observable<Engine>;
  94633. /**
  94634. * Observable event triggered each time the canvas gains focus
  94635. */
  94636. onCanvasFocusObservable: Observable<Engine>;
  94637. /**
  94638. * Observable event triggered each time the canvas receives pointerout event
  94639. */
  94640. onCanvasPointerOutObservable: Observable<PointerEvent>;
  94641. /**
  94642. * Observable event triggered before each texture is initialized
  94643. */
  94644. onBeforeTextureInitObservable: Observable<Texture>;
  94645. /**
  94646. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  94647. */
  94648. disableUniformBuffers: boolean;
  94649. /** @hidden */
  94650. _uniformBuffers: UniformBuffer[];
  94651. /**
  94652. * Gets a boolean indicating that the engine supports uniform buffers
  94653. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94654. */
  94655. readonly supportsUniformBuffers: boolean;
  94656. /**
  94657. * Observable raised when the engine begins a new frame
  94658. */
  94659. onBeginFrameObservable: Observable<Engine>;
  94660. /**
  94661. * If set, will be used to request the next animation frame for the render loop
  94662. */
  94663. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  94664. /**
  94665. * Observable raised when the engine ends the current frame
  94666. */
  94667. onEndFrameObservable: Observable<Engine>;
  94668. /**
  94669. * Observable raised when the engine is about to compile a shader
  94670. */
  94671. onBeforeShaderCompilationObservable: Observable<Engine>;
  94672. /**
  94673. * Observable raised when the engine has jsut compiled a shader
  94674. */
  94675. onAfterShaderCompilationObservable: Observable<Engine>;
  94676. /** @hidden */
  94677. _gl: WebGLRenderingContext;
  94678. private _renderingCanvas;
  94679. private _windowIsBackground;
  94680. private _webGLVersion;
  94681. protected _highPrecisionShadersAllowed: boolean;
  94682. /** @hidden */
  94683. readonly _shouldUseHighPrecisionShader: boolean;
  94684. /**
  94685. * Gets a boolean indicating that only power of 2 textures are supported
  94686. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  94687. */
  94688. readonly needPOTTextures: boolean;
  94689. /** @hidden */
  94690. _badOS: boolean;
  94691. /** @hidden */
  94692. _badDesktopOS: boolean;
  94693. /**
  94694. * Gets the audio engine
  94695. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94696. * @ignorenaming
  94697. */
  94698. static audioEngine: IAudioEngine;
  94699. /**
  94700. * Default AudioEngine factory responsible of creating the Audio Engine.
  94701. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  94702. */
  94703. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  94704. /**
  94705. * Default offline support factory responsible of creating a tool used to store data locally.
  94706. * By default, this will create a Database object if the workload has been embedded.
  94707. */
  94708. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  94709. private _onFocus;
  94710. private _onBlur;
  94711. private _onCanvasPointerOut;
  94712. private _onCanvasBlur;
  94713. private _onCanvasFocus;
  94714. private _onFullscreenChange;
  94715. private _onPointerLockChange;
  94716. private _hardwareScalingLevel;
  94717. /** @hidden */
  94718. _caps: EngineCapabilities;
  94719. private _pointerLockRequested;
  94720. private _isStencilEnable;
  94721. private _colorWrite;
  94722. private _loadingScreen;
  94723. /** @hidden */
  94724. _drawCalls: PerfCounter;
  94725. private _glVersion;
  94726. private _glRenderer;
  94727. private _glVendor;
  94728. private _videoTextureSupported;
  94729. private _renderingQueueLaunched;
  94730. private _activeRenderLoops;
  94731. private _deterministicLockstep;
  94732. private _lockstepMaxSteps;
  94733. /**
  94734. * Observable signaled when a context lost event is raised
  94735. */
  94736. onContextLostObservable: Observable<Engine>;
  94737. /**
  94738. * Observable signaled when a context restored event is raised
  94739. */
  94740. onContextRestoredObservable: Observable<Engine>;
  94741. private _onContextLost;
  94742. private _onContextRestored;
  94743. private _contextWasLost;
  94744. /** @hidden */
  94745. _doNotHandleContextLost: boolean;
  94746. /**
  94747. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  94748. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  94749. */
  94750. doNotHandleContextLost: boolean;
  94751. private _performanceMonitor;
  94752. private _fps;
  94753. private _deltaTime;
  94754. /**
  94755. * Turn this value on if you want to pause FPS computation when in background
  94756. */
  94757. disablePerformanceMonitorInBackground: boolean;
  94758. /**
  94759. * Gets the performance monitor attached to this engine
  94760. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  94761. */
  94762. readonly performanceMonitor: PerformanceMonitor;
  94763. /**
  94764. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  94765. */
  94766. disableVertexArrayObjects: boolean;
  94767. /** @hidden */
  94768. protected _depthCullingState: _DepthCullingState;
  94769. /** @hidden */
  94770. protected _stencilState: _StencilState;
  94771. /** @hidden */
  94772. protected _alphaState: _AlphaState;
  94773. /** @hidden */
  94774. protected _alphaMode: number;
  94775. /** @hidden */
  94776. _internalTexturesCache: InternalTexture[];
  94777. /** @hidden */
  94778. protected _activeChannel: number;
  94779. private _currentTextureChannel;
  94780. /** @hidden */
  94781. protected _boundTexturesCache: {
  94782. [key: string]: Nullable<InternalTexture>;
  94783. };
  94784. /** @hidden */
  94785. protected _currentEffect: Nullable<Effect>;
  94786. /** @hidden */
  94787. protected _currentProgram: Nullable<WebGLProgram>;
  94788. private _compiledEffects;
  94789. private _vertexAttribArraysEnabled;
  94790. /** @hidden */
  94791. protected _cachedViewport: Nullable<IViewportLike>;
  94792. private _cachedVertexArrayObject;
  94793. /** @hidden */
  94794. protected _cachedVertexBuffers: any;
  94795. /** @hidden */
  94796. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  94797. /** @hidden */
  94798. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  94799. /** @hidden */
  94800. _currentRenderTarget: Nullable<InternalTexture>;
  94801. private _uintIndicesCurrentlySet;
  94802. private _currentBoundBuffer;
  94803. /** @hidden */
  94804. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  94805. private _currentBufferPointers;
  94806. private _currentInstanceLocations;
  94807. private _currentInstanceBuffers;
  94808. private _textureUnits;
  94809. /** @hidden */
  94810. _workingCanvas: Nullable<HTMLCanvasElement>;
  94811. /** @hidden */
  94812. _workingContext: Nullable<CanvasRenderingContext2D>;
  94813. private _rescalePostProcess;
  94814. private _dummyFramebuffer;
  94815. private _externalData;
  94816. /** @hidden */
  94817. _bindedRenderFunction: any;
  94818. private _vaoRecordInProgress;
  94819. private _mustWipeVertexAttributes;
  94820. private _emptyTexture;
  94821. private _emptyCubeTexture;
  94822. private _emptyTexture3D;
  94823. /** @hidden */
  94824. _frameHandler: number;
  94825. private _nextFreeTextureSlots;
  94826. private _maxSimultaneousTextures;
  94827. private _activeRequests;
  94828. private _texturesSupported;
  94829. /** @hidden */
  94830. _textureFormatInUse: Nullable<string>;
  94831. /**
  94832. * Gets the list of texture formats supported
  94833. */
  94834. readonly texturesSupported: Array<string>;
  94835. /**
  94836. * Gets the list of texture formats in use
  94837. */
  94838. readonly textureFormatInUse: Nullable<string>;
  94839. /**
  94840. * Gets the current viewport
  94841. */
  94842. readonly currentViewport: Nullable<IViewportLike>;
  94843. /**
  94844. * Gets the default empty texture
  94845. */
  94846. readonly emptyTexture: InternalTexture;
  94847. /**
  94848. * Gets the default empty 3D texture
  94849. */
  94850. readonly emptyTexture3D: InternalTexture;
  94851. /**
  94852. * Gets the default empty cube texture
  94853. */
  94854. readonly emptyCubeTexture: InternalTexture;
  94855. /**
  94856. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  94857. */
  94858. readonly premultipliedAlpha: boolean;
  94859. /**
  94860. * Creates a new engine
  94861. * @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
  94862. * @param antialias defines enable antialiasing (default: false)
  94863. * @param options defines further options to be sent to the getContext() function
  94864. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  94865. */
  94866. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  94867. /**
  94868. * Initializes a webVR display and starts listening to display change events
  94869. * The onVRDisplayChangedObservable will be notified upon these changes
  94870. * @returns The onVRDisplayChangedObservable
  94871. */
  94872. initWebVR(): Observable<IDisplayChangedEventArgs>;
  94873. /** @hidden */
  94874. _prepareVRComponent(): void;
  94875. /** @hidden */
  94876. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  94877. /** @hidden */
  94878. _submitVRFrame(): void;
  94879. /**
  94880. * Call this function to leave webVR mode
  94881. * Will do nothing if webVR is not supported or if there is no webVR device
  94882. * @see http://doc.babylonjs.com/how_to/webvr_camera
  94883. */
  94884. disableVR(): void;
  94885. /**
  94886. * Gets a boolean indicating that the system is in VR mode and is presenting
  94887. * @returns true if VR mode is engaged
  94888. */
  94889. isVRPresenting(): boolean;
  94890. /** @hidden */
  94891. _requestVRFrame(): void;
  94892. private _disableTouchAction;
  94893. private _rebuildInternalTextures;
  94894. private _rebuildEffects;
  94895. /**
  94896. * Gets a boolean indicating if all created effects are ready
  94897. * @returns true if all effects are ready
  94898. */
  94899. areAllEffectsReady(): boolean;
  94900. private _rebuildBuffers;
  94901. private _initGLContext;
  94902. /**
  94903. * Gets version of the current webGL context
  94904. */
  94905. readonly webGLVersion: number;
  94906. /**
  94907. * Gets a string idenfifying the name of the class
  94908. * @returns "Engine" string
  94909. */
  94910. getClassName(): string;
  94911. /**
  94912. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  94913. */
  94914. readonly isStencilEnable: boolean;
  94915. /** @hidden */
  94916. _prepareWorkingCanvas(): void;
  94917. /**
  94918. * Reset the texture cache to empty state
  94919. */
  94920. resetTextureCache(): void;
  94921. /**
  94922. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  94923. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  94924. * @returns true if engine is in deterministic lock step mode
  94925. */
  94926. isDeterministicLockStep(): boolean;
  94927. /**
  94928. * Gets the max steps when engine is running in deterministic lock step
  94929. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  94930. * @returns the max steps
  94931. */
  94932. getLockstepMaxSteps(): number;
  94933. /**
  94934. * Gets an object containing information about the current webGL context
  94935. * @returns an object containing the vender, the renderer and the version of the current webGL context
  94936. */
  94937. getGlInfo(): {
  94938. vendor: string;
  94939. renderer: string;
  94940. version: string;
  94941. };
  94942. /**
  94943. * Gets current aspect ratio
  94944. * @param viewportOwner defines the camera to use to get the aspect ratio
  94945. * @param useScreen defines if screen size must be used (or the current render target if any)
  94946. * @returns a number defining the aspect ratio
  94947. */
  94948. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  94949. /**
  94950. * Gets current screen aspect ratio
  94951. * @returns a number defining the aspect ratio
  94952. */
  94953. getScreenAspectRatio(): number;
  94954. /**
  94955. * Gets the current render width
  94956. * @param useScreen defines if screen size must be used (or the current render target if any)
  94957. * @returns a number defining the current render width
  94958. */
  94959. getRenderWidth(useScreen?: boolean): number;
  94960. /**
  94961. * Gets the current render height
  94962. * @param useScreen defines if screen size must be used (or the current render target if any)
  94963. * @returns a number defining the current render height
  94964. */
  94965. getRenderHeight(useScreen?: boolean): number;
  94966. /**
  94967. * Gets the HTML canvas attached with the current webGL context
  94968. * @returns a HTML canvas
  94969. */
  94970. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  94971. /**
  94972. * Gets host window
  94973. * @returns the host window object
  94974. */
  94975. getHostWindow(): Window;
  94976. /**
  94977. * Gets host document
  94978. * @returns the host document object
  94979. */
  94980. getHostDocument(): Document;
  94981. /**
  94982. * Gets the client rect of the HTML canvas attached with the current webGL context
  94983. * @returns a client rectanglee
  94984. */
  94985. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  94986. /**
  94987. * Defines the hardware scaling level.
  94988. * By default the hardware scaling level is computed from the window device ratio.
  94989. * 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.
  94990. * @param level defines the level to use
  94991. */
  94992. setHardwareScalingLevel(level: number): void;
  94993. /**
  94994. * Gets the current hardware scaling level.
  94995. * By default the hardware scaling level is computed from the window device ratio.
  94996. * 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.
  94997. * @returns a number indicating the current hardware scaling level
  94998. */
  94999. getHardwareScalingLevel(): number;
  95000. /**
  95001. * Gets the list of loaded textures
  95002. * @returns an array containing all loaded textures
  95003. */
  95004. getLoadedTexturesCache(): InternalTexture[];
  95005. /**
  95006. * Gets the object containing all engine capabilities
  95007. * @returns the EngineCapabilities object
  95008. */
  95009. getCaps(): EngineCapabilities;
  95010. /**
  95011. * Gets the current depth function
  95012. * @returns a number defining the depth function
  95013. */
  95014. getDepthFunction(): Nullable<number>;
  95015. /**
  95016. * Sets the current depth function
  95017. * @param depthFunc defines the function to use
  95018. */
  95019. setDepthFunction(depthFunc: number): void;
  95020. /**
  95021. * Sets the current depth function to GREATER
  95022. */
  95023. setDepthFunctionToGreater(): void;
  95024. /**
  95025. * Sets the current depth function to GEQUAL
  95026. */
  95027. setDepthFunctionToGreaterOrEqual(): void;
  95028. /**
  95029. * Sets the current depth function to LESS
  95030. */
  95031. setDepthFunctionToLess(): void;
  95032. private _cachedStencilBuffer;
  95033. private _cachedStencilFunction;
  95034. private _cachedStencilMask;
  95035. private _cachedStencilOperationPass;
  95036. private _cachedStencilOperationFail;
  95037. private _cachedStencilOperationDepthFail;
  95038. private _cachedStencilReference;
  95039. /**
  95040. * Caches the the state of the stencil buffer
  95041. */
  95042. cacheStencilState(): void;
  95043. /**
  95044. * Restores the state of the stencil buffer
  95045. */
  95046. restoreStencilState(): void;
  95047. /**
  95048. * Sets the current depth function to LEQUAL
  95049. */
  95050. setDepthFunctionToLessOrEqual(): void;
  95051. /**
  95052. * Gets a boolean indicating if stencil buffer is enabled
  95053. * @returns the current stencil buffer state
  95054. */
  95055. getStencilBuffer(): boolean;
  95056. /**
  95057. * Enable or disable the stencil buffer
  95058. * @param enable defines if the stencil buffer must be enabled or disabled
  95059. */
  95060. setStencilBuffer(enable: boolean): void;
  95061. /**
  95062. * Gets the current stencil mask
  95063. * @returns a number defining the new stencil mask to use
  95064. */
  95065. getStencilMask(): number;
  95066. /**
  95067. * Sets the current stencil mask
  95068. * @param mask defines the new stencil mask to use
  95069. */
  95070. setStencilMask(mask: number): void;
  95071. /**
  95072. * Gets the current stencil function
  95073. * @returns a number defining the stencil function to use
  95074. */
  95075. getStencilFunction(): number;
  95076. /**
  95077. * Gets the current stencil reference value
  95078. * @returns a number defining the stencil reference value to use
  95079. */
  95080. getStencilFunctionReference(): number;
  95081. /**
  95082. * Gets the current stencil mask
  95083. * @returns a number defining the stencil mask to use
  95084. */
  95085. getStencilFunctionMask(): number;
  95086. /**
  95087. * Sets the current stencil function
  95088. * @param stencilFunc defines the new stencil function to use
  95089. */
  95090. setStencilFunction(stencilFunc: number): void;
  95091. /**
  95092. * Sets the current stencil reference
  95093. * @param reference defines the new stencil reference to use
  95094. */
  95095. setStencilFunctionReference(reference: number): void;
  95096. /**
  95097. * Sets the current stencil mask
  95098. * @param mask defines the new stencil mask to use
  95099. */
  95100. setStencilFunctionMask(mask: number): void;
  95101. /**
  95102. * Gets the current stencil operation when stencil fails
  95103. * @returns a number defining stencil operation to use when stencil fails
  95104. */
  95105. getStencilOperationFail(): number;
  95106. /**
  95107. * Gets the current stencil operation when depth fails
  95108. * @returns a number defining stencil operation to use when depth fails
  95109. */
  95110. getStencilOperationDepthFail(): number;
  95111. /**
  95112. * Gets the current stencil operation when stencil passes
  95113. * @returns a number defining stencil operation to use when stencil passes
  95114. */
  95115. getStencilOperationPass(): number;
  95116. /**
  95117. * Sets the stencil operation to use when stencil fails
  95118. * @param operation defines the stencil operation to use when stencil fails
  95119. */
  95120. setStencilOperationFail(operation: number): void;
  95121. /**
  95122. * Sets the stencil operation to use when depth fails
  95123. * @param operation defines the stencil operation to use when depth fails
  95124. */
  95125. setStencilOperationDepthFail(operation: number): void;
  95126. /**
  95127. * Sets the stencil operation to use when stencil passes
  95128. * @param operation defines the stencil operation to use when stencil passes
  95129. */
  95130. setStencilOperationPass(operation: number): void;
  95131. /**
  95132. * Sets a boolean indicating if the dithering state is enabled or disabled
  95133. * @param value defines the dithering state
  95134. */
  95135. setDitheringState(value: boolean): void;
  95136. /**
  95137. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  95138. * @param value defines the rasterizer state
  95139. */
  95140. setRasterizerState(value: boolean): void;
  95141. /**
  95142. * stop executing a render loop function and remove it from the execution array
  95143. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  95144. */
  95145. stopRenderLoop(renderFunction?: () => void): void;
  95146. /** @hidden */
  95147. _renderLoop(): void;
  95148. /**
  95149. * Register and execute a render loop. The engine can have more than one render function
  95150. * @param renderFunction defines the function to continuously execute
  95151. */
  95152. runRenderLoop(renderFunction: () => void): void;
  95153. /**
  95154. * Toggle full screen mode
  95155. * @param requestPointerLock defines if a pointer lock should be requested from the user
  95156. */
  95157. switchFullscreen(requestPointerLock: boolean): void;
  95158. /**
  95159. * Enters full screen mode
  95160. * @param requestPointerLock defines if a pointer lock should be requested from the user
  95161. */
  95162. enterFullscreen(requestPointerLock: boolean): void;
  95163. /**
  95164. * Exits full screen mode
  95165. */
  95166. exitFullscreen(): void;
  95167. /**
  95168. * Enters Pointerlock mode
  95169. */
  95170. enterPointerlock(): void;
  95171. /**
  95172. * Exits Pointerlock mode
  95173. */
  95174. exitPointerlock(): void;
  95175. /**
  95176. * Clear the current render buffer or the current render target (if any is set up)
  95177. * @param color defines the color to use
  95178. * @param backBuffer defines if the back buffer must be cleared
  95179. * @param depth defines if the depth buffer must be cleared
  95180. * @param stencil defines if the stencil buffer must be cleared
  95181. */
  95182. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  95183. /**
  95184. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  95185. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  95186. * @param y defines the y-coordinate of the corner of the clear rectangle
  95187. * @param width defines the width of the clear rectangle
  95188. * @param height defines the height of the clear rectangle
  95189. * @param clearColor defines the clear color
  95190. */
  95191. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  95192. /**
  95193. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  95194. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  95195. * @param y defines the y-coordinate of the corner of the clear rectangle
  95196. * @param width defines the width of the clear rectangle
  95197. * @param height defines the height of the clear rectangle
  95198. */
  95199. enableScissor(x: number, y: number, width: number, height: number): void;
  95200. /**
  95201. * Disable previously set scissor test rectangle
  95202. */
  95203. disableScissor(): void;
  95204. private _viewportCached;
  95205. /** @hidden */
  95206. _viewport(x: number, y: number, width: number, height: number): void;
  95207. /**
  95208. * Set the WebGL's viewport
  95209. * @param viewport defines the viewport element to be used
  95210. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  95211. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  95212. */
  95213. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  95214. /**
  95215. * Directly set the WebGL Viewport
  95216. * @param x defines the x coordinate of the viewport (in screen space)
  95217. * @param y defines the y coordinate of the viewport (in screen space)
  95218. * @param width defines the width of the viewport (in screen space)
  95219. * @param height defines the height of the viewport (in screen space)
  95220. * @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
  95221. */
  95222. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  95223. /**
  95224. * Begin a new frame
  95225. */
  95226. beginFrame(): void;
  95227. /**
  95228. * Enf the current frame
  95229. */
  95230. endFrame(): void;
  95231. /**
  95232. * Resize the view according to the canvas' size
  95233. */
  95234. resize(): void;
  95235. /**
  95236. * Force a specific size of the canvas
  95237. * @param width defines the new canvas' width
  95238. * @param height defines the new canvas' height
  95239. */
  95240. setSize(width: number, height: number): void;
  95241. /**
  95242. * Binds the frame buffer to the specified texture.
  95243. * @param texture The texture to render to or null for the default canvas
  95244. * @param faceIndex The face of the texture to render to in case of cube texture
  95245. * @param requiredWidth The width of the target to render to
  95246. * @param requiredHeight The height of the target to render to
  95247. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  95248. * @param depthStencilTexture The depth stencil texture to use to render
  95249. * @param lodLevel defines le lod level to bind to the frame buffer
  95250. */
  95251. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  95252. /** @hidden */
  95253. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  95254. /**
  95255. * Unbind the current render target texture from the webGL context
  95256. * @param texture defines the render target texture to unbind
  95257. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  95258. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  95259. */
  95260. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  95261. /**
  95262. * Force the mipmap generation for the given render target texture
  95263. * @param texture defines the render target texture to use
  95264. */
  95265. generateMipMapsForCubemap(texture: InternalTexture): void;
  95266. /**
  95267. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  95268. */
  95269. flushFramebuffer(): void;
  95270. /**
  95271. * Unbind the current render target and bind the default framebuffer
  95272. */
  95273. restoreDefaultFramebuffer(): void;
  95274. /**
  95275. * Create an uniform buffer
  95276. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  95277. * @param elements defines the content of the uniform buffer
  95278. * @returns the webGL uniform buffer
  95279. */
  95280. createUniformBuffer(elements: FloatArray): DataBuffer;
  95281. /**
  95282. * Create a dynamic uniform buffer
  95283. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  95284. * @param elements defines the content of the uniform buffer
  95285. * @returns the webGL uniform buffer
  95286. */
  95287. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  95288. /**
  95289. * Update an existing uniform buffer
  95290. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  95291. * @param uniformBuffer defines the target uniform buffer
  95292. * @param elements defines the content to update
  95293. * @param offset defines the offset in the uniform buffer where update should start
  95294. * @param count defines the size of the data to update
  95295. */
  95296. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  95297. private _resetVertexBufferBinding;
  95298. /**
  95299. * Creates a vertex buffer
  95300. * @param data the data for the vertex buffer
  95301. * @returns the new WebGL static buffer
  95302. */
  95303. createVertexBuffer(data: DataArray): DataBuffer;
  95304. /**
  95305. * Creates a dynamic vertex buffer
  95306. * @param data the data for the dynamic vertex buffer
  95307. * @returns the new WebGL dynamic buffer
  95308. */
  95309. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  95310. /**
  95311. * Update a dynamic index buffer
  95312. * @param indexBuffer defines the target index buffer
  95313. * @param indices defines the data to update
  95314. * @param offset defines the offset in the target index buffer where update should start
  95315. */
  95316. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  95317. /**
  95318. * Updates a dynamic vertex buffer.
  95319. * @param vertexBuffer the vertex buffer to update
  95320. * @param data the data used to update the vertex buffer
  95321. * @param byteOffset the byte offset of the data
  95322. * @param byteLength the byte length of the data
  95323. */
  95324. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  95325. private _resetIndexBufferBinding;
  95326. /**
  95327. * Creates a new index buffer
  95328. * @param indices defines the content of the index buffer
  95329. * @param updatable defines if the index buffer must be updatable
  95330. * @returns a new webGL buffer
  95331. */
  95332. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  95333. /**
  95334. * Bind a webGL buffer to the webGL context
  95335. * @param buffer defines the buffer to bind
  95336. */
  95337. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  95338. /**
  95339. * Bind an uniform buffer to the current webGL context
  95340. * @param buffer defines the buffer to bind
  95341. */
  95342. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  95343. /**
  95344. * Bind a buffer to the current webGL context at a given location
  95345. * @param buffer defines the buffer to bind
  95346. * @param location defines the index where to bind the buffer
  95347. */
  95348. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  95349. /**
  95350. * Bind a specific block at a given index in a specific shader program
  95351. * @param pipelineContext defines the pipeline context to use
  95352. * @param blockName defines the block name
  95353. * @param index defines the index where to bind the block
  95354. */
  95355. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  95356. private bindIndexBuffer;
  95357. private bindBuffer;
  95358. /**
  95359. * update the bound buffer with the given data
  95360. * @param data defines the data to update
  95361. */
  95362. updateArrayBuffer(data: Float32Array): void;
  95363. private _vertexAttribPointer;
  95364. private _bindIndexBufferWithCache;
  95365. private _bindVertexBuffersAttributes;
  95366. /**
  95367. * Records a vertex array object
  95368. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  95369. * @param vertexBuffers defines the list of vertex buffers to store
  95370. * @param indexBuffer defines the index buffer to store
  95371. * @param effect defines the effect to store
  95372. * @returns the new vertex array object
  95373. */
  95374. recordVertexArrayObject(vertexBuffers: {
  95375. [key: string]: VertexBuffer;
  95376. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  95377. /**
  95378. * Bind a specific vertex array object
  95379. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  95380. * @param vertexArrayObject defines the vertex array object to bind
  95381. * @param indexBuffer defines the index buffer to bind
  95382. */
  95383. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  95384. /**
  95385. * Bind webGl buffers directly to the webGL context
  95386. * @param vertexBuffer defines the vertex buffer to bind
  95387. * @param indexBuffer defines the index buffer to bind
  95388. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  95389. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  95390. * @param effect defines the effect associated with the vertex buffer
  95391. */
  95392. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  95393. private _unbindVertexArrayObject;
  95394. /**
  95395. * Bind a list of vertex buffers to the webGL context
  95396. * @param vertexBuffers defines the list of vertex buffers to bind
  95397. * @param indexBuffer defines the index buffer to bind
  95398. * @param effect defines the effect associated with the vertex buffers
  95399. */
  95400. bindBuffers(vertexBuffers: {
  95401. [key: string]: Nullable<VertexBuffer>;
  95402. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  95403. /**
  95404. * Unbind all instance attributes
  95405. */
  95406. unbindInstanceAttributes(): void;
  95407. /**
  95408. * Release and free the memory of a vertex array object
  95409. * @param vao defines the vertex array object to delete
  95410. */
  95411. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  95412. /** @hidden */
  95413. _releaseBuffer(buffer: DataBuffer): boolean;
  95414. /**
  95415. * Creates a webGL buffer to use with instanciation
  95416. * @param capacity defines the size of the buffer
  95417. * @returns the webGL buffer
  95418. */
  95419. createInstancesBuffer(capacity: number): DataBuffer;
  95420. /**
  95421. * Delete a webGL buffer used with instanciation
  95422. * @param buffer defines the webGL buffer to delete
  95423. */
  95424. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  95425. /**
  95426. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  95427. * @param instancesBuffer defines the webGL buffer to update and bind
  95428. * @param data defines the data to store in the buffer
  95429. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  95430. */
  95431. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  95432. /**
  95433. * Apply all cached states (depth, culling, stencil and alpha)
  95434. */
  95435. applyStates(): void;
  95436. /**
  95437. * Send a draw order
  95438. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  95439. * @param indexStart defines the starting index
  95440. * @param indexCount defines the number of index to draw
  95441. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95442. */
  95443. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  95444. /**
  95445. * Draw a list of points
  95446. * @param verticesStart defines the index of first vertex to draw
  95447. * @param verticesCount defines the count of vertices to draw
  95448. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95449. */
  95450. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  95451. /**
  95452. * Draw a list of unindexed primitives
  95453. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  95454. * @param verticesStart defines the index of first vertex to draw
  95455. * @param verticesCount defines the count of vertices to draw
  95456. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95457. */
  95458. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  95459. /**
  95460. * Draw a list of indexed primitives
  95461. * @param fillMode defines the primitive to use
  95462. * @param indexStart defines the starting index
  95463. * @param indexCount defines the number of index to draw
  95464. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95465. */
  95466. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  95467. /**
  95468. * Draw a list of unindexed primitives
  95469. * @param fillMode defines the primitive to use
  95470. * @param verticesStart defines the index of first vertex to draw
  95471. * @param verticesCount defines the count of vertices to draw
  95472. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95473. */
  95474. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  95475. private _drawMode;
  95476. /** @hidden */
  95477. _releaseEffect(effect: Effect): void;
  95478. /** @hidden */
  95479. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  95480. /**
  95481. * Create a new effect (used to store vertex/fragment shaders)
  95482. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  95483. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  95484. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  95485. * @param samplers defines an array of string used to represent textures
  95486. * @param defines defines the string containing the defines to use to compile the shaders
  95487. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  95488. * @param onCompiled defines a function to call when the effect creation is successful
  95489. * @param onError defines a function to call when the effect creation has failed
  95490. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  95491. * @returns the new Effect
  95492. */
  95493. 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;
  95494. private _compileShader;
  95495. private _compileRawShader;
  95496. /**
  95497. * Directly creates a webGL program
  95498. * @param pipelineContext defines the pipeline context to attach to
  95499. * @param vertexCode defines the vertex shader code to use
  95500. * @param fragmentCode defines the fragment shader code to use
  95501. * @param context defines the webGL context to use (if not set, the current one will be used)
  95502. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  95503. * @returns the new webGL program
  95504. */
  95505. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  95506. /**
  95507. * Creates a webGL program
  95508. * @param pipelineContext defines the pipeline context to attach to
  95509. * @param vertexCode defines the vertex shader code to use
  95510. * @param fragmentCode defines the fragment shader code to use
  95511. * @param defines defines the string containing the defines to use to compile the shaders
  95512. * @param context defines the webGL context to use (if not set, the current one will be used)
  95513. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  95514. * @returns the new webGL program
  95515. */
  95516. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  95517. /**
  95518. * Creates a new pipeline context
  95519. * @returns the new pipeline
  95520. */
  95521. createPipelineContext(): WebGLPipelineContext;
  95522. private _createShaderProgram;
  95523. private _finalizePipelineContext;
  95524. /** @hidden */
  95525. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  95526. /** @hidden */
  95527. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  95528. /** @hidden */
  95529. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  95530. /**
  95531. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  95532. * @param pipelineContext defines the pipeline context to use
  95533. * @param uniformsNames defines the list of uniform names
  95534. * @returns an array of webGL uniform locations
  95535. */
  95536. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  95537. /**
  95538. * Gets the lsit of active attributes for a given webGL program
  95539. * @param pipelineContext defines the pipeline context to use
  95540. * @param attributesNames defines the list of attribute names to get
  95541. * @returns an array of indices indicating the offset of each attribute
  95542. */
  95543. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  95544. /**
  95545. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  95546. * @param effect defines the effect to activate
  95547. */
  95548. enableEffect(effect: Nullable<Effect>): void;
  95549. /**
  95550. * Set the value of an uniform to an array of int32
  95551. * @param uniform defines the webGL uniform location where to store the value
  95552. * @param array defines the array of int32 to store
  95553. */
  95554. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95555. /**
  95556. * Set the value of an uniform to an array of int32 (stored as vec2)
  95557. * @param uniform defines the webGL uniform location where to store the value
  95558. * @param array defines the array of int32 to store
  95559. */
  95560. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95561. /**
  95562. * Set the value of an uniform to an array of int32 (stored as vec3)
  95563. * @param uniform defines the webGL uniform location where to store the value
  95564. * @param array defines the array of int32 to store
  95565. */
  95566. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95567. /**
  95568. * Set the value of an uniform to an array of int32 (stored as vec4)
  95569. * @param uniform defines the webGL uniform location where to store the value
  95570. * @param array defines the array of int32 to store
  95571. */
  95572. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95573. /**
  95574. * Set the value of an uniform to an array of float32
  95575. * @param uniform defines the webGL uniform location where to store the value
  95576. * @param array defines the array of float32 to store
  95577. */
  95578. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95579. /**
  95580. * Set the value of an uniform to an array of float32 (stored as vec2)
  95581. * @param uniform defines the webGL uniform location where to store the value
  95582. * @param array defines the array of float32 to store
  95583. */
  95584. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95585. /**
  95586. * Set the value of an uniform to an array of float32 (stored as vec3)
  95587. * @param uniform defines the webGL uniform location where to store the value
  95588. * @param array defines the array of float32 to store
  95589. */
  95590. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95591. /**
  95592. * Set the value of an uniform to an array of float32 (stored as vec4)
  95593. * @param uniform defines the webGL uniform location where to store the value
  95594. * @param array defines the array of float32 to store
  95595. */
  95596. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95597. /**
  95598. * Set the value of an uniform to an array of number
  95599. * @param uniform defines the webGL uniform location where to store the value
  95600. * @param array defines the array of number to store
  95601. */
  95602. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95603. /**
  95604. * Set the value of an uniform to an array of number (stored as vec2)
  95605. * @param uniform defines the webGL uniform location where to store the value
  95606. * @param array defines the array of number to store
  95607. */
  95608. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95609. /**
  95610. * Set the value of an uniform to an array of number (stored as vec3)
  95611. * @param uniform defines the webGL uniform location where to store the value
  95612. * @param array defines the array of number to store
  95613. */
  95614. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95615. /**
  95616. * Set the value of an uniform to an array of number (stored as vec4)
  95617. * @param uniform defines the webGL uniform location where to store the value
  95618. * @param array defines the array of number to store
  95619. */
  95620. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95621. /**
  95622. * Set the value of an uniform to an array of float32 (stored as matrices)
  95623. * @param uniform defines the webGL uniform location where to store the value
  95624. * @param matrices defines the array of float32 to store
  95625. */
  95626. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  95627. /**
  95628. * Set the value of an uniform to a matrix (3x3)
  95629. * @param uniform defines the webGL uniform location where to store the value
  95630. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  95631. */
  95632. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  95633. /**
  95634. * Set the value of an uniform to a matrix (2x2)
  95635. * @param uniform defines the webGL uniform location where to store the value
  95636. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  95637. */
  95638. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  95639. /**
  95640. * Set the value of an uniform to a number (int)
  95641. * @param uniform defines the webGL uniform location where to store the value
  95642. * @param value defines the int number to store
  95643. */
  95644. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  95645. /**
  95646. * Set the value of an uniform to a number (float)
  95647. * @param uniform defines the webGL uniform location where to store the value
  95648. * @param value defines the float number to store
  95649. */
  95650. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  95651. /**
  95652. * Set the value of an uniform to a vec2
  95653. * @param uniform defines the webGL uniform location where to store the value
  95654. * @param x defines the 1st component of the value
  95655. * @param y defines the 2nd component of the value
  95656. */
  95657. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  95658. /**
  95659. * Set the value of an uniform to a vec3
  95660. * @param uniform defines the webGL uniform location where to store the value
  95661. * @param x defines the 1st component of the value
  95662. * @param y defines the 2nd component of the value
  95663. * @param z defines the 3rd component of the value
  95664. */
  95665. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  95666. /**
  95667. * Set the value of an uniform to a boolean
  95668. * @param uniform defines the webGL uniform location where to store the value
  95669. * @param bool defines the boolean to store
  95670. */
  95671. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  95672. /**
  95673. * Set the value of an uniform to a vec4
  95674. * @param uniform defines the webGL uniform location where to store the value
  95675. * @param x defines the 1st component of the value
  95676. * @param y defines the 2nd component of the value
  95677. * @param z defines the 3rd component of the value
  95678. * @param w defines the 4th component of the value
  95679. */
  95680. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  95681. /**
  95682. * Sets a Color4 on a uniform variable
  95683. * @param uniform defines the uniform location
  95684. * @param color4 defines the value to be set
  95685. */
  95686. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  95687. /**
  95688. * Set various states to the webGL context
  95689. * @param culling defines backface culling state
  95690. * @param zOffset defines the value to apply to zOffset (0 by default)
  95691. * @param force defines if states must be applied even if cache is up to date
  95692. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  95693. */
  95694. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  95695. /**
  95696. * Set the z offset to apply to current rendering
  95697. * @param value defines the offset to apply
  95698. */
  95699. setZOffset(value: number): void;
  95700. /**
  95701. * Gets the current value of the zOffset
  95702. * @returns the current zOffset state
  95703. */
  95704. getZOffset(): number;
  95705. /**
  95706. * Enable or disable depth buffering
  95707. * @param enable defines the state to set
  95708. */
  95709. setDepthBuffer(enable: boolean): void;
  95710. /**
  95711. * Gets a boolean indicating if depth writing is enabled
  95712. * @returns the current depth writing state
  95713. */
  95714. getDepthWrite(): boolean;
  95715. /**
  95716. * Enable or disable depth writing
  95717. * @param enable defines the state to set
  95718. */
  95719. setDepthWrite(enable: boolean): void;
  95720. /**
  95721. * Enable or disable color writing
  95722. * @param enable defines the state to set
  95723. */
  95724. setColorWrite(enable: boolean): void;
  95725. /**
  95726. * Gets a boolean indicating if color writing is enabled
  95727. * @returns the current color writing state
  95728. */
  95729. getColorWrite(): boolean;
  95730. /**
  95731. * Sets alpha constants used by some alpha blending modes
  95732. * @param r defines the red component
  95733. * @param g defines the green component
  95734. * @param b defines the blue component
  95735. * @param a defines the alpha component
  95736. */
  95737. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  95738. /**
  95739. * Sets the current alpha mode
  95740. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  95741. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  95742. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  95743. */
  95744. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  95745. /**
  95746. * Gets the current alpha mode
  95747. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  95748. * @returns the current alpha mode
  95749. */
  95750. getAlphaMode(): number;
  95751. /**
  95752. * Clears the list of texture accessible through engine.
  95753. * This can help preventing texture load conflict due to name collision.
  95754. */
  95755. clearInternalTexturesCache(): void;
  95756. /**
  95757. * Force the entire cache to be cleared
  95758. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  95759. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  95760. */
  95761. wipeCaches(bruteForce?: boolean): void;
  95762. /**
  95763. * Set the compressed texture format to use, based on the formats you have, and the formats
  95764. * supported by the hardware / browser.
  95765. *
  95766. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  95767. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  95768. * to API arguments needed to compressed textures. This puts the burden on the container
  95769. * generator to house the arcane code for determining these for current & future formats.
  95770. *
  95771. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  95772. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  95773. *
  95774. * Note: The result of this call is not taken into account when a texture is base64.
  95775. *
  95776. * @param formatsAvailable defines the list of those format families you have created
  95777. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  95778. *
  95779. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  95780. * @returns The extension selected.
  95781. */
  95782. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  95783. /** @hidden */
  95784. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  95785. min: number;
  95786. mag: number;
  95787. };
  95788. /** @hidden */
  95789. _createTexture(): WebGLTexture;
  95790. /**
  95791. * Usually called from Texture.ts.
  95792. * Passed information to create a WebGLTexture
  95793. * @param urlArg defines a value which contains one of the following:
  95794. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  95795. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  95796. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  95797. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  95798. * @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)
  95799. * @param scene needed for loading to the correct scene
  95800. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  95801. * @param onLoad optional callback to be called upon successful completion
  95802. * @param onError optional callback to be called upon failure
  95803. * @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
  95804. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  95805. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  95806. * @param forcedExtension defines the extension to use to pick the right loader
  95807. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  95808. * @returns a InternalTexture for assignment back into BABYLON.Texture
  95809. */
  95810. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  95811. /**
  95812. * @hidden
  95813. * Rescales a texture
  95814. * @param source input texutre
  95815. * @param destination destination texture
  95816. * @param scene scene to use to render the resize
  95817. * @param internalFormat format to use when resizing
  95818. * @param onComplete callback to be called when resize has completed
  95819. */
  95820. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  95821. private _unpackFlipYCached;
  95822. /**
  95823. * In case you are sharing the context with other applications, it might
  95824. * be interested to not cache the unpack flip y state to ensure a consistent
  95825. * value would be set.
  95826. */
  95827. enableUnpackFlipYCached: boolean;
  95828. /** @hidden */
  95829. _unpackFlipY(value: boolean): void;
  95830. /** @hidden */
  95831. _getUnpackAlignement(): number;
  95832. /**
  95833. * Creates a dynamic texture
  95834. * @param width defines the width of the texture
  95835. * @param height defines the height of the texture
  95836. * @param generateMipMaps defines if the engine should generate the mip levels
  95837. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  95838. * @returns the dynamic texture inside an InternalTexture
  95839. */
  95840. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  95841. /**
  95842. * Update the sampling mode of a given texture
  95843. * @param samplingMode defines the required sampling mode
  95844. * @param texture defines the texture to update
  95845. */
  95846. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  95847. /**
  95848. * Update the content of a dynamic texture
  95849. * @param texture defines the texture to update
  95850. * @param canvas defines the canvas containing the source
  95851. * @param invertY defines if data must be stored with Y axis inverted
  95852. * @param premulAlpha defines if alpha is stored as premultiplied
  95853. * @param format defines the format of the data
  95854. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  95855. */
  95856. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  95857. /**
  95858. * Update a video texture
  95859. * @param texture defines the texture to update
  95860. * @param video defines the video element to use
  95861. * @param invertY defines if data must be stored with Y axis inverted
  95862. */
  95863. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  95864. /**
  95865. * Updates a depth texture Comparison Mode and Function.
  95866. * If the comparison Function is equal to 0, the mode will be set to none.
  95867. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  95868. * @param texture The texture to set the comparison function for
  95869. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  95870. */
  95871. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  95872. /** @hidden */
  95873. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  95874. width: number;
  95875. height: number;
  95876. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  95877. /**
  95878. * Creates a depth stencil texture.
  95879. * This is only available in WebGL 2 or with the depth texture extension available.
  95880. * @param size The size of face edge in the texture.
  95881. * @param options The options defining the texture.
  95882. * @returns The texture
  95883. */
  95884. createDepthStencilTexture(size: number | {
  95885. width: number;
  95886. height: number;
  95887. }, options: DepthTextureCreationOptions): InternalTexture;
  95888. /**
  95889. * Creates a depth stencil texture.
  95890. * This is only available in WebGL 2 or with the depth texture extension available.
  95891. * @param size The size of face edge in the texture.
  95892. * @param options The options defining the texture.
  95893. * @returns The texture
  95894. */
  95895. private _createDepthStencilTexture;
  95896. /**
  95897. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  95898. * @param renderTarget The render target to set the frame buffer for
  95899. */
  95900. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  95901. /**
  95902. * Creates a new render target texture
  95903. * @param size defines the size of the texture
  95904. * @param options defines the options used to create the texture
  95905. * @returns a new render target texture stored in an InternalTexture
  95906. */
  95907. createRenderTargetTexture(size: number | {
  95908. width: number;
  95909. height: number;
  95910. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  95911. /** @hidden */
  95912. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  95913. /**
  95914. * Updates the sample count of a render target texture
  95915. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  95916. * @param texture defines the texture to update
  95917. * @param samples defines the sample count to set
  95918. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  95919. */
  95920. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  95921. /** @hidden */
  95922. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  95923. /** @hidden */
  95924. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  95925. /** @hidden */
  95926. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  95927. /** @hidden */
  95928. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  95929. /**
  95930. * @hidden
  95931. */
  95932. _setCubeMapTextureParams(loadMipmap: boolean): void;
  95933. private _prepareWebGLTextureContinuation;
  95934. private _prepareWebGLTexture;
  95935. /** @hidden */
  95936. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  95937. /** @hidden */
  95938. _releaseFramebufferObjects(texture: InternalTexture): void;
  95939. /** @hidden */
  95940. _releaseTexture(texture: InternalTexture): void;
  95941. private setProgram;
  95942. private _boundUniforms;
  95943. /**
  95944. * Binds an effect to the webGL context
  95945. * @param effect defines the effect to bind
  95946. */
  95947. bindSamplers(effect: Effect): void;
  95948. private _activateCurrentTexture;
  95949. /** @hidden */
  95950. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  95951. /** @hidden */
  95952. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  95953. /**
  95954. * Sets a texture to the webGL context from a postprocess
  95955. * @param channel defines the channel to use
  95956. * @param postProcess defines the source postprocess
  95957. */
  95958. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  95959. /**
  95960. * Binds the output of the passed in post process to the texture channel specified
  95961. * @param channel The channel the texture should be bound to
  95962. * @param postProcess The post process which's output should be bound
  95963. */
  95964. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  95965. /**
  95966. * Unbind all textures from the webGL context
  95967. */
  95968. unbindAllTextures(): void;
  95969. /**
  95970. * Sets a texture to the according uniform.
  95971. * @param channel The texture channel
  95972. * @param uniform The uniform to set
  95973. * @param texture The texture to apply
  95974. */
  95975. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  95976. /**
  95977. * Sets a depth stencil texture from a render target to the according uniform.
  95978. * @param channel The texture channel
  95979. * @param uniform The uniform to set
  95980. * @param texture The render target texture containing the depth stencil texture to apply
  95981. */
  95982. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  95983. private _bindSamplerUniformToChannel;
  95984. private _getTextureWrapMode;
  95985. private _setTexture;
  95986. /**
  95987. * Sets an array of texture to the webGL context
  95988. * @param channel defines the channel where the texture array must be set
  95989. * @param uniform defines the associated uniform location
  95990. * @param textures defines the array of textures to bind
  95991. */
  95992. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  95993. /** @hidden */
  95994. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  95995. private _setTextureParameterFloat;
  95996. private _setTextureParameterInteger;
  95997. /**
  95998. * Reads pixels from the current frame buffer. Please note that this function can be slow
  95999. * @param x defines the x coordinate of the rectangle where pixels must be read
  96000. * @param y defines the y coordinate of the rectangle where pixels must be read
  96001. * @param width defines the width of the rectangle where pixels must be read
  96002. * @param height defines the height of the rectangle where pixels must be read
  96003. * @returns a Uint8Array containing RGBA colors
  96004. */
  96005. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  96006. /**
  96007. * Add an externaly attached data from its key.
  96008. * This method call will fail and return false, if such key already exists.
  96009. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  96010. * @param key the unique key that identifies the data
  96011. * @param data the data object to associate to the key for this Engine instance
  96012. * @return true if no such key were already present and the data was added successfully, false otherwise
  96013. */
  96014. addExternalData<T>(key: string, data: T): boolean;
  96015. /**
  96016. * Get an externaly attached data from its key
  96017. * @param key the unique key that identifies the data
  96018. * @return the associated data, if present (can be null), or undefined if not present
  96019. */
  96020. getExternalData<T>(key: string): T;
  96021. /**
  96022. * Get an externaly attached data from its key, create it using a factory if it's not already present
  96023. * @param key the unique key that identifies the data
  96024. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  96025. * @return the associated data, can be null if the factory returned null.
  96026. */
  96027. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  96028. /**
  96029. * Remove an externaly attached data from the Engine instance
  96030. * @param key the unique key that identifies the data
  96031. * @return true if the data was successfully removed, false if it doesn't exist
  96032. */
  96033. removeExternalData(key: string): boolean;
  96034. /**
  96035. * Unbind all vertex attributes from the webGL context
  96036. */
  96037. unbindAllAttributes(): void;
  96038. /**
  96039. * 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
  96040. */
  96041. releaseEffects(): void;
  96042. /**
  96043. * Dispose and release all associated resources
  96044. */
  96045. dispose(): void;
  96046. /**
  96047. * Display the loading screen
  96048. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96049. */
  96050. displayLoadingUI(): void;
  96051. /**
  96052. * Hide the loading screen
  96053. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96054. */
  96055. hideLoadingUI(): void;
  96056. /**
  96057. * Gets the current loading screen object
  96058. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96059. */
  96060. /**
  96061. * Sets the current loading screen object
  96062. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96063. */
  96064. loadingScreen: ILoadingScreen;
  96065. /**
  96066. * Sets the current loading screen text
  96067. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96068. */
  96069. loadingUIText: string;
  96070. /**
  96071. * Sets the current loading screen background color
  96072. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96073. */
  96074. loadingUIBackgroundColor: string;
  96075. /**
  96076. * Attach a new callback raised when context lost event is fired
  96077. * @param callback defines the callback to call
  96078. */
  96079. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  96080. /**
  96081. * Attach a new callback raised when context restored event is fired
  96082. * @param callback defines the callback to call
  96083. */
  96084. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  96085. /**
  96086. * Gets the source code of the vertex shader associated with a specific webGL program
  96087. * @param program defines the program to use
  96088. * @returns a string containing the source code of the vertex shader associated with the program
  96089. */
  96090. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  96091. /**
  96092. * Gets the source code of the fragment shader associated with a specific webGL program
  96093. * @param program defines the program to use
  96094. * @returns a string containing the source code of the fragment shader associated with the program
  96095. */
  96096. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  96097. /**
  96098. * Get the current error code of the webGL context
  96099. * @returns the error code
  96100. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  96101. */
  96102. getError(): number;
  96103. /**
  96104. * Gets the current framerate
  96105. * @returns a number representing the framerate
  96106. */
  96107. getFps(): number;
  96108. /**
  96109. * Gets the time spent between current and previous frame
  96110. * @returns a number representing the delta time in ms
  96111. */
  96112. getDeltaTime(): number;
  96113. private _measureFps;
  96114. /** @hidden */
  96115. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  96116. private _canRenderToFloatFramebuffer;
  96117. private _canRenderToHalfFloatFramebuffer;
  96118. private _canRenderToFramebuffer;
  96119. /** @hidden */
  96120. _getWebGLTextureType(type: number): number;
  96121. /** @hidden */
  96122. _getInternalFormat(format: number): number;
  96123. /** @hidden */
  96124. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  96125. /** @hidden */
  96126. _getRGBAMultiSampleBufferFormat(type: number): number;
  96127. /** @hidden */
  96128. _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;
  96129. /** @hidden */
  96130. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  96131. /**
  96132. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  96133. * @returns true if the engine can be created
  96134. * @ignorenaming
  96135. */
  96136. static isSupported(): boolean;
  96137. /**
  96138. * Find the next highest power of two.
  96139. * @param x Number to start search from.
  96140. * @return Next highest power of two.
  96141. */
  96142. static CeilingPOT(x: number): number;
  96143. /**
  96144. * Find the next lowest power of two.
  96145. * @param x Number to start search from.
  96146. * @return Next lowest power of two.
  96147. */
  96148. static FloorPOT(x: number): number;
  96149. /**
  96150. * Find the nearest power of two.
  96151. * @param x Number to start search from.
  96152. * @return Next nearest power of two.
  96153. */
  96154. static NearestPOT(x: number): number;
  96155. /**
  96156. * Get the closest exponent of two
  96157. * @param value defines the value to approximate
  96158. * @param max defines the maximum value to return
  96159. * @param mode defines how to define the closest value
  96160. * @returns closest exponent of two of the given value
  96161. */
  96162. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  96163. /**
  96164. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  96165. * @param func - the function to be called
  96166. * @param requester - the object that will request the next frame. Falls back to window.
  96167. * @returns frame number
  96168. */
  96169. static QueueNewFrame(func: () => void, requester?: any): number;
  96170. /**
  96171. * Ask the browser to promote the current element to pointerlock mode
  96172. * @param element defines the DOM element to promote
  96173. */
  96174. static _RequestPointerlock(element: HTMLElement): void;
  96175. /**
  96176. * Asks the browser to exit pointerlock mode
  96177. */
  96178. static _ExitPointerlock(): void;
  96179. /**
  96180. * Ask the browser to promote the current element to fullscreen rendering mode
  96181. * @param element defines the DOM element to promote
  96182. */
  96183. static _RequestFullscreen(element: HTMLElement): void;
  96184. /**
  96185. * Asks the browser to exit fullscreen mode
  96186. */
  96187. static _ExitFullscreen(): void;
  96188. }
  96189. }
  96190. declare module BABYLON {
  96191. /**
  96192. * The engine store class is responsible to hold all the instances of Engine and Scene created
  96193. * during the life time of the application.
  96194. */
  96195. export class EngineStore {
  96196. /** Gets the list of created engines */
  96197. static Instances: Engine[];
  96198. /** @hidden */
  96199. static _LastCreatedScene: Nullable<Scene>;
  96200. /**
  96201. * Gets the latest created engine
  96202. */
  96203. static readonly LastCreatedEngine: Nullable<Engine>;
  96204. /**
  96205. * Gets the latest created scene
  96206. */
  96207. static readonly LastCreatedScene: Nullable<Scene>;
  96208. /**
  96209. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  96210. * @ignorenaming
  96211. */
  96212. static UseFallbackTexture: boolean;
  96213. /**
  96214. * Texture content used if a texture cannot loaded
  96215. * @ignorenaming
  96216. */
  96217. static FallbackTexture: string;
  96218. }
  96219. }
  96220. declare module BABYLON {
  96221. /**
  96222. * Helper class that provides a small promise polyfill
  96223. */
  96224. export class PromisePolyfill {
  96225. /**
  96226. * Static function used to check if the polyfill is required
  96227. * If this is the case then the function will inject the polyfill to window.Promise
  96228. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  96229. */
  96230. static Apply(force?: boolean): void;
  96231. }
  96232. }
  96233. declare module BABYLON {
  96234. /**
  96235. * Interface for screenshot methods with describe argument called `size` as object with options
  96236. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  96237. */
  96238. export interface IScreenshotSize {
  96239. /**
  96240. * number in pixels for canvas height
  96241. */
  96242. height?: number;
  96243. /**
  96244. * multiplier allowing render at a higher or lower resolution
  96245. * If value is defined then height and width will be ignored and taken from camera
  96246. */
  96247. precision?: number;
  96248. /**
  96249. * number in pixels for canvas width
  96250. */
  96251. width?: number;
  96252. }
  96253. }
  96254. declare module BABYLON {
  96255. interface IColor4Like {
  96256. r: float;
  96257. g: float;
  96258. b: float;
  96259. a: float;
  96260. }
  96261. /**
  96262. * Class containing a set of static utilities functions
  96263. */
  96264. export class Tools {
  96265. /**
  96266. * Gets or sets the base URL to use to load assets
  96267. */
  96268. static BaseUrl: string;
  96269. /**
  96270. * Enable/Disable Custom HTTP Request Headers globally.
  96271. * default = false
  96272. * @see CustomRequestHeaders
  96273. */
  96274. static UseCustomRequestHeaders: boolean;
  96275. /**
  96276. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  96277. * i.e. when loading files, where the server/service expects an Authorization header
  96278. */
  96279. static CustomRequestHeaders: {
  96280. [key: string]: string;
  96281. };
  96282. /**
  96283. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  96284. */
  96285. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  96286. /**
  96287. * Default behaviour for cors in the application.
  96288. * It can be a string if the expected behavior is identical in the entire app.
  96289. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  96290. */
  96291. static CorsBehavior: string | ((url: string | string[]) => string);
  96292. /**
  96293. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  96294. * @ignorenaming
  96295. */
  96296. static UseFallbackTexture: boolean;
  96297. /**
  96298. * Use this object to register external classes like custom textures or material
  96299. * to allow the laoders to instantiate them
  96300. */
  96301. static RegisteredExternalClasses: {
  96302. [key: string]: Object;
  96303. };
  96304. /**
  96305. * Texture content used if a texture cannot loaded
  96306. * @ignorenaming
  96307. */
  96308. static fallbackTexture: string;
  96309. /**
  96310. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  96311. * @param u defines the coordinate on X axis
  96312. * @param v defines the coordinate on Y axis
  96313. * @param width defines the width of the source data
  96314. * @param height defines the height of the source data
  96315. * @param pixels defines the source byte array
  96316. * @param color defines the output color
  96317. */
  96318. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  96319. /**
  96320. * Interpolates between a and b via alpha
  96321. * @param a The lower value (returned when alpha = 0)
  96322. * @param b The upper value (returned when alpha = 1)
  96323. * @param alpha The interpolation-factor
  96324. * @return The mixed value
  96325. */
  96326. static Mix(a: number, b: number, alpha: number): number;
  96327. /**
  96328. * Tries to instantiate a new object from a given class name
  96329. * @param className defines the class name to instantiate
  96330. * @returns the new object or null if the system was not able to do the instantiation
  96331. */
  96332. static Instantiate(className: string): any;
  96333. /**
  96334. * Provides a slice function that will work even on IE
  96335. * @param data defines the array to slice
  96336. * @param start defines the start of the data (optional)
  96337. * @param end defines the end of the data (optional)
  96338. * @returns the new sliced array
  96339. */
  96340. static Slice<T>(data: T, start?: number, end?: number): T;
  96341. /**
  96342. * Polyfill for setImmediate
  96343. * @param action defines the action to execute after the current execution block
  96344. */
  96345. static SetImmediate(action: () => void): void;
  96346. /**
  96347. * Function indicating if a number is an exponent of 2
  96348. * @param value defines the value to test
  96349. * @returns true if the value is an exponent of 2
  96350. */
  96351. static IsExponentOfTwo(value: number): boolean;
  96352. private static _tmpFloatArray;
  96353. /**
  96354. * Returns the nearest 32-bit single precision float representation of a Number
  96355. * @param value A Number. If the parameter is of a different type, it will get converted
  96356. * to a number or to NaN if it cannot be converted
  96357. * @returns number
  96358. */
  96359. static FloatRound(value: number): number;
  96360. /**
  96361. * Extracts the filename from a path
  96362. * @param path defines the path to use
  96363. * @returns the filename
  96364. */
  96365. static GetFilename(path: string): string;
  96366. /**
  96367. * Extracts the "folder" part of a path (everything before the filename).
  96368. * @param uri The URI to extract the info from
  96369. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  96370. * @returns The "folder" part of the path
  96371. */
  96372. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  96373. /**
  96374. * Extracts text content from a DOM element hierarchy
  96375. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  96376. */
  96377. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  96378. /**
  96379. * Convert an angle in radians to degrees
  96380. * @param angle defines the angle to convert
  96381. * @returns the angle in degrees
  96382. */
  96383. static ToDegrees(angle: number): number;
  96384. /**
  96385. * Convert an angle in degrees to radians
  96386. * @param angle defines the angle to convert
  96387. * @returns the angle in radians
  96388. */
  96389. static ToRadians(angle: number): number;
  96390. /**
  96391. * Encode a buffer to a base64 string
  96392. * @param buffer defines the buffer to encode
  96393. * @returns the encoded string
  96394. */
  96395. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  96396. /**
  96397. * Returns an array if obj is not an array
  96398. * @param obj defines the object to evaluate as an array
  96399. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  96400. * @returns either obj directly if obj is an array or a new array containing obj
  96401. */
  96402. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  96403. /**
  96404. * Gets the pointer prefix to use
  96405. * @returns "pointer" if touch is enabled. Else returns "mouse"
  96406. */
  96407. static GetPointerPrefix(): string;
  96408. /**
  96409. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  96410. * @param url define the url we are trying
  96411. * @param element define the dom element where to configure the cors policy
  96412. */
  96413. static SetCorsBehavior(url: string | string[], element: {
  96414. crossOrigin: string | null;
  96415. }): void;
  96416. /**
  96417. * Removes unwanted characters from an url
  96418. * @param url defines the url to clean
  96419. * @returns the cleaned url
  96420. */
  96421. static CleanUrl(url: string): string;
  96422. /**
  96423. * Gets or sets a function used to pre-process url before using them to load assets
  96424. */
  96425. static PreprocessUrl: (url: string) => string;
  96426. /**
  96427. * Loads an image as an HTMLImageElement.
  96428. * @param input url string, ArrayBuffer, or Blob to load
  96429. * @param onLoad callback called when the image successfully loads
  96430. * @param onError callback called when the image fails to load
  96431. * @param offlineProvider offline provider for caching
  96432. * @returns the HTMLImageElement of the loaded image
  96433. */
  96434. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  96435. /**
  96436. * Loads a file
  96437. * @param url url string, ArrayBuffer, or Blob to load
  96438. * @param onSuccess callback called when the file successfully loads
  96439. * @param onProgress callback called while file is loading (if the server supports this mode)
  96440. * @param offlineProvider defines the offline provider for caching
  96441. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  96442. * @param onError callback called when the file fails to load
  96443. * @returns a file request object
  96444. */
  96445. 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;
  96446. /**
  96447. * Loads a file from a url
  96448. * @param url the file url to load
  96449. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  96450. */
  96451. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  96452. /**
  96453. * Load a script (identified by an url). When the url returns, the
  96454. * content of this file is added into a new script element, attached to the DOM (body element)
  96455. * @param scriptUrl defines the url of the script to laod
  96456. * @param onSuccess defines the callback called when the script is loaded
  96457. * @param onError defines the callback to call if an error occurs
  96458. * @param scriptId defines the id of the script element
  96459. */
  96460. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  96461. /**
  96462. * Load an asynchronous script (identified by an url). When the url returns, the
  96463. * content of this file is added into a new script element, attached to the DOM (body element)
  96464. * @param scriptUrl defines the url of the script to laod
  96465. * @param scriptId defines the id of the script element
  96466. * @returns a promise request object
  96467. */
  96468. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  96469. /**
  96470. * Loads a file from a blob
  96471. * @param fileToLoad defines the blob to use
  96472. * @param callback defines the callback to call when data is loaded
  96473. * @param progressCallback defines the callback to call during loading process
  96474. * @returns a file request object
  96475. */
  96476. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  96477. /**
  96478. * Loads a file
  96479. * @param fileToLoad defines the file to load
  96480. * @param callback defines the callback to call when data is loaded
  96481. * @param progressCallBack defines the callback to call during loading process
  96482. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  96483. * @returns a file request object
  96484. */
  96485. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  96486. /**
  96487. * Creates a data url from a given string content
  96488. * @param content defines the content to convert
  96489. * @returns the new data url link
  96490. */
  96491. static FileAsURL(content: string): string;
  96492. /**
  96493. * Format the given number to a specific decimal format
  96494. * @param value defines the number to format
  96495. * @param decimals defines the number of decimals to use
  96496. * @returns the formatted string
  96497. */
  96498. static Format(value: number, decimals?: number): string;
  96499. /**
  96500. * Tries to copy an object by duplicating every property
  96501. * @param source defines the source object
  96502. * @param destination defines the target object
  96503. * @param doNotCopyList defines a list of properties to avoid
  96504. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  96505. */
  96506. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  96507. /**
  96508. * Gets a boolean indicating if the given object has no own property
  96509. * @param obj defines the object to test
  96510. * @returns true if object has no own property
  96511. */
  96512. static IsEmpty(obj: any): boolean;
  96513. /**
  96514. * Function used to register events at window level
  96515. * @param windowElement defines the Window object to use
  96516. * @param events defines the events to register
  96517. */
  96518. static RegisterTopRootEvents(windowElement: Window, events: {
  96519. name: string;
  96520. handler: Nullable<(e: FocusEvent) => any>;
  96521. }[]): void;
  96522. /**
  96523. * Function used to unregister events from window level
  96524. * @param windowElement defines the Window object to use
  96525. * @param events defines the events to unregister
  96526. */
  96527. static UnregisterTopRootEvents(windowElement: Window, events: {
  96528. name: string;
  96529. handler: Nullable<(e: FocusEvent) => any>;
  96530. }[]): void;
  96531. /**
  96532. * @ignore
  96533. */
  96534. static _ScreenshotCanvas: HTMLCanvasElement;
  96535. /**
  96536. * Dumps the current bound framebuffer
  96537. * @param width defines the rendering width
  96538. * @param height defines the rendering height
  96539. * @param engine defines the hosting engine
  96540. * @param successCallback defines the callback triggered once the data are available
  96541. * @param mimeType defines the mime type of the result
  96542. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  96543. */
  96544. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  96545. /**
  96546. * Converts the canvas data to blob.
  96547. * This acts as a polyfill for browsers not supporting the to blob function.
  96548. * @param canvas Defines the canvas to extract the data from
  96549. * @param successCallback Defines the callback triggered once the data are available
  96550. * @param mimeType Defines the mime type of the result
  96551. */
  96552. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  96553. /**
  96554. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  96555. * @param successCallback defines the callback triggered once the data are available
  96556. * @param mimeType defines the mime type of the result
  96557. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  96558. */
  96559. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  96560. /**
  96561. * Downloads a blob in the browser
  96562. * @param blob defines the blob to download
  96563. * @param fileName defines the name of the downloaded file
  96564. */
  96565. static Download(blob: Blob, fileName: string): void;
  96566. /**
  96567. * Captures a screenshot of the current rendering
  96568. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96569. * @param engine defines the rendering engine
  96570. * @param camera defines the source camera
  96571. * @param size This parameter can be set to a single number or to an object with the
  96572. * following (optional) properties: precision, width, height. If a single number is passed,
  96573. * it will be used for both width and height. If an object is passed, the screenshot size
  96574. * will be derived from the parameters. The precision property is a multiplier allowing
  96575. * rendering at a higher or lower resolution
  96576. * @param successCallback defines the callback receives a single parameter which contains the
  96577. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  96578. * src parameter of an <img> to display it
  96579. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  96580. * Check your browser for supported MIME types
  96581. */
  96582. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  96583. /**
  96584. * Captures a screenshot of the current rendering
  96585. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96586. * @param engine defines the rendering engine
  96587. * @param camera defines the source camera
  96588. * @param size This parameter can be set to a single number or to an object with the
  96589. * following (optional) properties: precision, width, height. If a single number is passed,
  96590. * it will be used for both width and height. If an object is passed, the screenshot size
  96591. * will be derived from the parameters. The precision property is a multiplier allowing
  96592. * rendering at a higher or lower resolution
  96593. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  96594. * Check your browser for supported MIME types
  96595. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  96596. * to the src parameter of an <img> to display it
  96597. */
  96598. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  96599. /**
  96600. * Generates an image screenshot from the specified camera.
  96601. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96602. * @param engine The engine to use for rendering
  96603. * @param camera The camera to use for rendering
  96604. * @param size This parameter can be set to a single number or to an object with the
  96605. * following (optional) properties: precision, width, height. If a single number is passed,
  96606. * it will be used for both width and height. If an object is passed, the screenshot size
  96607. * will be derived from the parameters. The precision property is a multiplier allowing
  96608. * rendering at a higher or lower resolution
  96609. * @param successCallback The callback receives a single parameter which contains the
  96610. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  96611. * src parameter of an <img> to display it
  96612. * @param mimeType The MIME type of the screenshot image (default: image/png).
  96613. * Check your browser for supported MIME types
  96614. * @param samples Texture samples (default: 1)
  96615. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  96616. * @param fileName A name for for the downloaded file.
  96617. */
  96618. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  96619. /**
  96620. * Generates an image screenshot from the specified camera.
  96621. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96622. * @param engine The engine to use for rendering
  96623. * @param camera The camera to use for rendering
  96624. * @param size This parameter can be set to a single number or to an object with the
  96625. * following (optional) properties: precision, width, height. If a single number is passed,
  96626. * it will be used for both width and height. If an object is passed, the screenshot size
  96627. * will be derived from the parameters. The precision property is a multiplier allowing
  96628. * rendering at a higher or lower resolution
  96629. * @param mimeType The MIME type of the screenshot image (default: image/png).
  96630. * Check your browser for supported MIME types
  96631. * @param samples Texture samples (default: 1)
  96632. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  96633. * @param fileName A name for for the downloaded file.
  96634. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  96635. * to the src parameter of an <img> to display it
  96636. */
  96637. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  96638. /**
  96639. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  96640. * Be aware Math.random() could cause collisions, but:
  96641. * "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"
  96642. * @returns a pseudo random id
  96643. */
  96644. static RandomId(): string;
  96645. /**
  96646. * Test if the given uri is a base64 string
  96647. * @param uri The uri to test
  96648. * @return True if the uri is a base64 string or false otherwise
  96649. */
  96650. static IsBase64(uri: string): boolean;
  96651. /**
  96652. * Decode the given base64 uri.
  96653. * @param uri The uri to decode
  96654. * @return The decoded base64 data.
  96655. */
  96656. static DecodeBase64(uri: string): ArrayBuffer;
  96657. /**
  96658. * Gets the absolute url.
  96659. * @param url the input url
  96660. * @return the absolute url
  96661. */
  96662. static GetAbsoluteUrl(url: string): string;
  96663. /**
  96664. * No log
  96665. */
  96666. static readonly NoneLogLevel: number;
  96667. /**
  96668. * Only message logs
  96669. */
  96670. static readonly MessageLogLevel: number;
  96671. /**
  96672. * Only warning logs
  96673. */
  96674. static readonly WarningLogLevel: number;
  96675. /**
  96676. * Only error logs
  96677. */
  96678. static readonly ErrorLogLevel: number;
  96679. /**
  96680. * All logs
  96681. */
  96682. static readonly AllLogLevel: number;
  96683. /**
  96684. * Gets a value indicating the number of loading errors
  96685. * @ignorenaming
  96686. */
  96687. static readonly errorsCount: number;
  96688. /**
  96689. * Callback called when a new log is added
  96690. */
  96691. static OnNewCacheEntry: (entry: string) => void;
  96692. /**
  96693. * Log a message to the console
  96694. * @param message defines the message to log
  96695. */
  96696. static Log(message: string): void;
  96697. /**
  96698. * Write a warning message to the console
  96699. * @param message defines the message to log
  96700. */
  96701. static Warn(message: string): void;
  96702. /**
  96703. * Write an error message to the console
  96704. * @param message defines the message to log
  96705. */
  96706. static Error(message: string): void;
  96707. /**
  96708. * Gets current log cache (list of logs)
  96709. */
  96710. static readonly LogCache: string;
  96711. /**
  96712. * Clears the log cache
  96713. */
  96714. static ClearLogCache(): void;
  96715. /**
  96716. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  96717. */
  96718. static LogLevels: number;
  96719. /**
  96720. * Checks if the window object exists
  96721. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  96722. */
  96723. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  96724. /**
  96725. * No performance log
  96726. */
  96727. static readonly PerformanceNoneLogLevel: number;
  96728. /**
  96729. * Use user marks to log performance
  96730. */
  96731. static readonly PerformanceUserMarkLogLevel: number;
  96732. /**
  96733. * Log performance to the console
  96734. */
  96735. static readonly PerformanceConsoleLogLevel: number;
  96736. private static _performance;
  96737. /**
  96738. * Sets the current performance log level
  96739. */
  96740. static PerformanceLogLevel: number;
  96741. private static _StartPerformanceCounterDisabled;
  96742. private static _EndPerformanceCounterDisabled;
  96743. private static _StartUserMark;
  96744. private static _EndUserMark;
  96745. private static _StartPerformanceConsole;
  96746. private static _EndPerformanceConsole;
  96747. /**
  96748. * Starts a performance counter
  96749. */
  96750. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  96751. /**
  96752. * Ends a specific performance coutner
  96753. */
  96754. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  96755. /**
  96756. * Gets either window.performance.now() if supported or Date.now() else
  96757. */
  96758. static readonly Now: number;
  96759. /**
  96760. * This method will return the name of the class used to create the instance of the given object.
  96761. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  96762. * @param object the object to get the class name from
  96763. * @param isType defines if the object is actually a type
  96764. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  96765. */
  96766. static GetClassName(object: any, isType?: boolean): string;
  96767. /**
  96768. * Gets the first element of an array satisfying a given predicate
  96769. * @param array defines the array to browse
  96770. * @param predicate defines the predicate to use
  96771. * @returns null if not found or the element
  96772. */
  96773. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  96774. /**
  96775. * This method will return the name of the full name of the class, including its owning module (if any).
  96776. * 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).
  96777. * @param object the object to get the class name from
  96778. * @param isType defines if the object is actually a type
  96779. * @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.
  96780. * @ignorenaming
  96781. */
  96782. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  96783. /**
  96784. * Returns a promise that resolves after the given amount of time.
  96785. * @param delay Number of milliseconds to delay
  96786. * @returns Promise that resolves after the given amount of time
  96787. */
  96788. static DelayAsync(delay: number): Promise<void>;
  96789. }
  96790. /**
  96791. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  96792. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  96793. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  96794. * @param name The name of the class, case should be preserved
  96795. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  96796. */
  96797. export function className(name: string, module?: string): (target: Object) => void;
  96798. /**
  96799. * An implementation of a loop for asynchronous functions.
  96800. */
  96801. export class AsyncLoop {
  96802. /**
  96803. * Defines the number of iterations for the loop
  96804. */
  96805. iterations: number;
  96806. /**
  96807. * Defines the current index of the loop.
  96808. */
  96809. index: number;
  96810. private _done;
  96811. private _fn;
  96812. private _successCallback;
  96813. /**
  96814. * Constructor.
  96815. * @param iterations the number of iterations.
  96816. * @param func the function to run each iteration
  96817. * @param successCallback the callback that will be called upon succesful execution
  96818. * @param offset starting offset.
  96819. */
  96820. constructor(
  96821. /**
  96822. * Defines the number of iterations for the loop
  96823. */
  96824. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  96825. /**
  96826. * Execute the next iteration. Must be called after the last iteration was finished.
  96827. */
  96828. executeNext(): void;
  96829. /**
  96830. * Break the loop and run the success callback.
  96831. */
  96832. breakLoop(): void;
  96833. /**
  96834. * Create and run an async loop.
  96835. * @param iterations the number of iterations.
  96836. * @param fn the function to run each iteration
  96837. * @param successCallback the callback that will be called upon succesful execution
  96838. * @param offset starting offset.
  96839. * @returns the created async loop object
  96840. */
  96841. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  96842. /**
  96843. * A for-loop that will run a given number of iterations synchronous and the rest async.
  96844. * @param iterations total number of iterations
  96845. * @param syncedIterations number of synchronous iterations in each async iteration.
  96846. * @param fn the function to call each iteration.
  96847. * @param callback a success call back that will be called when iterating stops.
  96848. * @param breakFunction a break condition (optional)
  96849. * @param timeout timeout settings for the setTimeout function. default - 0.
  96850. * @returns the created async loop object
  96851. */
  96852. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  96853. }
  96854. }
  96855. declare module BABYLON {
  96856. /** @hidden */
  96857. export interface ICollisionCoordinator {
  96858. createCollider(): Collider;
  96859. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  96860. init(scene: Scene): void;
  96861. }
  96862. /** @hidden */
  96863. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  96864. private _scene;
  96865. private _scaledPosition;
  96866. private _scaledVelocity;
  96867. private _finalPosition;
  96868. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  96869. createCollider(): Collider;
  96870. init(scene: Scene): void;
  96871. private _collideWithWorld;
  96872. }
  96873. }
  96874. declare module BABYLON {
  96875. /**
  96876. * Class used to manage all inputs for the scene.
  96877. */
  96878. export class InputManager {
  96879. /** The distance in pixel that you have to move to prevent some events */
  96880. static DragMovementThreshold: number;
  96881. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  96882. static LongPressDelay: number;
  96883. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  96884. static DoubleClickDelay: number;
  96885. /** If you need to check double click without raising a single click at first click, enable this flag */
  96886. static ExclusiveDoubleClickMode: boolean;
  96887. private _wheelEventName;
  96888. private _onPointerMove;
  96889. private _onPointerDown;
  96890. private _onPointerUp;
  96891. private _initClickEvent;
  96892. private _initActionManager;
  96893. private _delayedSimpleClick;
  96894. private _delayedSimpleClickTimeout;
  96895. private _previousDelayedSimpleClickTimeout;
  96896. private _meshPickProceed;
  96897. private _previousButtonPressed;
  96898. private _currentPickResult;
  96899. private _previousPickResult;
  96900. private _totalPointersPressed;
  96901. private _doubleClickOccured;
  96902. private _pointerOverMesh;
  96903. private _pickedDownMesh;
  96904. private _pickedUpMesh;
  96905. private _pointerX;
  96906. private _pointerY;
  96907. private _unTranslatedPointerX;
  96908. private _unTranslatedPointerY;
  96909. private _startingPointerPosition;
  96910. private _previousStartingPointerPosition;
  96911. private _startingPointerTime;
  96912. private _previousStartingPointerTime;
  96913. private _pointerCaptures;
  96914. private _onKeyDown;
  96915. private _onKeyUp;
  96916. private _onCanvasFocusObserver;
  96917. private _onCanvasBlurObserver;
  96918. private _scene;
  96919. /**
  96920. * Creates a new InputManager
  96921. * @param scene defines the hosting scene
  96922. */
  96923. constructor(scene: Scene);
  96924. /**
  96925. * Gets the mesh that is currently under the pointer
  96926. */
  96927. readonly meshUnderPointer: Nullable<AbstractMesh>;
  96928. /**
  96929. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  96930. */
  96931. readonly unTranslatedPointer: Vector2;
  96932. /**
  96933. * Gets or sets the current on-screen X position of the pointer
  96934. */
  96935. pointerX: number;
  96936. /**
  96937. * Gets or sets the current on-screen Y position of the pointer
  96938. */
  96939. pointerY: number;
  96940. private _updatePointerPosition;
  96941. private _processPointerMove;
  96942. private _setRayOnPointerInfo;
  96943. private _checkPrePointerObservable;
  96944. /**
  96945. * Use this method to simulate a pointer move on a mesh
  96946. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96947. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96948. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96949. */
  96950. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  96951. /**
  96952. * Use this method to simulate a pointer down on a mesh
  96953. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96954. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96955. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96956. */
  96957. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  96958. private _processPointerDown;
  96959. /** @hidden */
  96960. _isPointerSwiping(): boolean;
  96961. /**
  96962. * Use this method to simulate a pointer up on a mesh
  96963. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96964. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96965. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96966. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  96967. */
  96968. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  96969. private _processPointerUp;
  96970. /**
  96971. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  96972. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  96973. * @returns true if the pointer was captured
  96974. */
  96975. isPointerCaptured(pointerId?: number): boolean;
  96976. /**
  96977. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  96978. * @param attachUp defines if you want to attach events to pointerup
  96979. * @param attachDown defines if you want to attach events to pointerdown
  96980. * @param attachMove defines if you want to attach events to pointermove
  96981. */
  96982. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  96983. /**
  96984. * Detaches all event handlers
  96985. */
  96986. detachControl(): void;
  96987. /**
  96988. * Force the value of meshUnderPointer
  96989. * @param mesh defines the mesh to use
  96990. */
  96991. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  96992. /**
  96993. * Gets the mesh under the pointer
  96994. * @returns a Mesh or null if no mesh is under the pointer
  96995. */
  96996. getPointerOverMesh(): Nullable<AbstractMesh>;
  96997. }
  96998. }
  96999. declare module BABYLON {
  97000. /**
  97001. * Helper class used to generate session unique ID
  97002. */
  97003. export class UniqueIdGenerator {
  97004. private static _UniqueIdCounter;
  97005. /**
  97006. * Gets an unique (relatively to the current scene) Id
  97007. */
  97008. static readonly UniqueId: number;
  97009. }
  97010. }
  97011. declare module BABYLON {
  97012. /**
  97013. * This class defines the direct association between an animation and a target
  97014. */
  97015. export class TargetedAnimation {
  97016. /**
  97017. * Animation to perform
  97018. */
  97019. animation: Animation;
  97020. /**
  97021. * Target to animate
  97022. */
  97023. target: any;
  97024. /**
  97025. * Serialize the object
  97026. * @returns the JSON object representing the current entity
  97027. */
  97028. serialize(): any;
  97029. }
  97030. /**
  97031. * Use this class to create coordinated animations on multiple targets
  97032. */
  97033. export class AnimationGroup implements IDisposable {
  97034. /** The name of the animation group */
  97035. name: string;
  97036. private _scene;
  97037. private _targetedAnimations;
  97038. private _animatables;
  97039. private _from;
  97040. private _to;
  97041. private _isStarted;
  97042. private _isPaused;
  97043. private _speedRatio;
  97044. private _loopAnimation;
  97045. /**
  97046. * Gets or sets the unique id of the node
  97047. */
  97048. uniqueId: number;
  97049. /**
  97050. * This observable will notify when one animation have ended
  97051. */
  97052. onAnimationEndObservable: Observable<TargetedAnimation>;
  97053. /**
  97054. * Observer raised when one animation loops
  97055. */
  97056. onAnimationLoopObservable: Observable<TargetedAnimation>;
  97057. /**
  97058. * This observable will notify when all animations have ended.
  97059. */
  97060. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  97061. /**
  97062. * This observable will notify when all animations have paused.
  97063. */
  97064. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  97065. /**
  97066. * This observable will notify when all animations are playing.
  97067. */
  97068. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  97069. /**
  97070. * Gets the first frame
  97071. */
  97072. readonly from: number;
  97073. /**
  97074. * Gets the last frame
  97075. */
  97076. readonly to: number;
  97077. /**
  97078. * Define if the animations are started
  97079. */
  97080. readonly isStarted: boolean;
  97081. /**
  97082. * Gets a value indicating that the current group is playing
  97083. */
  97084. readonly isPlaying: boolean;
  97085. /**
  97086. * Gets or sets the speed ratio to use for all animations
  97087. */
  97088. /**
  97089. * Gets or sets the speed ratio to use for all animations
  97090. */
  97091. speedRatio: number;
  97092. /**
  97093. * Gets or sets if all animations should loop or not
  97094. */
  97095. loopAnimation: boolean;
  97096. /**
  97097. * Gets the targeted animations for this animation group
  97098. */
  97099. readonly targetedAnimations: Array<TargetedAnimation>;
  97100. /**
  97101. * returning the list of animatables controlled by this animation group.
  97102. */
  97103. readonly animatables: Array<Animatable>;
  97104. /**
  97105. * Instantiates a new Animation Group.
  97106. * This helps managing several animations at once.
  97107. * @see http://doc.babylonjs.com/how_to/group
  97108. * @param name Defines the name of the group
  97109. * @param scene Defines the scene the group belongs to
  97110. */
  97111. constructor(
  97112. /** The name of the animation group */
  97113. name: string, scene?: Nullable<Scene>);
  97114. /**
  97115. * Add an animation (with its target) in the group
  97116. * @param animation defines the animation we want to add
  97117. * @param target defines the target of the animation
  97118. * @returns the TargetedAnimation object
  97119. */
  97120. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  97121. /**
  97122. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  97123. * It can add constant keys at begin or end
  97124. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  97125. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  97126. * @returns the animation group
  97127. */
  97128. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  97129. /**
  97130. * Start all animations on given targets
  97131. * @param loop defines if animations must loop
  97132. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  97133. * @param from defines the from key (optional)
  97134. * @param to defines the to key (optional)
  97135. * @returns the current animation group
  97136. */
  97137. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  97138. /**
  97139. * Pause all animations
  97140. * @returns the animation group
  97141. */
  97142. pause(): AnimationGroup;
  97143. /**
  97144. * Play all animations to initial state
  97145. * This function will start() the animations if they were not started or will restart() them if they were paused
  97146. * @param loop defines if animations must loop
  97147. * @returns the animation group
  97148. */
  97149. play(loop?: boolean): AnimationGroup;
  97150. /**
  97151. * Reset all animations to initial state
  97152. * @returns the animation group
  97153. */
  97154. reset(): AnimationGroup;
  97155. /**
  97156. * Restart animations from key 0
  97157. * @returns the animation group
  97158. */
  97159. restart(): AnimationGroup;
  97160. /**
  97161. * Stop all animations
  97162. * @returns the animation group
  97163. */
  97164. stop(): AnimationGroup;
  97165. /**
  97166. * Set animation weight for all animatables
  97167. * @param weight defines the weight to use
  97168. * @return the animationGroup
  97169. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  97170. */
  97171. setWeightForAllAnimatables(weight: number): AnimationGroup;
  97172. /**
  97173. * Synchronize and normalize all animatables with a source animatable
  97174. * @param root defines the root animatable to synchronize with
  97175. * @return the animationGroup
  97176. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  97177. */
  97178. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  97179. /**
  97180. * Goes to a specific frame in this animation group
  97181. * @param frame the frame number to go to
  97182. * @return the animationGroup
  97183. */
  97184. goToFrame(frame: number): AnimationGroup;
  97185. /**
  97186. * Dispose all associated resources
  97187. */
  97188. dispose(): void;
  97189. private _checkAnimationGroupEnded;
  97190. /**
  97191. * Clone the current animation group and returns a copy
  97192. * @param newName defines the name of the new group
  97193. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  97194. * @returns the new aniamtion group
  97195. */
  97196. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  97197. /**
  97198. * Serializes the animationGroup to an object
  97199. * @returns Serialized object
  97200. */
  97201. serialize(): any;
  97202. /**
  97203. * Returns a new AnimationGroup object parsed from the source provided.
  97204. * @param parsedAnimationGroup defines the source
  97205. * @param scene defines the scene that will receive the animationGroup
  97206. * @returns a new AnimationGroup
  97207. */
  97208. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  97209. /**
  97210. * Returns the string "AnimationGroup"
  97211. * @returns "AnimationGroup"
  97212. */
  97213. getClassName(): string;
  97214. /**
  97215. * Creates a detailled string about the object
  97216. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  97217. * @returns a string representing the object
  97218. */
  97219. toString(fullDetails?: boolean): string;
  97220. }
  97221. }
  97222. declare module BABYLON {
  97223. /**
  97224. * Define an interface for all classes that will hold resources
  97225. */
  97226. export interface IDisposable {
  97227. /**
  97228. * Releases all held resources
  97229. */
  97230. dispose(): void;
  97231. }
  97232. /** Interface defining initialization parameters for Scene class */
  97233. export interface SceneOptions {
  97234. /**
  97235. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  97236. * It will improve performance when the number of geometries becomes important.
  97237. */
  97238. useGeometryUniqueIdsMap?: boolean;
  97239. /**
  97240. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  97241. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  97242. */
  97243. useMaterialMeshMap?: boolean;
  97244. /**
  97245. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  97246. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  97247. */
  97248. useClonedMeshhMap?: boolean;
  97249. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  97250. virtual?: boolean;
  97251. }
  97252. /**
  97253. * Represents a scene to be rendered by the engine.
  97254. * @see http://doc.babylonjs.com/features/scene
  97255. */
  97256. export class Scene extends AbstractScene implements IAnimatable {
  97257. /** The fog is deactivated */
  97258. static readonly FOGMODE_NONE: number;
  97259. /** The fog density is following an exponential function */
  97260. static readonly FOGMODE_EXP: number;
  97261. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  97262. static readonly FOGMODE_EXP2: number;
  97263. /** The fog density is following a linear function. */
  97264. static readonly FOGMODE_LINEAR: number;
  97265. /**
  97266. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  97267. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97268. */
  97269. static MinDeltaTime: number;
  97270. /**
  97271. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  97272. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97273. */
  97274. static MaxDeltaTime: number;
  97275. /**
  97276. * Factory used to create the default material.
  97277. * @param name The name of the material to create
  97278. * @param scene The scene to create the material for
  97279. * @returns The default material
  97280. */
  97281. static DefaultMaterialFactory(scene: Scene): Material;
  97282. /**
  97283. * Factory used to create the a collision coordinator.
  97284. * @returns The collision coordinator
  97285. */
  97286. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  97287. /** @hidden */
  97288. _inputManager: InputManager;
  97289. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  97290. cameraToUseForPointers: Nullable<Camera>;
  97291. /** @hidden */
  97292. readonly _isScene: boolean;
  97293. /**
  97294. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  97295. */
  97296. autoClear: boolean;
  97297. /**
  97298. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  97299. */
  97300. autoClearDepthAndStencil: boolean;
  97301. /**
  97302. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  97303. */
  97304. clearColor: Color4;
  97305. /**
  97306. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  97307. */
  97308. ambientColor: Color3;
  97309. /**
  97310. * This is use to store the default BRDF lookup for PBR materials in your scene.
  97311. * It should only be one of the following (if not the default embedded one):
  97312. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  97313. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  97314. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  97315. * The material properties need to be setup according to the type of texture in use.
  97316. */
  97317. environmentBRDFTexture: BaseTexture;
  97318. /** @hidden */
  97319. protected _environmentTexture: Nullable<BaseTexture>;
  97320. /**
  97321. * Texture used in all pbr material as the reflection texture.
  97322. * As in the majority of the scene they are the same (exception for multi room and so on),
  97323. * this is easier to reference from here than from all the materials.
  97324. */
  97325. /**
  97326. * Texture used in all pbr material as the reflection texture.
  97327. * As in the majority of the scene they are the same (exception for multi room and so on),
  97328. * this is easier to set here than in all the materials.
  97329. */
  97330. environmentTexture: Nullable<BaseTexture>;
  97331. /** @hidden */
  97332. protected _environmentIntensity: number;
  97333. /**
  97334. * Intensity of the environment in all pbr material.
  97335. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  97336. * As in the majority of the scene they are the same (exception for multi room and so on),
  97337. * this is easier to reference from here than from all the materials.
  97338. */
  97339. /**
  97340. * Intensity of the environment in all pbr material.
  97341. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  97342. * As in the majority of the scene they are the same (exception for multi room and so on),
  97343. * this is easier to set here than in all the materials.
  97344. */
  97345. environmentIntensity: number;
  97346. /** @hidden */
  97347. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  97348. /**
  97349. * Default image processing configuration used either in the rendering
  97350. * Forward main pass or through the imageProcessingPostProcess if present.
  97351. * As in the majority of the scene they are the same (exception for multi camera),
  97352. * this is easier to reference from here than from all the materials and post process.
  97353. *
  97354. * No setter as we it is a shared configuration, you can set the values instead.
  97355. */
  97356. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  97357. private _forceWireframe;
  97358. /**
  97359. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  97360. */
  97361. forceWireframe: boolean;
  97362. private _forcePointsCloud;
  97363. /**
  97364. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  97365. */
  97366. forcePointsCloud: boolean;
  97367. /**
  97368. * Gets or sets the active clipplane 1
  97369. */
  97370. clipPlane: Nullable<Plane>;
  97371. /**
  97372. * Gets or sets the active clipplane 2
  97373. */
  97374. clipPlane2: Nullable<Plane>;
  97375. /**
  97376. * Gets or sets the active clipplane 3
  97377. */
  97378. clipPlane3: Nullable<Plane>;
  97379. /**
  97380. * Gets or sets the active clipplane 4
  97381. */
  97382. clipPlane4: Nullable<Plane>;
  97383. /**
  97384. * Gets or sets a boolean indicating if animations are enabled
  97385. */
  97386. animationsEnabled: boolean;
  97387. private _animationPropertiesOverride;
  97388. /**
  97389. * Gets or sets the animation properties override
  97390. */
  97391. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  97392. /**
  97393. * Gets or sets a boolean indicating if a constant deltatime has to be used
  97394. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  97395. */
  97396. useConstantAnimationDeltaTime: boolean;
  97397. /**
  97398. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  97399. * Please note that it requires to run a ray cast through the scene on every frame
  97400. */
  97401. constantlyUpdateMeshUnderPointer: boolean;
  97402. /**
  97403. * Defines the HTML cursor to use when hovering over interactive elements
  97404. */
  97405. hoverCursor: string;
  97406. /**
  97407. * Defines the HTML default cursor to use (empty by default)
  97408. */
  97409. defaultCursor: string;
  97410. /**
  97411. * This is used to call preventDefault() on pointer down
  97412. * in order to block unwanted artifacts like system double clicks
  97413. */
  97414. preventDefaultOnPointerDown: boolean;
  97415. /**
  97416. * This is used to call preventDefault() on pointer up
  97417. * in order to block unwanted artifacts like system double clicks
  97418. */
  97419. preventDefaultOnPointerUp: boolean;
  97420. /**
  97421. * Gets or sets user defined metadata
  97422. */
  97423. metadata: any;
  97424. /**
  97425. * For internal use only. Please do not use.
  97426. */
  97427. reservedDataStore: any;
  97428. /**
  97429. * Gets the name of the plugin used to load this scene (null by default)
  97430. */
  97431. loadingPluginName: string;
  97432. /**
  97433. * Use this array to add regular expressions used to disable offline support for specific urls
  97434. */
  97435. disableOfflineSupportExceptionRules: RegExp[];
  97436. /**
  97437. * An event triggered when the scene is disposed.
  97438. */
  97439. onDisposeObservable: Observable<Scene>;
  97440. private _onDisposeObserver;
  97441. /** Sets a function to be executed when this scene is disposed. */
  97442. onDispose: () => void;
  97443. /**
  97444. * An event triggered before rendering the scene (right after animations and physics)
  97445. */
  97446. onBeforeRenderObservable: Observable<Scene>;
  97447. private _onBeforeRenderObserver;
  97448. /** Sets a function to be executed before rendering this scene */
  97449. beforeRender: Nullable<() => void>;
  97450. /**
  97451. * An event triggered after rendering the scene
  97452. */
  97453. onAfterRenderObservable: Observable<Scene>;
  97454. /**
  97455. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  97456. */
  97457. onAfterRenderCameraObservable: Observable<Camera>;
  97458. private _onAfterRenderObserver;
  97459. /** Sets a function to be executed after rendering this scene */
  97460. afterRender: Nullable<() => void>;
  97461. /**
  97462. * An event triggered before animating the scene
  97463. */
  97464. onBeforeAnimationsObservable: Observable<Scene>;
  97465. /**
  97466. * An event triggered after animations processing
  97467. */
  97468. onAfterAnimationsObservable: Observable<Scene>;
  97469. /**
  97470. * An event triggered before draw calls are ready to be sent
  97471. */
  97472. onBeforeDrawPhaseObservable: Observable<Scene>;
  97473. /**
  97474. * An event triggered after draw calls have been sent
  97475. */
  97476. onAfterDrawPhaseObservable: Observable<Scene>;
  97477. /**
  97478. * An event triggered when the scene is ready
  97479. */
  97480. onReadyObservable: Observable<Scene>;
  97481. /**
  97482. * An event triggered before rendering a camera
  97483. */
  97484. onBeforeCameraRenderObservable: Observable<Camera>;
  97485. private _onBeforeCameraRenderObserver;
  97486. /** Sets a function to be executed before rendering a camera*/
  97487. beforeCameraRender: () => void;
  97488. /**
  97489. * An event triggered after rendering a camera
  97490. */
  97491. onAfterCameraRenderObservable: Observable<Camera>;
  97492. private _onAfterCameraRenderObserver;
  97493. /** Sets a function to be executed after rendering a camera*/
  97494. afterCameraRender: () => void;
  97495. /**
  97496. * An event triggered when active meshes evaluation is about to start
  97497. */
  97498. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  97499. /**
  97500. * An event triggered when active meshes evaluation is done
  97501. */
  97502. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  97503. /**
  97504. * An event triggered when particles rendering is about to start
  97505. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  97506. */
  97507. onBeforeParticlesRenderingObservable: Observable<Scene>;
  97508. /**
  97509. * An event triggered when particles rendering is done
  97510. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  97511. */
  97512. onAfterParticlesRenderingObservable: Observable<Scene>;
  97513. /**
  97514. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  97515. */
  97516. onDataLoadedObservable: Observable<Scene>;
  97517. /**
  97518. * An event triggered when a camera is created
  97519. */
  97520. onNewCameraAddedObservable: Observable<Camera>;
  97521. /**
  97522. * An event triggered when a camera is removed
  97523. */
  97524. onCameraRemovedObservable: Observable<Camera>;
  97525. /**
  97526. * An event triggered when a light is created
  97527. */
  97528. onNewLightAddedObservable: Observable<Light>;
  97529. /**
  97530. * An event triggered when a light is removed
  97531. */
  97532. onLightRemovedObservable: Observable<Light>;
  97533. /**
  97534. * An event triggered when a geometry is created
  97535. */
  97536. onNewGeometryAddedObservable: Observable<Geometry>;
  97537. /**
  97538. * An event triggered when a geometry is removed
  97539. */
  97540. onGeometryRemovedObservable: Observable<Geometry>;
  97541. /**
  97542. * An event triggered when a transform node is created
  97543. */
  97544. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  97545. /**
  97546. * An event triggered when a transform node is removed
  97547. */
  97548. onTransformNodeRemovedObservable: Observable<TransformNode>;
  97549. /**
  97550. * An event triggered when a mesh is created
  97551. */
  97552. onNewMeshAddedObservable: Observable<AbstractMesh>;
  97553. /**
  97554. * An event triggered when a mesh is removed
  97555. */
  97556. onMeshRemovedObservable: Observable<AbstractMesh>;
  97557. /**
  97558. * An event triggered when a skeleton is created
  97559. */
  97560. onNewSkeletonAddedObservable: Observable<Skeleton>;
  97561. /**
  97562. * An event triggered when a skeleton is removed
  97563. */
  97564. onSkeletonRemovedObservable: Observable<Skeleton>;
  97565. /**
  97566. * An event triggered when a material is created
  97567. */
  97568. onNewMaterialAddedObservable: Observable<Material>;
  97569. /**
  97570. * An event triggered when a material is removed
  97571. */
  97572. onMaterialRemovedObservable: Observable<Material>;
  97573. /**
  97574. * An event triggered when a texture is created
  97575. */
  97576. onNewTextureAddedObservable: Observable<BaseTexture>;
  97577. /**
  97578. * An event triggered when a texture is removed
  97579. */
  97580. onTextureRemovedObservable: Observable<BaseTexture>;
  97581. /**
  97582. * An event triggered when render targets are about to be rendered
  97583. * Can happen multiple times per frame.
  97584. */
  97585. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  97586. /**
  97587. * An event triggered when render targets were rendered.
  97588. * Can happen multiple times per frame.
  97589. */
  97590. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  97591. /**
  97592. * An event triggered before calculating deterministic simulation step
  97593. */
  97594. onBeforeStepObservable: Observable<Scene>;
  97595. /**
  97596. * An event triggered after calculating deterministic simulation step
  97597. */
  97598. onAfterStepObservable: Observable<Scene>;
  97599. /**
  97600. * An event triggered when the activeCamera property is updated
  97601. */
  97602. onActiveCameraChanged: Observable<Scene>;
  97603. /**
  97604. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  97605. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  97606. * 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)
  97607. */
  97608. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  97609. /**
  97610. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  97611. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  97612. * 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)
  97613. */
  97614. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  97615. /**
  97616. * This Observable will when a mesh has been imported into the scene.
  97617. */
  97618. onMeshImportedObservable: Observable<AbstractMesh>;
  97619. /**
  97620. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  97621. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  97622. */
  97623. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  97624. /** @hidden */
  97625. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  97626. /**
  97627. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  97628. */
  97629. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  97630. /**
  97631. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  97632. */
  97633. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  97634. /**
  97635. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  97636. */
  97637. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  97638. /** Callback called when a pointer move is detected */
  97639. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  97640. /** Callback called when a pointer down is detected */
  97641. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  97642. /** Callback called when a pointer up is detected */
  97643. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  97644. /** Callback called when a pointer pick is detected */
  97645. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  97646. /**
  97647. * 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).
  97648. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  97649. */
  97650. onPrePointerObservable: Observable<PointerInfoPre>;
  97651. /**
  97652. * Observable event triggered each time an input event is received from the rendering canvas
  97653. */
  97654. onPointerObservable: Observable<PointerInfo>;
  97655. /**
  97656. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  97657. */
  97658. readonly unTranslatedPointer: Vector2;
  97659. /**
  97660. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  97661. */
  97662. static DragMovementThreshold: number;
  97663. /**
  97664. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  97665. */
  97666. static LongPressDelay: number;
  97667. /**
  97668. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  97669. */
  97670. static DoubleClickDelay: number;
  97671. /** If you need to check double click without raising a single click at first click, enable this flag */
  97672. static ExclusiveDoubleClickMode: boolean;
  97673. /** @hidden */
  97674. _mirroredCameraPosition: Nullable<Vector3>;
  97675. /**
  97676. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  97677. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  97678. */
  97679. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  97680. /**
  97681. * Observable event triggered each time an keyboard event is received from the hosting window
  97682. */
  97683. onKeyboardObservable: Observable<KeyboardInfo>;
  97684. private _useRightHandedSystem;
  97685. /**
  97686. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  97687. */
  97688. useRightHandedSystem: boolean;
  97689. private _timeAccumulator;
  97690. private _currentStepId;
  97691. private _currentInternalStep;
  97692. /**
  97693. * Sets the step Id used by deterministic lock step
  97694. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97695. * @param newStepId defines the step Id
  97696. */
  97697. setStepId(newStepId: number): void;
  97698. /**
  97699. * Gets the step Id used by deterministic lock step
  97700. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97701. * @returns the step Id
  97702. */
  97703. getStepId(): number;
  97704. /**
  97705. * Gets the internal step used by deterministic lock step
  97706. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97707. * @returns the internal step
  97708. */
  97709. getInternalStep(): number;
  97710. private _fogEnabled;
  97711. /**
  97712. * Gets or sets a boolean indicating if fog is enabled on this scene
  97713. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97714. * (Default is true)
  97715. */
  97716. fogEnabled: boolean;
  97717. private _fogMode;
  97718. /**
  97719. * Gets or sets the fog mode to use
  97720. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97721. * | mode | value |
  97722. * | --- | --- |
  97723. * | FOGMODE_NONE | 0 |
  97724. * | FOGMODE_EXP | 1 |
  97725. * | FOGMODE_EXP2 | 2 |
  97726. * | FOGMODE_LINEAR | 3 |
  97727. */
  97728. fogMode: number;
  97729. /**
  97730. * Gets or sets the fog color to use
  97731. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97732. * (Default is Color3(0.2, 0.2, 0.3))
  97733. */
  97734. fogColor: Color3;
  97735. /**
  97736. * Gets or sets the fog density to use
  97737. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97738. * (Default is 0.1)
  97739. */
  97740. fogDensity: number;
  97741. /**
  97742. * Gets or sets the fog start distance to use
  97743. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97744. * (Default is 0)
  97745. */
  97746. fogStart: number;
  97747. /**
  97748. * Gets or sets the fog end distance to use
  97749. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97750. * (Default is 1000)
  97751. */
  97752. fogEnd: number;
  97753. private _shadowsEnabled;
  97754. /**
  97755. * Gets or sets a boolean indicating if shadows are enabled on this scene
  97756. */
  97757. shadowsEnabled: boolean;
  97758. private _lightsEnabled;
  97759. /**
  97760. * Gets or sets a boolean indicating if lights are enabled on this scene
  97761. */
  97762. lightsEnabled: boolean;
  97763. /** All of the active cameras added to this scene. */
  97764. activeCameras: Camera[];
  97765. /** @hidden */
  97766. _activeCamera: Nullable<Camera>;
  97767. /** Gets or sets the current active camera */
  97768. activeCamera: Nullable<Camera>;
  97769. private _defaultMaterial;
  97770. /** The default material used on meshes when no material is affected */
  97771. /** The default material used on meshes when no material is affected */
  97772. defaultMaterial: Material;
  97773. private _texturesEnabled;
  97774. /**
  97775. * Gets or sets a boolean indicating if textures are enabled on this scene
  97776. */
  97777. texturesEnabled: boolean;
  97778. /**
  97779. * Gets or sets a boolean indicating if particles are enabled on this scene
  97780. */
  97781. particlesEnabled: boolean;
  97782. /**
  97783. * Gets or sets a boolean indicating if sprites are enabled on this scene
  97784. */
  97785. spritesEnabled: boolean;
  97786. private _skeletonsEnabled;
  97787. /**
  97788. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  97789. */
  97790. skeletonsEnabled: boolean;
  97791. /**
  97792. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  97793. */
  97794. lensFlaresEnabled: boolean;
  97795. /**
  97796. * Gets or sets a boolean indicating if collisions are enabled on this scene
  97797. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  97798. */
  97799. collisionsEnabled: boolean;
  97800. private _collisionCoordinator;
  97801. /** @hidden */
  97802. readonly collisionCoordinator: ICollisionCoordinator;
  97803. /**
  97804. * Defines the gravity applied to this scene (used only for collisions)
  97805. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  97806. */
  97807. gravity: Vector3;
  97808. /**
  97809. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  97810. */
  97811. postProcessesEnabled: boolean;
  97812. /**
  97813. * The list of postprocesses added to the scene
  97814. */
  97815. postProcesses: PostProcess[];
  97816. /**
  97817. * Gets the current postprocess manager
  97818. */
  97819. postProcessManager: PostProcessManager;
  97820. /**
  97821. * Gets or sets a boolean indicating if render targets are enabled on this scene
  97822. */
  97823. renderTargetsEnabled: boolean;
  97824. /**
  97825. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  97826. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  97827. */
  97828. dumpNextRenderTargets: boolean;
  97829. /**
  97830. * The list of user defined render targets added to the scene
  97831. */
  97832. customRenderTargets: RenderTargetTexture[];
  97833. /**
  97834. * Defines if texture loading must be delayed
  97835. * If true, textures will only be loaded when they need to be rendered
  97836. */
  97837. useDelayedTextureLoading: boolean;
  97838. /**
  97839. * Gets the list of meshes imported to the scene through SceneLoader
  97840. */
  97841. importedMeshesFiles: String[];
  97842. /**
  97843. * Gets or sets a boolean indicating if probes are enabled on this scene
  97844. */
  97845. probesEnabled: boolean;
  97846. /**
  97847. * Gets or sets the current offline provider to use to store scene data
  97848. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  97849. */
  97850. offlineProvider: IOfflineProvider;
  97851. /**
  97852. * Gets or sets the action manager associated with the scene
  97853. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  97854. */
  97855. actionManager: AbstractActionManager;
  97856. private _meshesForIntersections;
  97857. /**
  97858. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  97859. */
  97860. proceduralTexturesEnabled: boolean;
  97861. private _engine;
  97862. private _totalVertices;
  97863. /** @hidden */
  97864. _activeIndices: PerfCounter;
  97865. /** @hidden */
  97866. _activeParticles: PerfCounter;
  97867. /** @hidden */
  97868. _activeBones: PerfCounter;
  97869. private _animationRatio;
  97870. /** @hidden */
  97871. _animationTimeLast: number;
  97872. /** @hidden */
  97873. _animationTime: number;
  97874. /**
  97875. * Gets or sets a general scale for animation speed
  97876. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  97877. */
  97878. animationTimeScale: number;
  97879. /** @hidden */
  97880. _cachedMaterial: Nullable<Material>;
  97881. /** @hidden */
  97882. _cachedEffect: Nullable<Effect>;
  97883. /** @hidden */
  97884. _cachedVisibility: Nullable<number>;
  97885. private _renderId;
  97886. private _frameId;
  97887. private _executeWhenReadyTimeoutId;
  97888. private _intermediateRendering;
  97889. private _viewUpdateFlag;
  97890. private _projectionUpdateFlag;
  97891. /** @hidden */
  97892. _toBeDisposed: Nullable<IDisposable>[];
  97893. private _activeRequests;
  97894. /** @hidden */
  97895. _pendingData: any[];
  97896. private _isDisposed;
  97897. /**
  97898. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  97899. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  97900. */
  97901. dispatchAllSubMeshesOfActiveMeshes: boolean;
  97902. private _activeMeshes;
  97903. private _processedMaterials;
  97904. private _renderTargets;
  97905. /** @hidden */
  97906. _activeParticleSystems: SmartArray<IParticleSystem>;
  97907. private _activeSkeletons;
  97908. private _softwareSkinnedMeshes;
  97909. private _renderingManager;
  97910. /** @hidden */
  97911. _activeAnimatables: Animatable[];
  97912. private _transformMatrix;
  97913. private _sceneUbo;
  97914. /** @hidden */
  97915. _viewMatrix: Matrix;
  97916. private _projectionMatrix;
  97917. /** @hidden */
  97918. _forcedViewPosition: Nullable<Vector3>;
  97919. /** @hidden */
  97920. _frustumPlanes: Plane[];
  97921. /**
  97922. * Gets the list of frustum planes (built from the active camera)
  97923. */
  97924. readonly frustumPlanes: Plane[];
  97925. /**
  97926. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  97927. * This is useful if there are more lights that the maximum simulteanous authorized
  97928. */
  97929. requireLightSorting: boolean;
  97930. /** @hidden */
  97931. readonly useMaterialMeshMap: boolean;
  97932. /** @hidden */
  97933. readonly useClonedMeshhMap: boolean;
  97934. private _externalData;
  97935. private _uid;
  97936. /**
  97937. * @hidden
  97938. * Backing store of defined scene components.
  97939. */
  97940. _components: ISceneComponent[];
  97941. /**
  97942. * @hidden
  97943. * Backing store of defined scene components.
  97944. */
  97945. _serializableComponents: ISceneSerializableComponent[];
  97946. /**
  97947. * List of components to register on the next registration step.
  97948. */
  97949. private _transientComponents;
  97950. /**
  97951. * Registers the transient components if needed.
  97952. */
  97953. private _registerTransientComponents;
  97954. /**
  97955. * @hidden
  97956. * Add a component to the scene.
  97957. * Note that the ccomponent could be registered on th next frame if this is called after
  97958. * the register component stage.
  97959. * @param component Defines the component to add to the scene
  97960. */
  97961. _addComponent(component: ISceneComponent): void;
  97962. /**
  97963. * @hidden
  97964. * Gets a component from the scene.
  97965. * @param name defines the name of the component to retrieve
  97966. * @returns the component or null if not present
  97967. */
  97968. _getComponent(name: string): Nullable<ISceneComponent>;
  97969. /**
  97970. * @hidden
  97971. * Defines the actions happening before camera updates.
  97972. */
  97973. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  97974. /**
  97975. * @hidden
  97976. * Defines the actions happening before clear the canvas.
  97977. */
  97978. _beforeClearStage: Stage<SimpleStageAction>;
  97979. /**
  97980. * @hidden
  97981. * Defines the actions when collecting render targets for the frame.
  97982. */
  97983. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  97984. /**
  97985. * @hidden
  97986. * Defines the actions happening for one camera in the frame.
  97987. */
  97988. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  97989. /**
  97990. * @hidden
  97991. * Defines the actions happening during the per mesh ready checks.
  97992. */
  97993. _isReadyForMeshStage: Stage<MeshStageAction>;
  97994. /**
  97995. * @hidden
  97996. * Defines the actions happening before evaluate active mesh checks.
  97997. */
  97998. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  97999. /**
  98000. * @hidden
  98001. * Defines the actions happening during the evaluate sub mesh checks.
  98002. */
  98003. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  98004. /**
  98005. * @hidden
  98006. * Defines the actions happening during the active mesh stage.
  98007. */
  98008. _activeMeshStage: Stage<ActiveMeshStageAction>;
  98009. /**
  98010. * @hidden
  98011. * Defines the actions happening during the per camera render target step.
  98012. */
  98013. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  98014. /**
  98015. * @hidden
  98016. * Defines the actions happening just before the active camera is drawing.
  98017. */
  98018. _beforeCameraDrawStage: Stage<CameraStageAction>;
  98019. /**
  98020. * @hidden
  98021. * Defines the actions happening just before a render target is drawing.
  98022. */
  98023. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  98024. /**
  98025. * @hidden
  98026. * Defines the actions happening just before a rendering group is drawing.
  98027. */
  98028. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  98029. /**
  98030. * @hidden
  98031. * Defines the actions happening just before a mesh is drawing.
  98032. */
  98033. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  98034. /**
  98035. * @hidden
  98036. * Defines the actions happening just after a mesh has been drawn.
  98037. */
  98038. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  98039. /**
  98040. * @hidden
  98041. * Defines the actions happening just after a rendering group has been drawn.
  98042. */
  98043. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  98044. /**
  98045. * @hidden
  98046. * Defines the actions happening just after the active camera has been drawn.
  98047. */
  98048. _afterCameraDrawStage: Stage<CameraStageAction>;
  98049. /**
  98050. * @hidden
  98051. * Defines the actions happening just after a render target has been drawn.
  98052. */
  98053. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  98054. /**
  98055. * @hidden
  98056. * Defines the actions happening just after rendering all cameras and computing intersections.
  98057. */
  98058. _afterRenderStage: Stage<SimpleStageAction>;
  98059. /**
  98060. * @hidden
  98061. * Defines the actions happening when a pointer move event happens.
  98062. */
  98063. _pointerMoveStage: Stage<PointerMoveStageAction>;
  98064. /**
  98065. * @hidden
  98066. * Defines the actions happening when a pointer down event happens.
  98067. */
  98068. _pointerDownStage: Stage<PointerUpDownStageAction>;
  98069. /**
  98070. * @hidden
  98071. * Defines the actions happening when a pointer up event happens.
  98072. */
  98073. _pointerUpStage: Stage<PointerUpDownStageAction>;
  98074. /**
  98075. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  98076. */
  98077. private geometriesByUniqueId;
  98078. /**
  98079. * Creates a new Scene
  98080. * @param engine defines the engine to use to render this scene
  98081. * @param options defines the scene options
  98082. */
  98083. constructor(engine: Engine, options?: SceneOptions);
  98084. /**
  98085. * Gets a string idenfifying the name of the class
  98086. * @returns "Scene" string
  98087. */
  98088. getClassName(): string;
  98089. private _defaultMeshCandidates;
  98090. /**
  98091. * @hidden
  98092. */
  98093. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  98094. private _defaultSubMeshCandidates;
  98095. /**
  98096. * @hidden
  98097. */
  98098. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  98099. /**
  98100. * Sets the default candidate providers for the scene.
  98101. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  98102. * and getCollidingSubMeshCandidates to their default function
  98103. */
  98104. setDefaultCandidateProviders(): void;
  98105. /**
  98106. * Gets the mesh that is currently under the pointer
  98107. */
  98108. readonly meshUnderPointer: Nullable<AbstractMesh>;
  98109. /**
  98110. * Gets or sets the current on-screen X position of the pointer
  98111. */
  98112. pointerX: number;
  98113. /**
  98114. * Gets or sets the current on-screen Y position of the pointer
  98115. */
  98116. pointerY: number;
  98117. /**
  98118. * Gets the cached material (ie. the latest rendered one)
  98119. * @returns the cached material
  98120. */
  98121. getCachedMaterial(): Nullable<Material>;
  98122. /**
  98123. * Gets the cached effect (ie. the latest rendered one)
  98124. * @returns the cached effect
  98125. */
  98126. getCachedEffect(): Nullable<Effect>;
  98127. /**
  98128. * Gets the cached visibility state (ie. the latest rendered one)
  98129. * @returns the cached visibility state
  98130. */
  98131. getCachedVisibility(): Nullable<number>;
  98132. /**
  98133. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  98134. * @param material defines the current material
  98135. * @param effect defines the current effect
  98136. * @param visibility defines the current visibility state
  98137. * @returns true if one parameter is not cached
  98138. */
  98139. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  98140. /**
  98141. * Gets the engine associated with the scene
  98142. * @returns an Engine
  98143. */
  98144. getEngine(): Engine;
  98145. /**
  98146. * Gets the total number of vertices rendered per frame
  98147. * @returns the total number of vertices rendered per frame
  98148. */
  98149. getTotalVertices(): number;
  98150. /**
  98151. * Gets the performance counter for total vertices
  98152. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  98153. */
  98154. readonly totalVerticesPerfCounter: PerfCounter;
  98155. /**
  98156. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  98157. * @returns the total number of active indices rendered per frame
  98158. */
  98159. getActiveIndices(): number;
  98160. /**
  98161. * Gets the performance counter for active indices
  98162. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  98163. */
  98164. readonly totalActiveIndicesPerfCounter: PerfCounter;
  98165. /**
  98166. * Gets the total number of active particles rendered per frame
  98167. * @returns the total number of active particles rendered per frame
  98168. */
  98169. getActiveParticles(): number;
  98170. /**
  98171. * Gets the performance counter for active particles
  98172. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  98173. */
  98174. readonly activeParticlesPerfCounter: PerfCounter;
  98175. /**
  98176. * Gets the total number of active bones rendered per frame
  98177. * @returns the total number of active bones rendered per frame
  98178. */
  98179. getActiveBones(): number;
  98180. /**
  98181. * Gets the performance counter for active bones
  98182. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  98183. */
  98184. readonly activeBonesPerfCounter: PerfCounter;
  98185. /**
  98186. * Gets the array of active meshes
  98187. * @returns an array of AbstractMesh
  98188. */
  98189. getActiveMeshes(): SmartArray<AbstractMesh>;
  98190. /**
  98191. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  98192. * @returns a number
  98193. */
  98194. getAnimationRatio(): number;
  98195. /**
  98196. * Gets an unique Id for the current render phase
  98197. * @returns a number
  98198. */
  98199. getRenderId(): number;
  98200. /**
  98201. * Gets an unique Id for the current frame
  98202. * @returns a number
  98203. */
  98204. getFrameId(): number;
  98205. /** Call this function if you want to manually increment the render Id*/
  98206. incrementRenderId(): void;
  98207. private _createUbo;
  98208. /**
  98209. * Use this method to simulate a pointer move on a mesh
  98210. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  98211. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  98212. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  98213. * @returns the current scene
  98214. */
  98215. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  98216. /**
  98217. * Use this method to simulate a pointer down on a mesh
  98218. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  98219. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  98220. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  98221. * @returns the current scene
  98222. */
  98223. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  98224. /**
  98225. * Use this method to simulate a pointer up on a mesh
  98226. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  98227. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  98228. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  98229. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  98230. * @returns the current scene
  98231. */
  98232. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  98233. /**
  98234. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  98235. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  98236. * @returns true if the pointer was captured
  98237. */
  98238. isPointerCaptured(pointerId?: number): boolean;
  98239. /**
  98240. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  98241. * @param attachUp defines if you want to attach events to pointerup
  98242. * @param attachDown defines if you want to attach events to pointerdown
  98243. * @param attachMove defines if you want to attach events to pointermove
  98244. */
  98245. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  98246. /** Detaches all event handlers*/
  98247. detachControl(): void;
  98248. /**
  98249. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  98250. * Delay loaded resources are not taking in account
  98251. * @return true if all required resources are ready
  98252. */
  98253. isReady(): boolean;
  98254. /** Resets all cached information relative to material (including effect and visibility) */
  98255. resetCachedMaterial(): void;
  98256. /**
  98257. * Registers a function to be called before every frame render
  98258. * @param func defines the function to register
  98259. */
  98260. registerBeforeRender(func: () => void): void;
  98261. /**
  98262. * Unregisters a function called before every frame render
  98263. * @param func defines the function to unregister
  98264. */
  98265. unregisterBeforeRender(func: () => void): void;
  98266. /**
  98267. * Registers a function to be called after every frame render
  98268. * @param func defines the function to register
  98269. */
  98270. registerAfterRender(func: () => void): void;
  98271. /**
  98272. * Unregisters a function called after every frame render
  98273. * @param func defines the function to unregister
  98274. */
  98275. unregisterAfterRender(func: () => void): void;
  98276. private _executeOnceBeforeRender;
  98277. /**
  98278. * The provided function will run before render once and will be disposed afterwards.
  98279. * A timeout delay can be provided so that the function will be executed in N ms.
  98280. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  98281. * @param func The function to be executed.
  98282. * @param timeout optional delay in ms
  98283. */
  98284. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  98285. /** @hidden */
  98286. _addPendingData(data: any): void;
  98287. /** @hidden */
  98288. _removePendingData(data: any): void;
  98289. /**
  98290. * Returns the number of items waiting to be loaded
  98291. * @returns the number of items waiting to be loaded
  98292. */
  98293. getWaitingItemsCount(): number;
  98294. /**
  98295. * Returns a boolean indicating if the scene is still loading data
  98296. */
  98297. readonly isLoading: boolean;
  98298. /**
  98299. * Registers a function to be executed when the scene is ready
  98300. * @param {Function} func - the function to be executed
  98301. */
  98302. executeWhenReady(func: () => void): void;
  98303. /**
  98304. * Returns a promise that resolves when the scene is ready
  98305. * @returns A promise that resolves when the scene is ready
  98306. */
  98307. whenReadyAsync(): Promise<void>;
  98308. /** @hidden */
  98309. _checkIsReady(): void;
  98310. /**
  98311. * Gets all animatable attached to the scene
  98312. */
  98313. readonly animatables: Animatable[];
  98314. /**
  98315. * Resets the last animation time frame.
  98316. * Useful to override when animations start running when loading a scene for the first time.
  98317. */
  98318. resetLastAnimationTimeFrame(): void;
  98319. /**
  98320. * Gets the current view matrix
  98321. * @returns a Matrix
  98322. */
  98323. getViewMatrix(): Matrix;
  98324. /**
  98325. * Gets the current projection matrix
  98326. * @returns a Matrix
  98327. */
  98328. getProjectionMatrix(): Matrix;
  98329. /**
  98330. * Gets the current transform matrix
  98331. * @returns a Matrix made of View * Projection
  98332. */
  98333. getTransformMatrix(): Matrix;
  98334. /**
  98335. * Sets the current transform matrix
  98336. * @param viewL defines the View matrix to use
  98337. * @param projectionL defines the Projection matrix to use
  98338. * @param viewR defines the right View matrix to use (if provided)
  98339. * @param projectionR defines the right Projection matrix to use (if provided)
  98340. */
  98341. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  98342. /**
  98343. * Gets the uniform buffer used to store scene data
  98344. * @returns a UniformBuffer
  98345. */
  98346. getSceneUniformBuffer(): UniformBuffer;
  98347. /**
  98348. * Gets an unique (relatively to the current scene) Id
  98349. * @returns an unique number for the scene
  98350. */
  98351. getUniqueId(): number;
  98352. /**
  98353. * Add a mesh to the list of scene's meshes
  98354. * @param newMesh defines the mesh to add
  98355. * @param recursive if all child meshes should also be added to the scene
  98356. */
  98357. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  98358. /**
  98359. * Remove a mesh for the list of scene's meshes
  98360. * @param toRemove defines the mesh to remove
  98361. * @param recursive if all child meshes should also be removed from the scene
  98362. * @returns the index where the mesh was in the mesh list
  98363. */
  98364. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  98365. /**
  98366. * Add a transform node to the list of scene's transform nodes
  98367. * @param newTransformNode defines the transform node to add
  98368. */
  98369. addTransformNode(newTransformNode: TransformNode): void;
  98370. /**
  98371. * Remove a transform node for the list of scene's transform nodes
  98372. * @param toRemove defines the transform node to remove
  98373. * @returns the index where the transform node was in the transform node list
  98374. */
  98375. removeTransformNode(toRemove: TransformNode): number;
  98376. /**
  98377. * Remove a skeleton for the list of scene's skeletons
  98378. * @param toRemove defines the skeleton to remove
  98379. * @returns the index where the skeleton was in the skeleton list
  98380. */
  98381. removeSkeleton(toRemove: Skeleton): number;
  98382. /**
  98383. * Remove a morph target for the list of scene's morph targets
  98384. * @param toRemove defines the morph target to remove
  98385. * @returns the index where the morph target was in the morph target list
  98386. */
  98387. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  98388. /**
  98389. * Remove a light for the list of scene's lights
  98390. * @param toRemove defines the light to remove
  98391. * @returns the index where the light was in the light list
  98392. */
  98393. removeLight(toRemove: Light): number;
  98394. /**
  98395. * Remove a camera for the list of scene's cameras
  98396. * @param toRemove defines the camera to remove
  98397. * @returns the index where the camera was in the camera list
  98398. */
  98399. removeCamera(toRemove: Camera): number;
  98400. /**
  98401. * Remove a particle system for the list of scene's particle systems
  98402. * @param toRemove defines the particle system to remove
  98403. * @returns the index where the particle system was in the particle system list
  98404. */
  98405. removeParticleSystem(toRemove: IParticleSystem): number;
  98406. /**
  98407. * Remove a animation for the list of scene's animations
  98408. * @param toRemove defines the animation to remove
  98409. * @returns the index where the animation was in the animation list
  98410. */
  98411. removeAnimation(toRemove: Animation): number;
  98412. /**
  98413. * Will stop the animation of the given target
  98414. * @param target - the target
  98415. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  98416. * @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)
  98417. */
  98418. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  98419. /**
  98420. * Removes the given animation group from this scene.
  98421. * @param toRemove The animation group to remove
  98422. * @returns The index of the removed animation group
  98423. */
  98424. removeAnimationGroup(toRemove: AnimationGroup): number;
  98425. /**
  98426. * Removes the given multi-material from this scene.
  98427. * @param toRemove The multi-material to remove
  98428. * @returns The index of the removed multi-material
  98429. */
  98430. removeMultiMaterial(toRemove: MultiMaterial): number;
  98431. /**
  98432. * Removes the given material from this scene.
  98433. * @param toRemove The material to remove
  98434. * @returns The index of the removed material
  98435. */
  98436. removeMaterial(toRemove: Material): number;
  98437. /**
  98438. * Removes the given action manager from this scene.
  98439. * @param toRemove The action manager to remove
  98440. * @returns The index of the removed action manager
  98441. */
  98442. removeActionManager(toRemove: AbstractActionManager): number;
  98443. /**
  98444. * Removes the given texture from this scene.
  98445. * @param toRemove The texture to remove
  98446. * @returns The index of the removed texture
  98447. */
  98448. removeTexture(toRemove: BaseTexture): number;
  98449. /**
  98450. * Adds the given light to this scene
  98451. * @param newLight The light to add
  98452. */
  98453. addLight(newLight: Light): void;
  98454. /**
  98455. * Sorts the list list based on light priorities
  98456. */
  98457. sortLightsByPriority(): void;
  98458. /**
  98459. * Adds the given camera to this scene
  98460. * @param newCamera The camera to add
  98461. */
  98462. addCamera(newCamera: Camera): void;
  98463. /**
  98464. * Adds the given skeleton to this scene
  98465. * @param newSkeleton The skeleton to add
  98466. */
  98467. addSkeleton(newSkeleton: Skeleton): void;
  98468. /**
  98469. * Adds the given particle system to this scene
  98470. * @param newParticleSystem The particle system to add
  98471. */
  98472. addParticleSystem(newParticleSystem: IParticleSystem): void;
  98473. /**
  98474. * Adds the given animation to this scene
  98475. * @param newAnimation The animation to add
  98476. */
  98477. addAnimation(newAnimation: Animation): void;
  98478. /**
  98479. * Adds the given animation group to this scene.
  98480. * @param newAnimationGroup The animation group to add
  98481. */
  98482. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  98483. /**
  98484. * Adds the given multi-material to this scene
  98485. * @param newMultiMaterial The multi-material to add
  98486. */
  98487. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  98488. /**
  98489. * Adds the given material to this scene
  98490. * @param newMaterial The material to add
  98491. */
  98492. addMaterial(newMaterial: Material): void;
  98493. /**
  98494. * Adds the given morph target to this scene
  98495. * @param newMorphTargetManager The morph target to add
  98496. */
  98497. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  98498. /**
  98499. * Adds the given geometry to this scene
  98500. * @param newGeometry The geometry to add
  98501. */
  98502. addGeometry(newGeometry: Geometry): void;
  98503. /**
  98504. * Adds the given action manager to this scene
  98505. * @param newActionManager The action manager to add
  98506. */
  98507. addActionManager(newActionManager: AbstractActionManager): void;
  98508. /**
  98509. * Adds the given texture to this scene.
  98510. * @param newTexture The texture to add
  98511. */
  98512. addTexture(newTexture: BaseTexture): void;
  98513. /**
  98514. * Switch active camera
  98515. * @param newCamera defines the new active camera
  98516. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  98517. */
  98518. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  98519. /**
  98520. * sets the active camera of the scene using its ID
  98521. * @param id defines the camera's ID
  98522. * @return the new active camera or null if none found.
  98523. */
  98524. setActiveCameraByID(id: string): Nullable<Camera>;
  98525. /**
  98526. * sets the active camera of the scene using its name
  98527. * @param name defines the camera's name
  98528. * @returns the new active camera or null if none found.
  98529. */
  98530. setActiveCameraByName(name: string): Nullable<Camera>;
  98531. /**
  98532. * get an animation group using its name
  98533. * @param name defines the material's name
  98534. * @return the animation group or null if none found.
  98535. */
  98536. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  98537. /**
  98538. * Get a material using its unique id
  98539. * @param uniqueId defines the material's unique id
  98540. * @return the material or null if none found.
  98541. */
  98542. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  98543. /**
  98544. * get a material using its id
  98545. * @param id defines the material's ID
  98546. * @return the material or null if none found.
  98547. */
  98548. getMaterialByID(id: string): Nullable<Material>;
  98549. /**
  98550. * Gets a the last added material using a given id
  98551. * @param id defines the material's ID
  98552. * @return the last material with the given id or null if none found.
  98553. */
  98554. getLastMaterialByID(id: string): Nullable<Material>;
  98555. /**
  98556. * Gets a material using its name
  98557. * @param name defines the material's name
  98558. * @return the material or null if none found.
  98559. */
  98560. getMaterialByName(name: string): Nullable<Material>;
  98561. /**
  98562. * Get a texture using its unique id
  98563. * @param uniqueId defines the texture's unique id
  98564. * @return the texture or null if none found.
  98565. */
  98566. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  98567. /**
  98568. * Gets a camera using its id
  98569. * @param id defines the id to look for
  98570. * @returns the camera or null if not found
  98571. */
  98572. getCameraByID(id: string): Nullable<Camera>;
  98573. /**
  98574. * Gets a camera using its unique id
  98575. * @param uniqueId defines the unique id to look for
  98576. * @returns the camera or null if not found
  98577. */
  98578. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  98579. /**
  98580. * Gets a camera using its name
  98581. * @param name defines the camera's name
  98582. * @return the camera or null if none found.
  98583. */
  98584. getCameraByName(name: string): Nullable<Camera>;
  98585. /**
  98586. * Gets a bone using its id
  98587. * @param id defines the bone's id
  98588. * @return the bone or null if not found
  98589. */
  98590. getBoneByID(id: string): Nullable<Bone>;
  98591. /**
  98592. * Gets a bone using its id
  98593. * @param name defines the bone's name
  98594. * @return the bone or null if not found
  98595. */
  98596. getBoneByName(name: string): Nullable<Bone>;
  98597. /**
  98598. * Gets a light node using its name
  98599. * @param name defines the the light's name
  98600. * @return the light or null if none found.
  98601. */
  98602. getLightByName(name: string): Nullable<Light>;
  98603. /**
  98604. * Gets a light node using its id
  98605. * @param id defines the light's id
  98606. * @return the light or null if none found.
  98607. */
  98608. getLightByID(id: string): Nullable<Light>;
  98609. /**
  98610. * Gets a light node using its scene-generated unique ID
  98611. * @param uniqueId defines the light's unique id
  98612. * @return the light or null if none found.
  98613. */
  98614. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  98615. /**
  98616. * Gets a particle system by id
  98617. * @param id defines the particle system id
  98618. * @return the corresponding system or null if none found
  98619. */
  98620. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  98621. /**
  98622. * Gets a geometry using its ID
  98623. * @param id defines the geometry's id
  98624. * @return the geometry or null if none found.
  98625. */
  98626. getGeometryByID(id: string): Nullable<Geometry>;
  98627. private _getGeometryByUniqueID;
  98628. /**
  98629. * Add a new geometry to this scene
  98630. * @param geometry defines the geometry to be added to the scene.
  98631. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  98632. * @return a boolean defining if the geometry was added or not
  98633. */
  98634. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  98635. /**
  98636. * Removes an existing geometry
  98637. * @param geometry defines the geometry to be removed from the scene
  98638. * @return a boolean defining if the geometry was removed or not
  98639. */
  98640. removeGeometry(geometry: Geometry): boolean;
  98641. /**
  98642. * Gets the list of geometries attached to the scene
  98643. * @returns an array of Geometry
  98644. */
  98645. getGeometries(): Geometry[];
  98646. /**
  98647. * Gets the first added mesh found of a given ID
  98648. * @param id defines the id to search for
  98649. * @return the mesh found or null if not found at all
  98650. */
  98651. getMeshByID(id: string): Nullable<AbstractMesh>;
  98652. /**
  98653. * Gets a list of meshes using their id
  98654. * @param id defines the id to search for
  98655. * @returns a list of meshes
  98656. */
  98657. getMeshesByID(id: string): Array<AbstractMesh>;
  98658. /**
  98659. * Gets the first added transform node found of a given ID
  98660. * @param id defines the id to search for
  98661. * @return the found transform node or null if not found at all.
  98662. */
  98663. getTransformNodeByID(id: string): Nullable<TransformNode>;
  98664. /**
  98665. * Gets a transform node with its auto-generated unique id
  98666. * @param uniqueId efines the unique id to search for
  98667. * @return the found transform node or null if not found at all.
  98668. */
  98669. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  98670. /**
  98671. * Gets a list of transform nodes using their id
  98672. * @param id defines the id to search for
  98673. * @returns a list of transform nodes
  98674. */
  98675. getTransformNodesByID(id: string): Array<TransformNode>;
  98676. /**
  98677. * Gets a mesh with its auto-generated unique id
  98678. * @param uniqueId defines the unique id to search for
  98679. * @return the found mesh or null if not found at all.
  98680. */
  98681. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  98682. /**
  98683. * Gets a the last added mesh using a given id
  98684. * @param id defines the id to search for
  98685. * @return the found mesh or null if not found at all.
  98686. */
  98687. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  98688. /**
  98689. * Gets a the last added node (Mesh, Camera, Light) using a given id
  98690. * @param id defines the id to search for
  98691. * @return the found node or null if not found at all
  98692. */
  98693. getLastEntryByID(id: string): Nullable<Node>;
  98694. /**
  98695. * Gets a node (Mesh, Camera, Light) using a given id
  98696. * @param id defines the id to search for
  98697. * @return the found node or null if not found at all
  98698. */
  98699. getNodeByID(id: string): Nullable<Node>;
  98700. /**
  98701. * Gets a node (Mesh, Camera, Light) using a given name
  98702. * @param name defines the name to search for
  98703. * @return the found node or null if not found at all.
  98704. */
  98705. getNodeByName(name: string): Nullable<Node>;
  98706. /**
  98707. * Gets a mesh using a given name
  98708. * @param name defines the name to search for
  98709. * @return the found mesh or null if not found at all.
  98710. */
  98711. getMeshByName(name: string): Nullable<AbstractMesh>;
  98712. /**
  98713. * Gets a transform node using a given name
  98714. * @param name defines the name to search for
  98715. * @return the found transform node or null if not found at all.
  98716. */
  98717. getTransformNodeByName(name: string): Nullable<TransformNode>;
  98718. /**
  98719. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  98720. * @param id defines the id to search for
  98721. * @return the found skeleton or null if not found at all.
  98722. */
  98723. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  98724. /**
  98725. * Gets a skeleton using a given auto generated unique id
  98726. * @param uniqueId defines the unique id to search for
  98727. * @return the found skeleton or null if not found at all.
  98728. */
  98729. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  98730. /**
  98731. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  98732. * @param id defines the id to search for
  98733. * @return the found skeleton or null if not found at all.
  98734. */
  98735. getSkeletonById(id: string): Nullable<Skeleton>;
  98736. /**
  98737. * Gets a skeleton using a given name
  98738. * @param name defines the name to search for
  98739. * @return the found skeleton or null if not found at all.
  98740. */
  98741. getSkeletonByName(name: string): Nullable<Skeleton>;
  98742. /**
  98743. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  98744. * @param id defines the id to search for
  98745. * @return the found morph target manager or null if not found at all.
  98746. */
  98747. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  98748. /**
  98749. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  98750. * @param id defines the id to search for
  98751. * @return the found morph target or null if not found at all.
  98752. */
  98753. getMorphTargetById(id: string): Nullable<MorphTarget>;
  98754. /**
  98755. * Gets a boolean indicating if the given mesh is active
  98756. * @param mesh defines the mesh to look for
  98757. * @returns true if the mesh is in the active list
  98758. */
  98759. isActiveMesh(mesh: AbstractMesh): boolean;
  98760. /**
  98761. * Return a unique id as a string which can serve as an identifier for the scene
  98762. */
  98763. readonly uid: string;
  98764. /**
  98765. * Add an externaly attached data from its key.
  98766. * This method call will fail and return false, if such key already exists.
  98767. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  98768. * @param key the unique key that identifies the data
  98769. * @param data the data object to associate to the key for this Engine instance
  98770. * @return true if no such key were already present and the data was added successfully, false otherwise
  98771. */
  98772. addExternalData<T>(key: string, data: T): boolean;
  98773. /**
  98774. * Get an externaly attached data from its key
  98775. * @param key the unique key that identifies the data
  98776. * @return the associated data, if present (can be null), or undefined if not present
  98777. */
  98778. getExternalData<T>(key: string): Nullable<T>;
  98779. /**
  98780. * Get an externaly attached data from its key, create it using a factory if it's not already present
  98781. * @param key the unique key that identifies the data
  98782. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  98783. * @return the associated data, can be null if the factory returned null.
  98784. */
  98785. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  98786. /**
  98787. * Remove an externaly attached data from the Engine instance
  98788. * @param key the unique key that identifies the data
  98789. * @return true if the data was successfully removed, false if it doesn't exist
  98790. */
  98791. removeExternalData(key: string): boolean;
  98792. private _evaluateSubMesh;
  98793. /**
  98794. * Clear the processed materials smart array preventing retention point in material dispose.
  98795. */
  98796. freeProcessedMaterials(): void;
  98797. private _preventFreeActiveMeshesAndRenderingGroups;
  98798. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  98799. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  98800. * when disposing several meshes in a row or a hierarchy of meshes.
  98801. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  98802. */
  98803. blockfreeActiveMeshesAndRenderingGroups: boolean;
  98804. /**
  98805. * Clear the active meshes smart array preventing retention point in mesh dispose.
  98806. */
  98807. freeActiveMeshes(): void;
  98808. /**
  98809. * Clear the info related to rendering groups preventing retention points during dispose.
  98810. */
  98811. freeRenderingGroups(): void;
  98812. /** @hidden */
  98813. _isInIntermediateRendering(): boolean;
  98814. /**
  98815. * Lambda returning the list of potentially active meshes.
  98816. */
  98817. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  98818. /**
  98819. * Lambda returning the list of potentially active sub meshes.
  98820. */
  98821. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  98822. /**
  98823. * Lambda returning the list of potentially intersecting sub meshes.
  98824. */
  98825. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  98826. /**
  98827. * Lambda returning the list of potentially colliding sub meshes.
  98828. */
  98829. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  98830. private _activeMeshesFrozen;
  98831. /**
  98832. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  98833. * @returns the current scene
  98834. */
  98835. freezeActiveMeshes(): Scene;
  98836. /**
  98837. * Use this function to restart evaluating active meshes on every frame
  98838. * @returns the current scene
  98839. */
  98840. unfreezeActiveMeshes(): Scene;
  98841. private _evaluateActiveMeshes;
  98842. private _activeMesh;
  98843. /**
  98844. * Update the transform matrix to update from the current active camera
  98845. * @param force defines a boolean used to force the update even if cache is up to date
  98846. */
  98847. updateTransformMatrix(force?: boolean): void;
  98848. private _bindFrameBuffer;
  98849. /** @hidden */
  98850. _allowPostProcessClearColor: boolean;
  98851. /** @hidden */
  98852. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  98853. private _processSubCameras;
  98854. private _checkIntersections;
  98855. /** @hidden */
  98856. _advancePhysicsEngineStep(step: number): void;
  98857. /**
  98858. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  98859. */
  98860. getDeterministicFrameTime: () => number;
  98861. /** @hidden */
  98862. _animate(): void;
  98863. /** Execute all animations (for a frame) */
  98864. animate(): void;
  98865. /**
  98866. * Render the scene
  98867. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  98868. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  98869. */
  98870. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  98871. /**
  98872. * Freeze all materials
  98873. * A frozen material will not be updatable but should be faster to render
  98874. */
  98875. freezeMaterials(): void;
  98876. /**
  98877. * Unfreeze all materials
  98878. * A frozen material will not be updatable but should be faster to render
  98879. */
  98880. unfreezeMaterials(): void;
  98881. /**
  98882. * Releases all held ressources
  98883. */
  98884. dispose(): void;
  98885. /**
  98886. * Gets if the scene is already disposed
  98887. */
  98888. readonly isDisposed: boolean;
  98889. /**
  98890. * Call this function to reduce memory footprint of the scene.
  98891. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  98892. */
  98893. clearCachedVertexData(): void;
  98894. /**
  98895. * This function will remove the local cached buffer data from texture.
  98896. * It will save memory but will prevent the texture from being rebuilt
  98897. */
  98898. cleanCachedTextureBuffer(): void;
  98899. /**
  98900. * Get the world extend vectors with an optional filter
  98901. *
  98902. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  98903. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  98904. */
  98905. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  98906. min: Vector3;
  98907. max: Vector3;
  98908. };
  98909. /**
  98910. * Creates a ray that can be used to pick in the scene
  98911. * @param x defines the x coordinate of the origin (on-screen)
  98912. * @param y defines the y coordinate of the origin (on-screen)
  98913. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  98914. * @param camera defines the camera to use for the picking
  98915. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  98916. * @returns a Ray
  98917. */
  98918. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  98919. /**
  98920. * Creates a ray that can be used to pick in the scene
  98921. * @param x defines the x coordinate of the origin (on-screen)
  98922. * @param y defines the y coordinate of the origin (on-screen)
  98923. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  98924. * @param result defines the ray where to store the picking ray
  98925. * @param camera defines the camera to use for the picking
  98926. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  98927. * @returns the current scene
  98928. */
  98929. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  98930. /**
  98931. * Creates a ray that can be used to pick in the scene
  98932. * @param x defines the x coordinate of the origin (on-screen)
  98933. * @param y defines the y coordinate of the origin (on-screen)
  98934. * @param camera defines the camera to use for the picking
  98935. * @returns a Ray
  98936. */
  98937. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  98938. /**
  98939. * Creates a ray that can be used to pick in the scene
  98940. * @param x defines the x coordinate of the origin (on-screen)
  98941. * @param y defines the y coordinate of the origin (on-screen)
  98942. * @param result defines the ray where to store the picking ray
  98943. * @param camera defines the camera to use for the picking
  98944. * @returns the current scene
  98945. */
  98946. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  98947. /** Launch a ray to try to pick a mesh in the scene
  98948. * @param x position on screen
  98949. * @param y position on screen
  98950. * @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
  98951. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  98952. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  98953. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98954. * @returns a PickingInfo
  98955. */
  98956. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  98957. /** Use the given ray to pick a mesh in the scene
  98958. * @param ray The ray to use to pick meshes
  98959. * @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
  98960. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  98961. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98962. * @returns a PickingInfo
  98963. */
  98964. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  98965. /**
  98966. * Launch a ray to try to pick a mesh in the scene
  98967. * @param x X position on screen
  98968. * @param y Y position on screen
  98969. * @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
  98970. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  98971. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98972. * @returns an array of PickingInfo
  98973. */
  98974. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  98975. /**
  98976. * Launch a ray to try to pick a mesh in the scene
  98977. * @param ray Ray to use
  98978. * @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
  98979. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98980. * @returns an array of PickingInfo
  98981. */
  98982. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  98983. /**
  98984. * Force the value of meshUnderPointer
  98985. * @param mesh defines the mesh to use
  98986. */
  98987. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  98988. /**
  98989. * Gets the mesh under the pointer
  98990. * @returns a Mesh or null if no mesh is under the pointer
  98991. */
  98992. getPointerOverMesh(): Nullable<AbstractMesh>;
  98993. /** @hidden */
  98994. _rebuildGeometries(): void;
  98995. /** @hidden */
  98996. _rebuildTextures(): void;
  98997. private _getByTags;
  98998. /**
  98999. * Get a list of meshes by tags
  99000. * @param tagsQuery defines the tags query to use
  99001. * @param forEach defines a predicate used to filter results
  99002. * @returns an array of Mesh
  99003. */
  99004. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  99005. /**
  99006. * Get a list of cameras by tags
  99007. * @param tagsQuery defines the tags query to use
  99008. * @param forEach defines a predicate used to filter results
  99009. * @returns an array of Camera
  99010. */
  99011. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  99012. /**
  99013. * Get a list of lights by tags
  99014. * @param tagsQuery defines the tags query to use
  99015. * @param forEach defines a predicate used to filter results
  99016. * @returns an array of Light
  99017. */
  99018. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  99019. /**
  99020. * Get a list of materials by tags
  99021. * @param tagsQuery defines the tags query to use
  99022. * @param forEach defines a predicate used to filter results
  99023. * @returns an array of Material
  99024. */
  99025. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  99026. /**
  99027. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  99028. * This allowed control for front to back rendering or reversly depending of the special needs.
  99029. *
  99030. * @param renderingGroupId The rendering group id corresponding to its index
  99031. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  99032. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  99033. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  99034. */
  99035. 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;
  99036. /**
  99037. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  99038. *
  99039. * @param renderingGroupId The rendering group id corresponding to its index
  99040. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  99041. * @param depth Automatically clears depth between groups if true and autoClear is true.
  99042. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  99043. */
  99044. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  99045. /**
  99046. * Gets the current auto clear configuration for one rendering group of the rendering
  99047. * manager.
  99048. * @param index the rendering group index to get the information for
  99049. * @returns The auto clear setup for the requested rendering group
  99050. */
  99051. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  99052. private _blockMaterialDirtyMechanism;
  99053. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  99054. blockMaterialDirtyMechanism: boolean;
  99055. /**
  99056. * Will flag all materials as dirty to trigger new shader compilation
  99057. * @param flag defines the flag used to specify which material part must be marked as dirty
  99058. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  99059. */
  99060. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  99061. /** @hidden */
  99062. _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;
  99063. /** @hidden */
  99064. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  99065. }
  99066. }
  99067. declare module BABYLON {
  99068. /**
  99069. * Set of assets to keep when moving a scene into an asset container.
  99070. */
  99071. export class KeepAssets extends AbstractScene {
  99072. }
  99073. /**
  99074. * Container with a set of assets that can be added or removed from a scene.
  99075. */
  99076. export class AssetContainer extends AbstractScene {
  99077. /**
  99078. * The scene the AssetContainer belongs to.
  99079. */
  99080. scene: Scene;
  99081. /**
  99082. * Instantiates an AssetContainer.
  99083. * @param scene The scene the AssetContainer belongs to.
  99084. */
  99085. constructor(scene: Scene);
  99086. /**
  99087. * Adds all the assets from the container to the scene.
  99088. */
  99089. addAllToScene(): void;
  99090. /**
  99091. * Removes all the assets in the container from the scene
  99092. */
  99093. removeAllFromScene(): void;
  99094. /**
  99095. * Disposes all the assets in the container
  99096. */
  99097. dispose(): void;
  99098. private _moveAssets;
  99099. /**
  99100. * Removes all the assets contained in the scene and adds them to the container.
  99101. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  99102. */
  99103. moveAllFromScene(keepAssets?: KeepAssets): void;
  99104. /**
  99105. * 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.
  99106. * @returns the root mesh
  99107. */
  99108. createRootMesh(): Mesh;
  99109. }
  99110. }
  99111. declare module BABYLON {
  99112. /**
  99113. * Defines how the parser contract is defined.
  99114. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  99115. */
  99116. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  99117. /**
  99118. * Defines how the individual parser contract is defined.
  99119. * These parser can parse an individual asset
  99120. */
  99121. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  99122. /**
  99123. * Base class of the scene acting as a container for the different elements composing a scene.
  99124. * This class is dynamically extended by the different components of the scene increasing
  99125. * flexibility and reducing coupling
  99126. */
  99127. export abstract class AbstractScene {
  99128. /**
  99129. * Stores the list of available parsers in the application.
  99130. */
  99131. private static _BabylonFileParsers;
  99132. /**
  99133. * Stores the list of available individual parsers in the application.
  99134. */
  99135. private static _IndividualBabylonFileParsers;
  99136. /**
  99137. * Adds a parser in the list of available ones
  99138. * @param name Defines the name of the parser
  99139. * @param parser Defines the parser to add
  99140. */
  99141. static AddParser(name: string, parser: BabylonFileParser): void;
  99142. /**
  99143. * Gets a general parser from the list of avaialble ones
  99144. * @param name Defines the name of the parser
  99145. * @returns the requested parser or null
  99146. */
  99147. static GetParser(name: string): Nullable<BabylonFileParser>;
  99148. /**
  99149. * Adds n individual parser in the list of available ones
  99150. * @param name Defines the name of the parser
  99151. * @param parser Defines the parser to add
  99152. */
  99153. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  99154. /**
  99155. * Gets an individual parser from the list of avaialble ones
  99156. * @param name Defines the name of the parser
  99157. * @returns the requested parser or null
  99158. */
  99159. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  99160. /**
  99161. * Parser json data and populate both a scene and its associated container object
  99162. * @param jsonData Defines the data to parse
  99163. * @param scene Defines the scene to parse the data for
  99164. * @param container Defines the container attached to the parsing sequence
  99165. * @param rootUrl Defines the root url of the data
  99166. */
  99167. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  99168. /**
  99169. * Gets the list of root nodes (ie. nodes with no parent)
  99170. */
  99171. rootNodes: Node[];
  99172. /** All of the cameras added to this scene
  99173. * @see http://doc.babylonjs.com/babylon101/cameras
  99174. */
  99175. cameras: Camera[];
  99176. /**
  99177. * All of the lights added to this scene
  99178. * @see http://doc.babylonjs.com/babylon101/lights
  99179. */
  99180. lights: Light[];
  99181. /**
  99182. * All of the (abstract) meshes added to this scene
  99183. */
  99184. meshes: AbstractMesh[];
  99185. /**
  99186. * The list of skeletons added to the scene
  99187. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  99188. */
  99189. skeletons: Skeleton[];
  99190. /**
  99191. * All of the particle systems added to this scene
  99192. * @see http://doc.babylonjs.com/babylon101/particles
  99193. */
  99194. particleSystems: IParticleSystem[];
  99195. /**
  99196. * Gets a list of Animations associated with the scene
  99197. */
  99198. animations: Animation[];
  99199. /**
  99200. * All of the animation groups added to this scene
  99201. * @see http://doc.babylonjs.com/how_to/group
  99202. */
  99203. animationGroups: AnimationGroup[];
  99204. /**
  99205. * All of the multi-materials added to this scene
  99206. * @see http://doc.babylonjs.com/how_to/multi_materials
  99207. */
  99208. multiMaterials: MultiMaterial[];
  99209. /**
  99210. * All of the materials added to this scene
  99211. * In the context of a Scene, it is not supposed to be modified manually.
  99212. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  99213. * Note also that the order of the Material wihin the array is not significant and might change.
  99214. * @see http://doc.babylonjs.com/babylon101/materials
  99215. */
  99216. materials: Material[];
  99217. /**
  99218. * The list of morph target managers added to the scene
  99219. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  99220. */
  99221. morphTargetManagers: MorphTargetManager[];
  99222. /**
  99223. * The list of geometries used in the scene.
  99224. */
  99225. geometries: Geometry[];
  99226. /**
  99227. * All of the tranform nodes added to this scene
  99228. * In the context of a Scene, it is not supposed to be modified manually.
  99229. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  99230. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  99231. * @see http://doc.babylonjs.com/how_to/transformnode
  99232. */
  99233. transformNodes: TransformNode[];
  99234. /**
  99235. * ActionManagers available on the scene.
  99236. */
  99237. actionManagers: AbstractActionManager[];
  99238. /**
  99239. * Textures to keep.
  99240. */
  99241. textures: BaseTexture[];
  99242. /**
  99243. * Environment texture for the scene
  99244. */
  99245. environmentTexture: Nullable<BaseTexture>;
  99246. }
  99247. }
  99248. declare module BABYLON {
  99249. /**
  99250. * Interface used to define options for Sound class
  99251. */
  99252. export interface ISoundOptions {
  99253. /**
  99254. * Does the sound autoplay once loaded.
  99255. */
  99256. autoplay?: boolean;
  99257. /**
  99258. * Does the sound loop after it finishes playing once.
  99259. */
  99260. loop?: boolean;
  99261. /**
  99262. * Sound's volume
  99263. */
  99264. volume?: number;
  99265. /**
  99266. * Is it a spatial sound?
  99267. */
  99268. spatialSound?: boolean;
  99269. /**
  99270. * Maximum distance to hear that sound
  99271. */
  99272. maxDistance?: number;
  99273. /**
  99274. * Uses user defined attenuation function
  99275. */
  99276. useCustomAttenuation?: boolean;
  99277. /**
  99278. * Define the roll off factor of spatial sounds.
  99279. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99280. */
  99281. rolloffFactor?: number;
  99282. /**
  99283. * Define the reference distance the sound should be heard perfectly.
  99284. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99285. */
  99286. refDistance?: number;
  99287. /**
  99288. * Define the distance attenuation model the sound will follow.
  99289. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99290. */
  99291. distanceModel?: string;
  99292. /**
  99293. * Defines the playback speed (1 by default)
  99294. */
  99295. playbackRate?: number;
  99296. /**
  99297. * Defines if the sound is from a streaming source
  99298. */
  99299. streaming?: boolean;
  99300. /**
  99301. * Defines an optional length (in seconds) inside the sound file
  99302. */
  99303. length?: number;
  99304. /**
  99305. * Defines an optional offset (in seconds) inside the sound file
  99306. */
  99307. offset?: number;
  99308. /**
  99309. * If true, URLs will not be required to state the audio file codec to use.
  99310. */
  99311. skipCodecCheck?: boolean;
  99312. }
  99313. /**
  99314. * Defines a sound that can be played in the application.
  99315. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  99316. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99317. */
  99318. export class Sound {
  99319. /**
  99320. * The name of the sound in the scene.
  99321. */
  99322. name: string;
  99323. /**
  99324. * Does the sound autoplay once loaded.
  99325. */
  99326. autoplay: boolean;
  99327. /**
  99328. * Does the sound loop after it finishes playing once.
  99329. */
  99330. loop: boolean;
  99331. /**
  99332. * Does the sound use a custom attenuation curve to simulate the falloff
  99333. * happening when the source gets further away from the camera.
  99334. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  99335. */
  99336. useCustomAttenuation: boolean;
  99337. /**
  99338. * The sound track id this sound belongs to.
  99339. */
  99340. soundTrackId: number;
  99341. /**
  99342. * Is this sound currently played.
  99343. */
  99344. isPlaying: boolean;
  99345. /**
  99346. * Is this sound currently paused.
  99347. */
  99348. isPaused: boolean;
  99349. /**
  99350. * Does this sound enables spatial sound.
  99351. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99352. */
  99353. spatialSound: boolean;
  99354. /**
  99355. * Define the reference distance the sound should be heard perfectly.
  99356. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99357. */
  99358. refDistance: number;
  99359. /**
  99360. * Define the roll off factor of spatial sounds.
  99361. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99362. */
  99363. rolloffFactor: number;
  99364. /**
  99365. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  99366. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99367. */
  99368. maxDistance: number;
  99369. /**
  99370. * Define the distance attenuation model the sound will follow.
  99371. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99372. */
  99373. distanceModel: string;
  99374. /**
  99375. * @hidden
  99376. * Back Compat
  99377. **/
  99378. onended: () => any;
  99379. /**
  99380. * Observable event when the current playing sound finishes.
  99381. */
  99382. onEndedObservable: Observable<Sound>;
  99383. private _panningModel;
  99384. private _playbackRate;
  99385. private _streaming;
  99386. private _startTime;
  99387. private _startOffset;
  99388. private _position;
  99389. /** @hidden */
  99390. _positionInEmitterSpace: boolean;
  99391. private _localDirection;
  99392. private _volume;
  99393. private _isReadyToPlay;
  99394. private _isDirectional;
  99395. private _readyToPlayCallback;
  99396. private _audioBuffer;
  99397. private _soundSource;
  99398. private _streamingSource;
  99399. private _soundPanner;
  99400. private _soundGain;
  99401. private _inputAudioNode;
  99402. private _outputAudioNode;
  99403. private _coneInnerAngle;
  99404. private _coneOuterAngle;
  99405. private _coneOuterGain;
  99406. private _scene;
  99407. private _connectedTransformNode;
  99408. private _customAttenuationFunction;
  99409. private _registerFunc;
  99410. private _isOutputConnected;
  99411. private _htmlAudioElement;
  99412. private _urlType;
  99413. private _length?;
  99414. private _offset?;
  99415. /** @hidden */
  99416. static _SceneComponentInitialization: (scene: Scene) => void;
  99417. /**
  99418. * Create a sound and attach it to a scene
  99419. * @param name Name of your sound
  99420. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  99421. * @param scene defines the scene the sound belongs to
  99422. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  99423. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  99424. */
  99425. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  99426. /**
  99427. * Release the sound and its associated resources
  99428. */
  99429. dispose(): void;
  99430. /**
  99431. * Gets if the sounds is ready to be played or not.
  99432. * @returns true if ready, otherwise false
  99433. */
  99434. isReady(): boolean;
  99435. private _soundLoaded;
  99436. /**
  99437. * Sets the data of the sound from an audiobuffer
  99438. * @param audioBuffer The audioBuffer containing the data
  99439. */
  99440. setAudioBuffer(audioBuffer: AudioBuffer): void;
  99441. /**
  99442. * Updates the current sounds options such as maxdistance, loop...
  99443. * @param options A JSON object containing values named as the object properties
  99444. */
  99445. updateOptions(options: ISoundOptions): void;
  99446. private _createSpatialParameters;
  99447. private _updateSpatialParameters;
  99448. /**
  99449. * Switch the panning model to HRTF:
  99450. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  99451. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99452. */
  99453. switchPanningModelToHRTF(): void;
  99454. /**
  99455. * Switch the panning model to Equal Power:
  99456. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  99457. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99458. */
  99459. switchPanningModelToEqualPower(): void;
  99460. private _switchPanningModel;
  99461. /**
  99462. * Connect this sound to a sound track audio node like gain...
  99463. * @param soundTrackAudioNode the sound track audio node to connect to
  99464. */
  99465. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  99466. /**
  99467. * Transform this sound into a directional source
  99468. * @param coneInnerAngle Size of the inner cone in degree
  99469. * @param coneOuterAngle Size of the outer cone in degree
  99470. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  99471. */
  99472. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  99473. /**
  99474. * Gets or sets the inner angle for the directional cone.
  99475. */
  99476. /**
  99477. * Gets or sets the inner angle for the directional cone.
  99478. */
  99479. directionalConeInnerAngle: number;
  99480. /**
  99481. * Gets or sets the outer angle for the directional cone.
  99482. */
  99483. /**
  99484. * Gets or sets the outer angle for the directional cone.
  99485. */
  99486. directionalConeOuterAngle: number;
  99487. /**
  99488. * Sets the position of the emitter if spatial sound is enabled
  99489. * @param newPosition Defines the new posisiton
  99490. */
  99491. setPosition(newPosition: Vector3): void;
  99492. /**
  99493. * Sets the local direction of the emitter if spatial sound is enabled
  99494. * @param newLocalDirection Defines the new local direction
  99495. */
  99496. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  99497. private _updateDirection;
  99498. /** @hidden */
  99499. updateDistanceFromListener(): void;
  99500. /**
  99501. * Sets a new custom attenuation function for the sound.
  99502. * @param callback Defines the function used for the attenuation
  99503. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  99504. */
  99505. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  99506. /**
  99507. * Play the sound
  99508. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  99509. * @param offset (optional) Start the sound at a specific time in seconds
  99510. * @param length (optional) Sound duration (in seconds)
  99511. */
  99512. play(time?: number, offset?: number, length?: number): void;
  99513. private _onended;
  99514. /**
  99515. * Stop the sound
  99516. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  99517. */
  99518. stop(time?: number): void;
  99519. /**
  99520. * Put the sound in pause
  99521. */
  99522. pause(): void;
  99523. /**
  99524. * Sets a dedicated volume for this sounds
  99525. * @param newVolume Define the new volume of the sound
  99526. * @param time Define time for gradual change to new volume
  99527. */
  99528. setVolume(newVolume: number, time?: number): void;
  99529. /**
  99530. * Set the sound play back rate
  99531. * @param newPlaybackRate Define the playback rate the sound should be played at
  99532. */
  99533. setPlaybackRate(newPlaybackRate: number): void;
  99534. /**
  99535. * Gets the volume of the sound.
  99536. * @returns the volume of the sound
  99537. */
  99538. getVolume(): number;
  99539. /**
  99540. * Attach the sound to a dedicated mesh
  99541. * @param transformNode The transform node to connect the sound with
  99542. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  99543. */
  99544. attachToMesh(transformNode: TransformNode): void;
  99545. /**
  99546. * Detach the sound from the previously attached mesh
  99547. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  99548. */
  99549. detachFromMesh(): void;
  99550. private _onRegisterAfterWorldMatrixUpdate;
  99551. /**
  99552. * Clone the current sound in the scene.
  99553. * @returns the new sound clone
  99554. */
  99555. clone(): Nullable<Sound>;
  99556. /**
  99557. * Gets the current underlying audio buffer containing the data
  99558. * @returns the audio buffer
  99559. */
  99560. getAudioBuffer(): Nullable<AudioBuffer>;
  99561. /**
  99562. * Serializes the Sound in a JSON representation
  99563. * @returns the JSON representation of the sound
  99564. */
  99565. serialize(): any;
  99566. /**
  99567. * Parse a JSON representation of a sound to innstantiate in a given scene
  99568. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  99569. * @param scene Define the scene the new parsed sound should be created in
  99570. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  99571. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  99572. * @returns the newly parsed sound
  99573. */
  99574. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  99575. }
  99576. }
  99577. declare module BABYLON {
  99578. /**
  99579. * This defines an action helpful to play a defined sound on a triggered action.
  99580. */
  99581. export class PlaySoundAction extends Action {
  99582. private _sound;
  99583. /**
  99584. * Instantiate the action
  99585. * @param triggerOptions defines the trigger options
  99586. * @param sound defines the sound to play
  99587. * @param condition defines the trigger related conditions
  99588. */
  99589. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  99590. /** @hidden */
  99591. _prepare(): void;
  99592. /**
  99593. * Execute the action and play the sound.
  99594. */
  99595. execute(): void;
  99596. /**
  99597. * Serializes the actions and its related information.
  99598. * @param parent defines the object to serialize in
  99599. * @returns the serialized object
  99600. */
  99601. serialize(parent: any): any;
  99602. }
  99603. /**
  99604. * This defines an action helpful to stop a defined sound on a triggered action.
  99605. */
  99606. export class StopSoundAction extends Action {
  99607. private _sound;
  99608. /**
  99609. * Instantiate the action
  99610. * @param triggerOptions defines the trigger options
  99611. * @param sound defines the sound to stop
  99612. * @param condition defines the trigger related conditions
  99613. */
  99614. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  99615. /** @hidden */
  99616. _prepare(): void;
  99617. /**
  99618. * Execute the action and stop the sound.
  99619. */
  99620. execute(): void;
  99621. /**
  99622. * Serializes the actions and its related information.
  99623. * @param parent defines the object to serialize in
  99624. * @returns the serialized object
  99625. */
  99626. serialize(parent: any): any;
  99627. }
  99628. }
  99629. declare module BABYLON {
  99630. /**
  99631. * This defines an action responsible to change the value of a property
  99632. * by interpolating between its current value and the newly set one once triggered.
  99633. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  99634. */
  99635. export class InterpolateValueAction extends Action {
  99636. /**
  99637. * Defines the path of the property where the value should be interpolated
  99638. */
  99639. propertyPath: string;
  99640. /**
  99641. * Defines the target value at the end of the interpolation.
  99642. */
  99643. value: any;
  99644. /**
  99645. * Defines the time it will take for the property to interpolate to the value.
  99646. */
  99647. duration: number;
  99648. /**
  99649. * Defines if the other scene animations should be stopped when the action has been triggered
  99650. */
  99651. stopOtherAnimations?: boolean;
  99652. /**
  99653. * Defines a callback raised once the interpolation animation has been done.
  99654. */
  99655. onInterpolationDone?: () => void;
  99656. /**
  99657. * Observable triggered once the interpolation animation has been done.
  99658. */
  99659. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  99660. private _target;
  99661. private _effectiveTarget;
  99662. private _property;
  99663. /**
  99664. * Instantiate the action
  99665. * @param triggerOptions defines the trigger options
  99666. * @param target defines the object containing the value to interpolate
  99667. * @param propertyPath defines the path to the property in the target object
  99668. * @param value defines the target value at the end of the interpolation
  99669. * @param duration deines the time it will take for the property to interpolate to the value.
  99670. * @param condition defines the trigger related conditions
  99671. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  99672. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  99673. */
  99674. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  99675. /** @hidden */
  99676. _prepare(): void;
  99677. /**
  99678. * Execute the action starts the value interpolation.
  99679. */
  99680. execute(): void;
  99681. /**
  99682. * Serializes the actions and its related information.
  99683. * @param parent defines the object to serialize in
  99684. * @returns the serialized object
  99685. */
  99686. serialize(parent: any): any;
  99687. }
  99688. }
  99689. declare module BABYLON {
  99690. /**
  99691. * Options allowed during the creation of a sound track.
  99692. */
  99693. export interface ISoundTrackOptions {
  99694. /**
  99695. * The volume the sound track should take during creation
  99696. */
  99697. volume?: number;
  99698. /**
  99699. * Define if the sound track is the main sound track of the scene
  99700. */
  99701. mainTrack?: boolean;
  99702. }
  99703. /**
  99704. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  99705. * It will be also used in a future release to apply effects on a specific track.
  99706. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  99707. */
  99708. export class SoundTrack {
  99709. /**
  99710. * The unique identifier of the sound track in the scene.
  99711. */
  99712. id: number;
  99713. /**
  99714. * The list of sounds included in the sound track.
  99715. */
  99716. soundCollection: Array<Sound>;
  99717. private _outputAudioNode;
  99718. private _scene;
  99719. private _isMainTrack;
  99720. private _connectedAnalyser;
  99721. private _options;
  99722. private _isInitialized;
  99723. /**
  99724. * Creates a new sound track.
  99725. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  99726. * @param scene Define the scene the sound track belongs to
  99727. * @param options
  99728. */
  99729. constructor(scene: Scene, options?: ISoundTrackOptions);
  99730. private _initializeSoundTrackAudioGraph;
  99731. /**
  99732. * Release the sound track and its associated resources
  99733. */
  99734. dispose(): void;
  99735. /**
  99736. * Adds a sound to this sound track
  99737. * @param sound define the cound to add
  99738. * @ignoreNaming
  99739. */
  99740. AddSound(sound: Sound): void;
  99741. /**
  99742. * Removes a sound to this sound track
  99743. * @param sound define the cound to remove
  99744. * @ignoreNaming
  99745. */
  99746. RemoveSound(sound: Sound): void;
  99747. /**
  99748. * Set a global volume for the full sound track.
  99749. * @param newVolume Define the new volume of the sound track
  99750. */
  99751. setVolume(newVolume: number): void;
  99752. /**
  99753. * Switch the panning model to HRTF:
  99754. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  99755. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99756. */
  99757. switchPanningModelToHRTF(): void;
  99758. /**
  99759. * Switch the panning model to Equal Power:
  99760. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  99761. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99762. */
  99763. switchPanningModelToEqualPower(): void;
  99764. /**
  99765. * Connect the sound track to an audio analyser allowing some amazing
  99766. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  99767. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  99768. * @param analyser The analyser to connect to the engine
  99769. */
  99770. connectToAnalyser(analyser: Analyser): void;
  99771. }
  99772. }
  99773. declare module BABYLON {
  99774. interface AbstractScene {
  99775. /**
  99776. * The list of sounds used in the scene.
  99777. */
  99778. sounds: Nullable<Array<Sound>>;
  99779. }
  99780. interface Scene {
  99781. /**
  99782. * @hidden
  99783. * Backing field
  99784. */
  99785. _mainSoundTrack: SoundTrack;
  99786. /**
  99787. * The main sound track played by the scene.
  99788. * It cotains your primary collection of sounds.
  99789. */
  99790. mainSoundTrack: SoundTrack;
  99791. /**
  99792. * The list of sound tracks added to the scene
  99793. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99794. */
  99795. soundTracks: Nullable<Array<SoundTrack>>;
  99796. /**
  99797. * Gets a sound using a given name
  99798. * @param name defines the name to search for
  99799. * @return the found sound or null if not found at all.
  99800. */
  99801. getSoundByName(name: string): Nullable<Sound>;
  99802. /**
  99803. * Gets or sets if audio support is enabled
  99804. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99805. */
  99806. audioEnabled: boolean;
  99807. /**
  99808. * Gets or sets if audio will be output to headphones
  99809. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99810. */
  99811. headphone: boolean;
  99812. /**
  99813. * Gets or sets custom audio listener position provider
  99814. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99815. */
  99816. audioListenerPositionProvider: Nullable<() => Vector3>;
  99817. }
  99818. /**
  99819. * Defines the sound scene component responsible to manage any sounds
  99820. * in a given scene.
  99821. */
  99822. export class AudioSceneComponent implements ISceneSerializableComponent {
  99823. /**
  99824. * The component name helpfull to identify the component in the list of scene components.
  99825. */
  99826. readonly name: string;
  99827. /**
  99828. * The scene the component belongs to.
  99829. */
  99830. scene: Scene;
  99831. private _audioEnabled;
  99832. /**
  99833. * Gets whether audio is enabled or not.
  99834. * Please use related enable/disable method to switch state.
  99835. */
  99836. readonly audioEnabled: boolean;
  99837. private _headphone;
  99838. /**
  99839. * Gets whether audio is outputing to headphone or not.
  99840. * Please use the according Switch methods to change output.
  99841. */
  99842. readonly headphone: boolean;
  99843. private _audioListenerPositionProvider;
  99844. /**
  99845. * Gets the current audio listener position provider
  99846. */
  99847. /**
  99848. * Sets a custom listener position for all sounds in the scene
  99849. * By default, this is the position of the first active camera
  99850. */
  99851. audioListenerPositionProvider: Nullable<() => Vector3>;
  99852. /**
  99853. * Creates a new instance of the component for the given scene
  99854. * @param scene Defines the scene to register the component in
  99855. */
  99856. constructor(scene: Scene);
  99857. /**
  99858. * Registers the component in a given scene
  99859. */
  99860. register(): void;
  99861. /**
  99862. * Rebuilds the elements related to this component in case of
  99863. * context lost for instance.
  99864. */
  99865. rebuild(): void;
  99866. /**
  99867. * Serializes the component data to the specified json object
  99868. * @param serializationObject The object to serialize to
  99869. */
  99870. serialize(serializationObject: any): void;
  99871. /**
  99872. * Adds all the elements from the container to the scene
  99873. * @param container the container holding the elements
  99874. */
  99875. addFromContainer(container: AbstractScene): void;
  99876. /**
  99877. * Removes all the elements in the container from the scene
  99878. * @param container contains the elements to remove
  99879. * @param dispose if the removed element should be disposed (default: false)
  99880. */
  99881. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  99882. /**
  99883. * Disposes the component and the associated ressources.
  99884. */
  99885. dispose(): void;
  99886. /**
  99887. * Disables audio in the associated scene.
  99888. */
  99889. disableAudio(): void;
  99890. /**
  99891. * Enables audio in the associated scene.
  99892. */
  99893. enableAudio(): void;
  99894. /**
  99895. * Switch audio to headphone output.
  99896. */
  99897. switchAudioModeForHeadphones(): void;
  99898. /**
  99899. * Switch audio to normal speakers.
  99900. */
  99901. switchAudioModeForNormalSpeakers(): void;
  99902. private _afterRender;
  99903. }
  99904. }
  99905. declare module BABYLON {
  99906. /**
  99907. * Wraps one or more Sound objects and selects one with random weight for playback.
  99908. */
  99909. export class WeightedSound {
  99910. /** When true a Sound will be selected and played when the current playing Sound completes. */
  99911. loop: boolean;
  99912. private _coneInnerAngle;
  99913. private _coneOuterAngle;
  99914. private _volume;
  99915. /** A Sound is currently playing. */
  99916. isPlaying: boolean;
  99917. /** A Sound is currently paused. */
  99918. isPaused: boolean;
  99919. private _sounds;
  99920. private _weights;
  99921. private _currentIndex?;
  99922. /**
  99923. * Creates a new WeightedSound from the list of sounds given.
  99924. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  99925. * @param sounds Array of Sounds that will be selected from.
  99926. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  99927. */
  99928. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  99929. /**
  99930. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  99931. */
  99932. /**
  99933. * The size of cone in degress for a directional sound in which there will be no attenuation.
  99934. */
  99935. directionalConeInnerAngle: number;
  99936. /**
  99937. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  99938. * Listener angles between innerAngle and outerAngle will falloff linearly.
  99939. */
  99940. /**
  99941. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  99942. * Listener angles between innerAngle and outerAngle will falloff linearly.
  99943. */
  99944. directionalConeOuterAngle: number;
  99945. /**
  99946. * Playback volume.
  99947. */
  99948. /**
  99949. * Playback volume.
  99950. */
  99951. volume: number;
  99952. private _onended;
  99953. /**
  99954. * Suspend playback
  99955. */
  99956. pause(): void;
  99957. /**
  99958. * Stop playback
  99959. */
  99960. stop(): void;
  99961. /**
  99962. * Start playback.
  99963. * @param startOffset Position the clip head at a specific time in seconds.
  99964. */
  99965. play(startOffset?: number): void;
  99966. }
  99967. }
  99968. declare module BABYLON {
  99969. /**
  99970. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  99971. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  99972. */
  99973. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  99974. /**
  99975. * Gets the name of the behavior.
  99976. */
  99977. readonly name: string;
  99978. /**
  99979. * The easing function used by animations
  99980. */
  99981. static EasingFunction: BackEase;
  99982. /**
  99983. * The easing mode used by animations
  99984. */
  99985. static EasingMode: number;
  99986. /**
  99987. * The duration of the animation, in milliseconds
  99988. */
  99989. transitionDuration: number;
  99990. /**
  99991. * Length of the distance animated by the transition when lower radius is reached
  99992. */
  99993. lowerRadiusTransitionRange: number;
  99994. /**
  99995. * Length of the distance animated by the transition when upper radius is reached
  99996. */
  99997. upperRadiusTransitionRange: number;
  99998. private _autoTransitionRange;
  99999. /**
  100000. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  100001. */
  100002. /**
  100003. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  100004. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  100005. */
  100006. autoTransitionRange: boolean;
  100007. private _attachedCamera;
  100008. private _onAfterCheckInputsObserver;
  100009. private _onMeshTargetChangedObserver;
  100010. /**
  100011. * Initializes the behavior.
  100012. */
  100013. init(): void;
  100014. /**
  100015. * Attaches the behavior to its arc rotate camera.
  100016. * @param camera Defines the camera to attach the behavior to
  100017. */
  100018. attach(camera: ArcRotateCamera): void;
  100019. /**
  100020. * Detaches the behavior from its current arc rotate camera.
  100021. */
  100022. detach(): void;
  100023. private _radiusIsAnimating;
  100024. private _radiusBounceTransition;
  100025. private _animatables;
  100026. private _cachedWheelPrecision;
  100027. /**
  100028. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  100029. * @param radiusLimit The limit to check against.
  100030. * @return Bool to indicate if at limit.
  100031. */
  100032. private _isRadiusAtLimit;
  100033. /**
  100034. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  100035. * @param radiusDelta The delta by which to animate to. Can be negative.
  100036. */
  100037. private _applyBoundRadiusAnimation;
  100038. /**
  100039. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  100040. */
  100041. protected _clearAnimationLocks(): void;
  100042. /**
  100043. * Stops and removes all animations that have been applied to the camera
  100044. */
  100045. stopAllAnimations(): void;
  100046. }
  100047. }
  100048. declare module BABYLON {
  100049. /**
  100050. * 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.
  100051. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  100052. */
  100053. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  100054. /**
  100055. * Gets the name of the behavior.
  100056. */
  100057. readonly name: string;
  100058. private _mode;
  100059. private _radiusScale;
  100060. private _positionScale;
  100061. private _defaultElevation;
  100062. private _elevationReturnTime;
  100063. private _elevationReturnWaitTime;
  100064. private _zoomStopsAnimation;
  100065. private _framingTime;
  100066. /**
  100067. * The easing function used by animations
  100068. */
  100069. static EasingFunction: ExponentialEase;
  100070. /**
  100071. * The easing mode used by animations
  100072. */
  100073. static EasingMode: number;
  100074. /**
  100075. * Sets the current mode used by the behavior
  100076. */
  100077. /**
  100078. * Gets current mode used by the behavior.
  100079. */
  100080. mode: number;
  100081. /**
  100082. * Sets the scale applied to the radius (1 by default)
  100083. */
  100084. /**
  100085. * Gets the scale applied to the radius
  100086. */
  100087. radiusScale: number;
  100088. /**
  100089. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  100090. */
  100091. /**
  100092. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  100093. */
  100094. positionScale: number;
  100095. /**
  100096. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  100097. * behaviour is triggered, in radians.
  100098. */
  100099. /**
  100100. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  100101. * behaviour is triggered, in radians.
  100102. */
  100103. defaultElevation: number;
  100104. /**
  100105. * Sets the time (in milliseconds) taken to return to the default beta position.
  100106. * Negative value indicates camera should not return to default.
  100107. */
  100108. /**
  100109. * Gets the time (in milliseconds) taken to return to the default beta position.
  100110. * Negative value indicates camera should not return to default.
  100111. */
  100112. elevationReturnTime: number;
  100113. /**
  100114. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  100115. */
  100116. /**
  100117. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  100118. */
  100119. elevationReturnWaitTime: number;
  100120. /**
  100121. * Sets the flag that indicates if user zooming should stop animation.
  100122. */
  100123. /**
  100124. * Gets the flag that indicates if user zooming should stop animation.
  100125. */
  100126. zoomStopsAnimation: boolean;
  100127. /**
  100128. * Sets the transition time when framing the mesh, in milliseconds
  100129. */
  100130. /**
  100131. * Gets the transition time when framing the mesh, in milliseconds
  100132. */
  100133. framingTime: number;
  100134. /**
  100135. * Define if the behavior should automatically change the configured
  100136. * camera limits and sensibilities.
  100137. */
  100138. autoCorrectCameraLimitsAndSensibility: boolean;
  100139. private _onPrePointerObservableObserver;
  100140. private _onAfterCheckInputsObserver;
  100141. private _onMeshTargetChangedObserver;
  100142. private _attachedCamera;
  100143. private _isPointerDown;
  100144. private _lastInteractionTime;
  100145. /**
  100146. * Initializes the behavior.
  100147. */
  100148. init(): void;
  100149. /**
  100150. * Attaches the behavior to its arc rotate camera.
  100151. * @param camera Defines the camera to attach the behavior to
  100152. */
  100153. attach(camera: ArcRotateCamera): void;
  100154. /**
  100155. * Detaches the behavior from its current arc rotate camera.
  100156. */
  100157. detach(): void;
  100158. private _animatables;
  100159. private _betaIsAnimating;
  100160. private _betaTransition;
  100161. private _radiusTransition;
  100162. private _vectorTransition;
  100163. /**
  100164. * Targets the given mesh and updates zoom level accordingly.
  100165. * @param mesh The mesh to target.
  100166. * @param radius Optional. If a cached radius position already exists, overrides default.
  100167. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  100168. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  100169. * @param onAnimationEnd Callback triggered at the end of the framing animation
  100170. */
  100171. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  100172. /**
  100173. * Targets the given mesh with its children and updates zoom level accordingly.
  100174. * @param mesh The mesh to target.
  100175. * @param radius Optional. If a cached radius position already exists, overrides default.
  100176. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  100177. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  100178. * @param onAnimationEnd Callback triggered at the end of the framing animation
  100179. */
  100180. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  100181. /**
  100182. * Targets the given meshes with their children and updates zoom level accordingly.
  100183. * @param meshes The mesh to target.
  100184. * @param radius Optional. If a cached radius position already exists, overrides default.
  100185. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  100186. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  100187. * @param onAnimationEnd Callback triggered at the end of the framing animation
  100188. */
  100189. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  100190. /**
  100191. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  100192. * @param minimumWorld Determines the smaller position of the bounding box extend
  100193. * @param maximumWorld Determines the bigger position of the bounding box extend
  100194. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  100195. * @param onAnimationEnd Callback triggered at the end of the framing animation
  100196. */
  100197. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  100198. /**
  100199. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  100200. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  100201. * frustum width.
  100202. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  100203. * to fully enclose the mesh in the viewing frustum.
  100204. */
  100205. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  100206. /**
  100207. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  100208. * is automatically returned to its default position (expected to be above ground plane).
  100209. */
  100210. private _maintainCameraAboveGround;
  100211. /**
  100212. * Returns the frustum slope based on the canvas ratio and camera FOV
  100213. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  100214. */
  100215. private _getFrustumSlope;
  100216. /**
  100217. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  100218. */
  100219. private _clearAnimationLocks;
  100220. /**
  100221. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  100222. */
  100223. private _applyUserInteraction;
  100224. /**
  100225. * Stops and removes all animations that have been applied to the camera
  100226. */
  100227. stopAllAnimations(): void;
  100228. /**
  100229. * Gets a value indicating if the user is moving the camera
  100230. */
  100231. readonly isUserIsMoving: boolean;
  100232. /**
  100233. * The camera can move all the way towards the mesh.
  100234. */
  100235. static IgnoreBoundsSizeMode: number;
  100236. /**
  100237. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  100238. */
  100239. static FitFrustumSidesMode: number;
  100240. }
  100241. }
  100242. declare module BABYLON {
  100243. /**
  100244. * Base class for Camera Pointer Inputs.
  100245. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  100246. * for example usage.
  100247. */
  100248. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  100249. /**
  100250. * Defines the camera the input is attached to.
  100251. */
  100252. abstract camera: Camera;
  100253. /**
  100254. * Whether keyboard modifier keys are pressed at time of last mouse event.
  100255. */
  100256. protected _altKey: boolean;
  100257. protected _ctrlKey: boolean;
  100258. protected _metaKey: boolean;
  100259. protected _shiftKey: boolean;
  100260. /**
  100261. * Which mouse buttons were pressed at time of last mouse event.
  100262. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  100263. */
  100264. protected _buttonsPressed: number;
  100265. /**
  100266. * Defines the buttons associated with the input to handle camera move.
  100267. */
  100268. buttons: number[];
  100269. /**
  100270. * Attach the input controls to a specific dom element to get the input from.
  100271. * @param element Defines the element the controls should be listened from
  100272. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100273. */
  100274. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100275. /**
  100276. * Detach the current controls from the specified dom element.
  100277. * @param element Defines the element to stop listening the inputs from
  100278. */
  100279. detachControl(element: Nullable<HTMLElement>): void;
  100280. /**
  100281. * Gets the class name of the current input.
  100282. * @returns the class name
  100283. */
  100284. getClassName(): string;
  100285. /**
  100286. * Get the friendly name associated with the input class.
  100287. * @returns the input friendly name
  100288. */
  100289. getSimpleName(): string;
  100290. /**
  100291. * Called on pointer POINTERDOUBLETAP event.
  100292. * Override this method to provide functionality on POINTERDOUBLETAP event.
  100293. */
  100294. protected onDoubleTap(type: string): void;
  100295. /**
  100296. * Called on pointer POINTERMOVE event if only a single touch is active.
  100297. * Override this method to provide functionality.
  100298. */
  100299. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  100300. /**
  100301. * Called on pointer POINTERMOVE event if multiple touches are active.
  100302. * Override this method to provide functionality.
  100303. */
  100304. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  100305. /**
  100306. * Called on JS contextmenu event.
  100307. * Override this method to provide functionality.
  100308. */
  100309. protected onContextMenu(evt: PointerEvent): void;
  100310. /**
  100311. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  100312. * press.
  100313. * Override this method to provide functionality.
  100314. */
  100315. protected onButtonDown(evt: PointerEvent): void;
  100316. /**
  100317. * Called each time a new POINTERUP event occurs. Ie, for each button
  100318. * release.
  100319. * Override this method to provide functionality.
  100320. */
  100321. protected onButtonUp(evt: PointerEvent): void;
  100322. /**
  100323. * Called when window becomes inactive.
  100324. * Override this method to provide functionality.
  100325. */
  100326. protected onLostFocus(): void;
  100327. private _pointerInput;
  100328. private _observer;
  100329. private _onLostFocus;
  100330. private pointA;
  100331. private pointB;
  100332. }
  100333. }
  100334. declare module BABYLON {
  100335. /**
  100336. * Manage the pointers inputs to control an arc rotate camera.
  100337. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100338. */
  100339. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  100340. /**
  100341. * Defines the camera the input is attached to.
  100342. */
  100343. camera: ArcRotateCamera;
  100344. /**
  100345. * Gets the class name of the current input.
  100346. * @returns the class name
  100347. */
  100348. getClassName(): string;
  100349. /**
  100350. * Defines the buttons associated with the input to handle camera move.
  100351. */
  100352. buttons: number[];
  100353. /**
  100354. * Defines the pointer angular sensibility along the X axis or how fast is
  100355. * the camera rotating.
  100356. */
  100357. angularSensibilityX: number;
  100358. /**
  100359. * Defines the pointer angular sensibility along the Y axis or how fast is
  100360. * the camera rotating.
  100361. */
  100362. angularSensibilityY: number;
  100363. /**
  100364. * Defines the pointer pinch precision or how fast is the camera zooming.
  100365. */
  100366. pinchPrecision: number;
  100367. /**
  100368. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  100369. * from 0.
  100370. * It defines the percentage of current camera.radius to use as delta when
  100371. * pinch zoom is used.
  100372. */
  100373. pinchDeltaPercentage: number;
  100374. /**
  100375. * Defines the pointer panning sensibility or how fast is the camera moving.
  100376. */
  100377. panningSensibility: number;
  100378. /**
  100379. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  100380. */
  100381. multiTouchPanning: boolean;
  100382. /**
  100383. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  100384. * zoom (pinch) through multitouch.
  100385. */
  100386. multiTouchPanAndZoom: boolean;
  100387. /**
  100388. * Revers pinch action direction.
  100389. */
  100390. pinchInwards: boolean;
  100391. private _isPanClick;
  100392. private _twoFingerActivityCount;
  100393. private _isPinching;
  100394. /**
  100395. * Called on pointer POINTERMOVE event if only a single touch is active.
  100396. */
  100397. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  100398. /**
  100399. * Called on pointer POINTERDOUBLETAP event.
  100400. */
  100401. protected onDoubleTap(type: string): void;
  100402. /**
  100403. * Called on pointer POINTERMOVE event if multiple touches are active.
  100404. */
  100405. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  100406. /**
  100407. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  100408. * press.
  100409. */
  100410. protected onButtonDown(evt: PointerEvent): void;
  100411. /**
  100412. * Called each time a new POINTERUP event occurs. Ie, for each button
  100413. * release.
  100414. */
  100415. protected onButtonUp(evt: PointerEvent): void;
  100416. /**
  100417. * Called when window becomes inactive.
  100418. */
  100419. protected onLostFocus(): void;
  100420. }
  100421. }
  100422. declare module BABYLON {
  100423. /**
  100424. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  100425. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100426. */
  100427. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  100428. /**
  100429. * Defines the camera the input is attached to.
  100430. */
  100431. camera: ArcRotateCamera;
  100432. /**
  100433. * Defines the list of key codes associated with the up action (increase alpha)
  100434. */
  100435. keysUp: number[];
  100436. /**
  100437. * Defines the list of key codes associated with the down action (decrease alpha)
  100438. */
  100439. keysDown: number[];
  100440. /**
  100441. * Defines the list of key codes associated with the left action (increase beta)
  100442. */
  100443. keysLeft: number[];
  100444. /**
  100445. * Defines the list of key codes associated with the right action (decrease beta)
  100446. */
  100447. keysRight: number[];
  100448. /**
  100449. * Defines the list of key codes associated with the reset action.
  100450. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  100451. */
  100452. keysReset: number[];
  100453. /**
  100454. * Defines the panning sensibility of the inputs.
  100455. * (How fast is the camera paning)
  100456. */
  100457. panningSensibility: number;
  100458. /**
  100459. * Defines the zooming sensibility of the inputs.
  100460. * (How fast is the camera zooming)
  100461. */
  100462. zoomingSensibility: number;
  100463. /**
  100464. * Defines wether maintaining the alt key down switch the movement mode from
  100465. * orientation to zoom.
  100466. */
  100467. useAltToZoom: boolean;
  100468. /**
  100469. * Rotation speed of the camera
  100470. */
  100471. angularSpeed: number;
  100472. private _keys;
  100473. private _ctrlPressed;
  100474. private _altPressed;
  100475. private _onCanvasBlurObserver;
  100476. private _onKeyboardObserver;
  100477. private _engine;
  100478. private _scene;
  100479. /**
  100480. * Attach the input controls to a specific dom element to get the input from.
  100481. * @param element Defines the element the controls should be listened from
  100482. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100483. */
  100484. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100485. /**
  100486. * Detach the current controls from the specified dom element.
  100487. * @param element Defines the element to stop listening the inputs from
  100488. */
  100489. detachControl(element: Nullable<HTMLElement>): void;
  100490. /**
  100491. * Update the current camera state depending on the inputs that have been used this frame.
  100492. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  100493. */
  100494. checkInputs(): void;
  100495. /**
  100496. * Gets the class name of the current intput.
  100497. * @returns the class name
  100498. */
  100499. getClassName(): string;
  100500. /**
  100501. * Get the friendly name associated with the input class.
  100502. * @returns the input friendly name
  100503. */
  100504. getSimpleName(): string;
  100505. }
  100506. }
  100507. declare module BABYLON {
  100508. /**
  100509. * Manage the mouse wheel inputs to control an arc rotate camera.
  100510. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100511. */
  100512. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  100513. /**
  100514. * Defines the camera the input is attached to.
  100515. */
  100516. camera: ArcRotateCamera;
  100517. /**
  100518. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  100519. */
  100520. wheelPrecision: number;
  100521. /**
  100522. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  100523. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  100524. */
  100525. wheelDeltaPercentage: number;
  100526. private _wheel;
  100527. private _observer;
  100528. private computeDeltaFromMouseWheelLegacyEvent;
  100529. /**
  100530. * Attach the input controls to a specific dom element to get the input from.
  100531. * @param element Defines the element the controls should be listened from
  100532. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100533. */
  100534. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100535. /**
  100536. * Detach the current controls from the specified dom element.
  100537. * @param element Defines the element to stop listening the inputs from
  100538. */
  100539. detachControl(element: Nullable<HTMLElement>): void;
  100540. /**
  100541. * Gets the class name of the current intput.
  100542. * @returns the class name
  100543. */
  100544. getClassName(): string;
  100545. /**
  100546. * Get the friendly name associated with the input class.
  100547. * @returns the input friendly name
  100548. */
  100549. getSimpleName(): string;
  100550. }
  100551. }
  100552. declare module BABYLON {
  100553. /**
  100554. * Default Inputs manager for the ArcRotateCamera.
  100555. * It groups all the default supported inputs for ease of use.
  100556. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100557. */
  100558. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  100559. /**
  100560. * Instantiates a new ArcRotateCameraInputsManager.
  100561. * @param camera Defines the camera the inputs belong to
  100562. */
  100563. constructor(camera: ArcRotateCamera);
  100564. /**
  100565. * Add mouse wheel input support to the input manager.
  100566. * @returns the current input manager
  100567. */
  100568. addMouseWheel(): ArcRotateCameraInputsManager;
  100569. /**
  100570. * Add pointers input support to the input manager.
  100571. * @returns the current input manager
  100572. */
  100573. addPointers(): ArcRotateCameraInputsManager;
  100574. /**
  100575. * Add keyboard input support to the input manager.
  100576. * @returns the current input manager
  100577. */
  100578. addKeyboard(): ArcRotateCameraInputsManager;
  100579. }
  100580. }
  100581. declare module BABYLON {
  100582. /**
  100583. * This represents an orbital type of camera.
  100584. *
  100585. * 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.
  100586. * 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.
  100587. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  100588. */
  100589. export class ArcRotateCamera extends TargetCamera {
  100590. /**
  100591. * Defines the rotation angle of the camera along the longitudinal axis.
  100592. */
  100593. alpha: number;
  100594. /**
  100595. * Defines the rotation angle of the camera along the latitudinal axis.
  100596. */
  100597. beta: number;
  100598. /**
  100599. * Defines the radius of the camera from it s target point.
  100600. */
  100601. radius: number;
  100602. protected _target: Vector3;
  100603. protected _targetHost: Nullable<AbstractMesh>;
  100604. /**
  100605. * Defines the target point of the camera.
  100606. * The camera looks towards it form the radius distance.
  100607. */
  100608. target: Vector3;
  100609. /**
  100610. * Define the current local position of the camera in the scene
  100611. */
  100612. position: Vector3;
  100613. protected _upVector: Vector3;
  100614. protected _upToYMatrix: Matrix;
  100615. protected _YToUpMatrix: Matrix;
  100616. /**
  100617. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  100618. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  100619. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  100620. */
  100621. upVector: Vector3;
  100622. /**
  100623. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  100624. */
  100625. setMatUp(): void;
  100626. /**
  100627. * Current inertia value on the longitudinal axis.
  100628. * The bigger this number the longer it will take for the camera to stop.
  100629. */
  100630. inertialAlphaOffset: number;
  100631. /**
  100632. * Current inertia value on the latitudinal axis.
  100633. * The bigger this number the longer it will take for the camera to stop.
  100634. */
  100635. inertialBetaOffset: number;
  100636. /**
  100637. * Current inertia value on the radius axis.
  100638. * The bigger this number the longer it will take for the camera to stop.
  100639. */
  100640. inertialRadiusOffset: number;
  100641. /**
  100642. * Minimum allowed angle on the longitudinal axis.
  100643. * This can help limiting how the Camera is able to move in the scene.
  100644. */
  100645. lowerAlphaLimit: Nullable<number>;
  100646. /**
  100647. * Maximum allowed angle on the longitudinal axis.
  100648. * This can help limiting how the Camera is able to move in the scene.
  100649. */
  100650. upperAlphaLimit: Nullable<number>;
  100651. /**
  100652. * Minimum allowed angle on the latitudinal axis.
  100653. * This can help limiting how the Camera is able to move in the scene.
  100654. */
  100655. lowerBetaLimit: number;
  100656. /**
  100657. * Maximum allowed angle on the latitudinal axis.
  100658. * This can help limiting how the Camera is able to move in the scene.
  100659. */
  100660. upperBetaLimit: number;
  100661. /**
  100662. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  100663. * This can help limiting how the Camera is able to move in the scene.
  100664. */
  100665. lowerRadiusLimit: Nullable<number>;
  100666. /**
  100667. * Maximum allowed distance of the camera to the target (The camera can not get further).
  100668. * This can help limiting how the Camera is able to move in the scene.
  100669. */
  100670. upperRadiusLimit: Nullable<number>;
  100671. /**
  100672. * Defines the current inertia value used during panning of the camera along the X axis.
  100673. */
  100674. inertialPanningX: number;
  100675. /**
  100676. * Defines the current inertia value used during panning of the camera along the Y axis.
  100677. */
  100678. inertialPanningY: number;
  100679. /**
  100680. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  100681. * Basically if your fingers moves away from more than this distance you will be considered
  100682. * in pinch mode.
  100683. */
  100684. pinchToPanMaxDistance: number;
  100685. /**
  100686. * Defines the maximum distance the camera can pan.
  100687. * This could help keeping the cammera always in your scene.
  100688. */
  100689. panningDistanceLimit: Nullable<number>;
  100690. /**
  100691. * Defines the target of the camera before paning.
  100692. */
  100693. panningOriginTarget: Vector3;
  100694. /**
  100695. * Defines the value of the inertia used during panning.
  100696. * 0 would mean stop inertia and one would mean no decelleration at all.
  100697. */
  100698. panningInertia: number;
  100699. /**
  100700. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  100701. */
  100702. angularSensibilityX: number;
  100703. /**
  100704. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  100705. */
  100706. angularSensibilityY: number;
  100707. /**
  100708. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  100709. */
  100710. pinchPrecision: number;
  100711. /**
  100712. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  100713. * It will be used instead of pinchDeltaPrecision if different from 0.
  100714. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  100715. */
  100716. pinchDeltaPercentage: number;
  100717. /**
  100718. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  100719. */
  100720. panningSensibility: number;
  100721. /**
  100722. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  100723. */
  100724. keysUp: number[];
  100725. /**
  100726. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  100727. */
  100728. keysDown: number[];
  100729. /**
  100730. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  100731. */
  100732. keysLeft: number[];
  100733. /**
  100734. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  100735. */
  100736. keysRight: number[];
  100737. /**
  100738. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  100739. */
  100740. wheelPrecision: number;
  100741. /**
  100742. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  100743. * It will be used instead of pinchDeltaPrecision if different from 0.
  100744. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  100745. */
  100746. wheelDeltaPercentage: number;
  100747. /**
  100748. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  100749. */
  100750. zoomOnFactor: number;
  100751. /**
  100752. * Defines a screen offset for the camera position.
  100753. */
  100754. targetScreenOffset: Vector2;
  100755. /**
  100756. * Allows the camera to be completely reversed.
  100757. * If false the camera can not arrive upside down.
  100758. */
  100759. allowUpsideDown: boolean;
  100760. /**
  100761. * Define if double tap/click is used to restore the previously saved state of the camera.
  100762. */
  100763. useInputToRestoreState: boolean;
  100764. /** @hidden */
  100765. _viewMatrix: Matrix;
  100766. /** @hidden */
  100767. _useCtrlForPanning: boolean;
  100768. /** @hidden */
  100769. _panningMouseButton: number;
  100770. /**
  100771. * Defines the input associated to the camera.
  100772. */
  100773. inputs: ArcRotateCameraInputsManager;
  100774. /** @hidden */
  100775. _reset: () => void;
  100776. /**
  100777. * Defines the allowed panning axis.
  100778. */
  100779. panningAxis: Vector3;
  100780. protected _localDirection: Vector3;
  100781. protected _transformedDirection: Vector3;
  100782. private _bouncingBehavior;
  100783. /**
  100784. * Gets the bouncing behavior of the camera if it has been enabled.
  100785. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  100786. */
  100787. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  100788. /**
  100789. * Defines if the bouncing behavior of the camera is enabled on the camera.
  100790. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  100791. */
  100792. useBouncingBehavior: boolean;
  100793. private _framingBehavior;
  100794. /**
  100795. * Gets the framing behavior of the camera if it has been enabled.
  100796. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  100797. */
  100798. readonly framingBehavior: Nullable<FramingBehavior>;
  100799. /**
  100800. * Defines if the framing behavior of the camera is enabled on the camera.
  100801. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  100802. */
  100803. useFramingBehavior: boolean;
  100804. private _autoRotationBehavior;
  100805. /**
  100806. * Gets the auto rotation behavior of the camera if it has been enabled.
  100807. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  100808. */
  100809. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  100810. /**
  100811. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  100812. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  100813. */
  100814. useAutoRotationBehavior: boolean;
  100815. /**
  100816. * Observable triggered when the mesh target has been changed on the camera.
  100817. */
  100818. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  100819. /**
  100820. * Event raised when the camera is colliding with a mesh.
  100821. */
  100822. onCollide: (collidedMesh: AbstractMesh) => void;
  100823. /**
  100824. * Defines whether the camera should check collision with the objects oh the scene.
  100825. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  100826. */
  100827. checkCollisions: boolean;
  100828. /**
  100829. * Defines the collision radius of the camera.
  100830. * This simulates a sphere around the camera.
  100831. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  100832. */
  100833. collisionRadius: Vector3;
  100834. protected _collider: Collider;
  100835. protected _previousPosition: Vector3;
  100836. protected _collisionVelocity: Vector3;
  100837. protected _newPosition: Vector3;
  100838. protected _previousAlpha: number;
  100839. protected _previousBeta: number;
  100840. protected _previousRadius: number;
  100841. protected _collisionTriggered: boolean;
  100842. protected _targetBoundingCenter: Nullable<Vector3>;
  100843. private _computationVector;
  100844. /**
  100845. * Instantiates a new ArcRotateCamera in a given scene
  100846. * @param name Defines the name of the camera
  100847. * @param alpha Defines the camera rotation along the logitudinal axis
  100848. * @param beta Defines the camera rotation along the latitudinal axis
  100849. * @param radius Defines the camera distance from its target
  100850. * @param target Defines the camera target
  100851. * @param scene Defines the scene the camera belongs to
  100852. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  100853. */
  100854. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  100855. /** @hidden */
  100856. _initCache(): void;
  100857. /** @hidden */
  100858. _updateCache(ignoreParentClass?: boolean): void;
  100859. protected _getTargetPosition(): Vector3;
  100860. private _storedAlpha;
  100861. private _storedBeta;
  100862. private _storedRadius;
  100863. private _storedTarget;
  100864. /**
  100865. * Stores the current state of the camera (alpha, beta, radius and target)
  100866. * @returns the camera itself
  100867. */
  100868. storeState(): Camera;
  100869. /**
  100870. * @hidden
  100871. * Restored camera state. You must call storeState() first
  100872. */
  100873. _restoreStateValues(): boolean;
  100874. /** @hidden */
  100875. _isSynchronizedViewMatrix(): boolean;
  100876. /**
  100877. * Attached controls to the current camera.
  100878. * @param element Defines the element the controls should be listened from
  100879. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100880. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  100881. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  100882. */
  100883. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  100884. /**
  100885. * Detach the current controls from the camera.
  100886. * The camera will stop reacting to inputs.
  100887. * @param element Defines the element to stop listening the inputs from
  100888. */
  100889. detachControl(element: HTMLElement): void;
  100890. /** @hidden */
  100891. _checkInputs(): void;
  100892. protected _checkLimits(): void;
  100893. /**
  100894. * Rebuilds angles (alpha, beta) and radius from the give position and target
  100895. */
  100896. rebuildAnglesAndRadius(): void;
  100897. /**
  100898. * Use a position to define the current camera related information like aplha, beta and radius
  100899. * @param position Defines the position to set the camera at
  100900. */
  100901. setPosition(position: Vector3): void;
  100902. /**
  100903. * Defines the target the camera should look at.
  100904. * This will automatically adapt alpha beta and radius to fit within the new target.
  100905. * @param target Defines the new target as a Vector or a mesh
  100906. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  100907. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  100908. */
  100909. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  100910. /** @hidden */
  100911. _getViewMatrix(): Matrix;
  100912. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  100913. /**
  100914. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  100915. * @param meshes Defines the mesh to zoom on
  100916. * @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)
  100917. */
  100918. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  100919. /**
  100920. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  100921. * The target will be changed but the radius
  100922. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  100923. * @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)
  100924. */
  100925. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  100926. min: Vector3;
  100927. max: Vector3;
  100928. distance: number;
  100929. }, doNotUpdateMaxZ?: boolean): void;
  100930. /**
  100931. * @override
  100932. * Override Camera.createRigCamera
  100933. */
  100934. createRigCamera(name: string, cameraIndex: number): Camera;
  100935. /**
  100936. * @hidden
  100937. * @override
  100938. * Override Camera._updateRigCameras
  100939. */
  100940. _updateRigCameras(): void;
  100941. /**
  100942. * Destroy the camera and release the current resources hold by it.
  100943. */
  100944. dispose(): void;
  100945. /**
  100946. * Gets the current object class name.
  100947. * @return the class name
  100948. */
  100949. getClassName(): string;
  100950. }
  100951. }
  100952. declare module BABYLON {
  100953. /**
  100954. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  100955. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  100956. */
  100957. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  100958. /**
  100959. * Gets the name of the behavior.
  100960. */
  100961. readonly name: string;
  100962. private _zoomStopsAnimation;
  100963. private _idleRotationSpeed;
  100964. private _idleRotationWaitTime;
  100965. private _idleRotationSpinupTime;
  100966. /**
  100967. * Sets the flag that indicates if user zooming should stop animation.
  100968. */
  100969. /**
  100970. * Gets the flag that indicates if user zooming should stop animation.
  100971. */
  100972. zoomStopsAnimation: boolean;
  100973. /**
  100974. * Sets the default speed at which the camera rotates around the model.
  100975. */
  100976. /**
  100977. * Gets the default speed at which the camera rotates around the model.
  100978. */
  100979. idleRotationSpeed: number;
  100980. /**
  100981. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  100982. */
  100983. /**
  100984. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  100985. */
  100986. idleRotationWaitTime: number;
  100987. /**
  100988. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  100989. */
  100990. /**
  100991. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  100992. */
  100993. idleRotationSpinupTime: number;
  100994. /**
  100995. * Gets a value indicating if the camera is currently rotating because of this behavior
  100996. */
  100997. readonly rotationInProgress: boolean;
  100998. private _onPrePointerObservableObserver;
  100999. private _onAfterCheckInputsObserver;
  101000. private _attachedCamera;
  101001. private _isPointerDown;
  101002. private _lastFrameTime;
  101003. private _lastInteractionTime;
  101004. private _cameraRotationSpeed;
  101005. /**
  101006. * Initializes the behavior.
  101007. */
  101008. init(): void;
  101009. /**
  101010. * Attaches the behavior to its arc rotate camera.
  101011. * @param camera Defines the camera to attach the behavior to
  101012. */
  101013. attach(camera: ArcRotateCamera): void;
  101014. /**
  101015. * Detaches the behavior from its current arc rotate camera.
  101016. */
  101017. detach(): void;
  101018. /**
  101019. * Returns true if user is scrolling.
  101020. * @return true if user is scrolling.
  101021. */
  101022. private _userIsZooming;
  101023. private _lastFrameRadius;
  101024. private _shouldAnimationStopForInteraction;
  101025. /**
  101026. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  101027. */
  101028. private _applyUserInteraction;
  101029. private _userIsMoving;
  101030. }
  101031. }
  101032. declare module BABYLON {
  101033. /**
  101034. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  101035. */
  101036. export class AttachToBoxBehavior implements Behavior<Mesh> {
  101037. private ui;
  101038. /**
  101039. * The name of the behavior
  101040. */
  101041. name: string;
  101042. /**
  101043. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  101044. */
  101045. distanceAwayFromFace: number;
  101046. /**
  101047. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  101048. */
  101049. distanceAwayFromBottomOfFace: number;
  101050. private _faceVectors;
  101051. private _target;
  101052. private _scene;
  101053. private _onRenderObserver;
  101054. private _tmpMatrix;
  101055. private _tmpVector;
  101056. /**
  101057. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  101058. * @param ui The transform node that should be attched to the mesh
  101059. */
  101060. constructor(ui: TransformNode);
  101061. /**
  101062. * Initializes the behavior
  101063. */
  101064. init(): void;
  101065. private _closestFace;
  101066. private _zeroVector;
  101067. private _lookAtTmpMatrix;
  101068. private _lookAtToRef;
  101069. /**
  101070. * Attaches the AttachToBoxBehavior to the passed in mesh
  101071. * @param target The mesh that the specified node will be attached to
  101072. */
  101073. attach(target: Mesh): void;
  101074. /**
  101075. * Detaches the behavior from the mesh
  101076. */
  101077. detach(): void;
  101078. }
  101079. }
  101080. declare module BABYLON {
  101081. /**
  101082. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  101083. */
  101084. export class FadeInOutBehavior implements Behavior<Mesh> {
  101085. /**
  101086. * Time in milliseconds to delay before fading in (Default: 0)
  101087. */
  101088. delay: number;
  101089. /**
  101090. * Time in milliseconds for the mesh to fade in (Default: 300)
  101091. */
  101092. fadeInTime: number;
  101093. private _millisecondsPerFrame;
  101094. private _hovered;
  101095. private _hoverValue;
  101096. private _ownerNode;
  101097. /**
  101098. * Instatiates the FadeInOutBehavior
  101099. */
  101100. constructor();
  101101. /**
  101102. * The name of the behavior
  101103. */
  101104. readonly name: string;
  101105. /**
  101106. * Initializes the behavior
  101107. */
  101108. init(): void;
  101109. /**
  101110. * Attaches the fade behavior on the passed in mesh
  101111. * @param ownerNode The mesh that will be faded in/out once attached
  101112. */
  101113. attach(ownerNode: Mesh): void;
  101114. /**
  101115. * Detaches the behavior from the mesh
  101116. */
  101117. detach(): void;
  101118. /**
  101119. * Triggers the mesh to begin fading in or out
  101120. * @param value if the object should fade in or out (true to fade in)
  101121. */
  101122. fadeIn(value: boolean): void;
  101123. private _update;
  101124. private _setAllVisibility;
  101125. }
  101126. }
  101127. declare module BABYLON {
  101128. /**
  101129. * Class containing a set of static utilities functions for managing Pivots
  101130. * @hidden
  101131. */
  101132. export class PivotTools {
  101133. private static _PivotCached;
  101134. private static _OldPivotPoint;
  101135. private static _PivotTranslation;
  101136. private static _PivotTmpVector;
  101137. /** @hidden */
  101138. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  101139. /** @hidden */
  101140. static _RestorePivotPoint(mesh: AbstractMesh): void;
  101141. }
  101142. }
  101143. declare module BABYLON {
  101144. /**
  101145. * Class containing static functions to help procedurally build meshes
  101146. */
  101147. export class PlaneBuilder {
  101148. /**
  101149. * Creates a plane mesh
  101150. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  101151. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  101152. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  101153. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  101154. * * If you create a double-sided mesh, you can choose what parts of 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
  101155. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  101156. * @param name defines the name of the mesh
  101157. * @param options defines the options used to create the mesh
  101158. * @param scene defines the hosting scene
  101159. * @returns the plane mesh
  101160. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  101161. */
  101162. static CreatePlane(name: string, options: {
  101163. size?: number;
  101164. width?: number;
  101165. height?: number;
  101166. sideOrientation?: number;
  101167. frontUVs?: Vector4;
  101168. backUVs?: Vector4;
  101169. updatable?: boolean;
  101170. sourcePlane?: Plane;
  101171. }, scene?: Nullable<Scene>): Mesh;
  101172. }
  101173. }
  101174. declare module BABYLON {
  101175. /**
  101176. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  101177. */
  101178. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  101179. private static _AnyMouseID;
  101180. /**
  101181. * Abstract mesh the behavior is set on
  101182. */
  101183. attachedNode: AbstractMesh;
  101184. private _dragPlane;
  101185. private _scene;
  101186. private _pointerObserver;
  101187. private _beforeRenderObserver;
  101188. private static _planeScene;
  101189. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  101190. /**
  101191. * 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)
  101192. */
  101193. maxDragAngle: number;
  101194. /**
  101195. * @hidden
  101196. */
  101197. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  101198. /**
  101199. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101200. */
  101201. currentDraggingPointerID: number;
  101202. /**
  101203. * The last position where the pointer hit the drag plane in world space
  101204. */
  101205. lastDragPosition: Vector3;
  101206. /**
  101207. * If the behavior is currently in a dragging state
  101208. */
  101209. dragging: boolean;
  101210. /**
  101211. * 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)
  101212. */
  101213. dragDeltaRatio: number;
  101214. /**
  101215. * If the drag plane orientation should be updated during the dragging (Default: true)
  101216. */
  101217. updateDragPlane: boolean;
  101218. private _debugMode;
  101219. private _moving;
  101220. /**
  101221. * Fires each time the attached mesh is dragged with the pointer
  101222. * * delta between last drag position and current drag position in world space
  101223. * * dragDistance along the drag axis
  101224. * * dragPlaneNormal normal of the current drag plane used during the drag
  101225. * * dragPlanePoint in world space where the drag intersects the drag plane
  101226. */
  101227. onDragObservable: Observable<{
  101228. delta: Vector3;
  101229. dragPlanePoint: Vector3;
  101230. dragPlaneNormal: Vector3;
  101231. dragDistance: number;
  101232. pointerId: number;
  101233. }>;
  101234. /**
  101235. * Fires each time a drag begins (eg. mouse down on mesh)
  101236. */
  101237. onDragStartObservable: Observable<{
  101238. dragPlanePoint: Vector3;
  101239. pointerId: number;
  101240. }>;
  101241. /**
  101242. * Fires each time a drag ends (eg. mouse release after drag)
  101243. */
  101244. onDragEndObservable: Observable<{
  101245. dragPlanePoint: Vector3;
  101246. pointerId: number;
  101247. }>;
  101248. /**
  101249. * If the attached mesh should be moved when dragged
  101250. */
  101251. moveAttached: boolean;
  101252. /**
  101253. * If the drag behavior will react to drag events (Default: true)
  101254. */
  101255. enabled: boolean;
  101256. /**
  101257. * If pointer events should start and release the drag (Default: true)
  101258. */
  101259. startAndReleaseDragOnPointerEvents: boolean;
  101260. /**
  101261. * If camera controls should be detached during the drag
  101262. */
  101263. detachCameraControls: boolean;
  101264. /**
  101265. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  101266. */
  101267. useObjectOrienationForDragging: boolean;
  101268. private _options;
  101269. /**
  101270. * Creates a pointer drag behavior that can be attached to a mesh
  101271. * @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)
  101272. */
  101273. constructor(options?: {
  101274. dragAxis?: Vector3;
  101275. dragPlaneNormal?: Vector3;
  101276. });
  101277. /**
  101278. * Predicate to determine if it is valid to move the object to a new position when it is moved
  101279. */
  101280. validateDrag: (targetPosition: Vector3) => boolean;
  101281. /**
  101282. * The name of the behavior
  101283. */
  101284. readonly name: string;
  101285. /**
  101286. * Initializes the behavior
  101287. */
  101288. init(): void;
  101289. private _tmpVector;
  101290. private _alternatePickedPoint;
  101291. private _worldDragAxis;
  101292. private _targetPosition;
  101293. private _attachedElement;
  101294. /**
  101295. * Attaches the drag behavior the passed in mesh
  101296. * @param ownerNode The mesh that will be dragged around once attached
  101297. */
  101298. attach(ownerNode: AbstractMesh): void;
  101299. /**
  101300. * Force relase the drag action by code.
  101301. */
  101302. releaseDrag(): void;
  101303. private _startDragRay;
  101304. private _lastPointerRay;
  101305. /**
  101306. * Simulates the start of a pointer drag event on the behavior
  101307. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  101308. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  101309. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  101310. */
  101311. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  101312. private _startDrag;
  101313. private _dragDelta;
  101314. private _moveDrag;
  101315. private _pickWithRayOnDragPlane;
  101316. private _pointA;
  101317. private _pointB;
  101318. private _pointC;
  101319. private _lineA;
  101320. private _lineB;
  101321. private _localAxis;
  101322. private _lookAt;
  101323. private _updateDragPlanePosition;
  101324. /**
  101325. * Detaches the behavior from the mesh
  101326. */
  101327. detach(): void;
  101328. }
  101329. }
  101330. declare module BABYLON {
  101331. /**
  101332. * A behavior that when attached to a mesh will allow the mesh to be scaled
  101333. */
  101334. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  101335. private _dragBehaviorA;
  101336. private _dragBehaviorB;
  101337. private _startDistance;
  101338. private _initialScale;
  101339. private _targetScale;
  101340. private _ownerNode;
  101341. private _sceneRenderObserver;
  101342. /**
  101343. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  101344. */
  101345. constructor();
  101346. /**
  101347. * The name of the behavior
  101348. */
  101349. readonly name: string;
  101350. /**
  101351. * Initializes the behavior
  101352. */
  101353. init(): void;
  101354. private _getCurrentDistance;
  101355. /**
  101356. * Attaches the scale behavior the passed in mesh
  101357. * @param ownerNode The mesh that will be scaled around once attached
  101358. */
  101359. attach(ownerNode: Mesh): void;
  101360. /**
  101361. * Detaches the behavior from the mesh
  101362. */
  101363. detach(): void;
  101364. }
  101365. }
  101366. declare module BABYLON {
  101367. /**
  101368. * 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
  101369. */
  101370. export class SixDofDragBehavior implements Behavior<Mesh> {
  101371. private static _virtualScene;
  101372. private _ownerNode;
  101373. private _sceneRenderObserver;
  101374. private _scene;
  101375. private _targetPosition;
  101376. private _virtualOriginMesh;
  101377. private _virtualDragMesh;
  101378. private _pointerObserver;
  101379. private _moving;
  101380. private _startingOrientation;
  101381. /**
  101382. * 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)
  101383. */
  101384. private zDragFactor;
  101385. /**
  101386. * If the object should rotate to face the drag origin
  101387. */
  101388. rotateDraggedObject: boolean;
  101389. /**
  101390. * If the behavior is currently in a dragging state
  101391. */
  101392. dragging: boolean;
  101393. /**
  101394. * 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)
  101395. */
  101396. dragDeltaRatio: number;
  101397. /**
  101398. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101399. */
  101400. currentDraggingPointerID: number;
  101401. /**
  101402. * If camera controls should be detached during the drag
  101403. */
  101404. detachCameraControls: boolean;
  101405. /**
  101406. * Fires each time a drag starts
  101407. */
  101408. onDragStartObservable: Observable<{}>;
  101409. /**
  101410. * Fires each time a drag ends (eg. mouse release after drag)
  101411. */
  101412. onDragEndObservable: Observable<{}>;
  101413. /**
  101414. * 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
  101415. */
  101416. constructor();
  101417. /**
  101418. * The name of the behavior
  101419. */
  101420. readonly name: string;
  101421. /**
  101422. * Initializes the behavior
  101423. */
  101424. init(): void;
  101425. /**
  101426. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  101427. */
  101428. private readonly _pointerCamera;
  101429. /**
  101430. * Attaches the scale behavior the passed in mesh
  101431. * @param ownerNode The mesh that will be scaled around once attached
  101432. */
  101433. attach(ownerNode: Mesh): void;
  101434. /**
  101435. * Detaches the behavior from the mesh
  101436. */
  101437. detach(): void;
  101438. }
  101439. }
  101440. declare module BABYLON {
  101441. /**
  101442. * Class used to apply inverse kinematics to bones
  101443. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  101444. */
  101445. export class BoneIKController {
  101446. private static _tmpVecs;
  101447. private static _tmpQuat;
  101448. private static _tmpMats;
  101449. /**
  101450. * Gets or sets the target mesh
  101451. */
  101452. targetMesh: AbstractMesh;
  101453. /** Gets or sets the mesh used as pole */
  101454. poleTargetMesh: AbstractMesh;
  101455. /**
  101456. * Gets or sets the bone used as pole
  101457. */
  101458. poleTargetBone: Nullable<Bone>;
  101459. /**
  101460. * Gets or sets the target position
  101461. */
  101462. targetPosition: Vector3;
  101463. /**
  101464. * Gets or sets the pole target position
  101465. */
  101466. poleTargetPosition: Vector3;
  101467. /**
  101468. * Gets or sets the pole target local offset
  101469. */
  101470. poleTargetLocalOffset: Vector3;
  101471. /**
  101472. * Gets or sets the pole angle
  101473. */
  101474. poleAngle: number;
  101475. /**
  101476. * Gets or sets the mesh associated with the controller
  101477. */
  101478. mesh: AbstractMesh;
  101479. /**
  101480. * 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)
  101481. */
  101482. slerpAmount: number;
  101483. private _bone1Quat;
  101484. private _bone1Mat;
  101485. private _bone2Ang;
  101486. private _bone1;
  101487. private _bone2;
  101488. private _bone1Length;
  101489. private _bone2Length;
  101490. private _maxAngle;
  101491. private _maxReach;
  101492. private _rightHandedSystem;
  101493. private _bendAxis;
  101494. private _slerping;
  101495. private _adjustRoll;
  101496. /**
  101497. * Gets or sets maximum allowed angle
  101498. */
  101499. maxAngle: number;
  101500. /**
  101501. * Creates a new BoneIKController
  101502. * @param mesh defines the mesh to control
  101503. * @param bone defines the bone to control
  101504. * @param options defines options to set up the controller
  101505. */
  101506. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  101507. targetMesh?: AbstractMesh;
  101508. poleTargetMesh?: AbstractMesh;
  101509. poleTargetBone?: Bone;
  101510. poleTargetLocalOffset?: Vector3;
  101511. poleAngle?: number;
  101512. bendAxis?: Vector3;
  101513. maxAngle?: number;
  101514. slerpAmount?: number;
  101515. });
  101516. private _setMaxAngle;
  101517. /**
  101518. * Force the controller to update the bones
  101519. */
  101520. update(): void;
  101521. }
  101522. }
  101523. declare module BABYLON {
  101524. /**
  101525. * Class used to make a bone look toward a point in space
  101526. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  101527. */
  101528. export class BoneLookController {
  101529. private static _tmpVecs;
  101530. private static _tmpQuat;
  101531. private static _tmpMats;
  101532. /**
  101533. * The target Vector3 that the bone will look at
  101534. */
  101535. target: Vector3;
  101536. /**
  101537. * The mesh that the bone is attached to
  101538. */
  101539. mesh: AbstractMesh;
  101540. /**
  101541. * The bone that will be looking to the target
  101542. */
  101543. bone: Bone;
  101544. /**
  101545. * The up axis of the coordinate system that is used when the bone is rotated
  101546. */
  101547. upAxis: Vector3;
  101548. /**
  101549. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  101550. */
  101551. upAxisSpace: Space;
  101552. /**
  101553. * Used to make an adjustment to the yaw of the bone
  101554. */
  101555. adjustYaw: number;
  101556. /**
  101557. * Used to make an adjustment to the pitch of the bone
  101558. */
  101559. adjustPitch: number;
  101560. /**
  101561. * Used to make an adjustment to the roll of the bone
  101562. */
  101563. adjustRoll: number;
  101564. /**
  101565. * 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)
  101566. */
  101567. slerpAmount: number;
  101568. private _minYaw;
  101569. private _maxYaw;
  101570. private _minPitch;
  101571. private _maxPitch;
  101572. private _minYawSin;
  101573. private _minYawCos;
  101574. private _maxYawSin;
  101575. private _maxYawCos;
  101576. private _midYawConstraint;
  101577. private _minPitchTan;
  101578. private _maxPitchTan;
  101579. private _boneQuat;
  101580. private _slerping;
  101581. private _transformYawPitch;
  101582. private _transformYawPitchInv;
  101583. private _firstFrameSkipped;
  101584. private _yawRange;
  101585. private _fowardAxis;
  101586. /**
  101587. * Gets or sets the minimum yaw angle that the bone can look to
  101588. */
  101589. minYaw: number;
  101590. /**
  101591. * Gets or sets the maximum yaw angle that the bone can look to
  101592. */
  101593. maxYaw: number;
  101594. /**
  101595. * Gets or sets the minimum pitch angle that the bone can look to
  101596. */
  101597. minPitch: number;
  101598. /**
  101599. * Gets or sets the maximum pitch angle that the bone can look to
  101600. */
  101601. maxPitch: number;
  101602. /**
  101603. * Create a BoneLookController
  101604. * @param mesh the mesh that the bone belongs to
  101605. * @param bone the bone that will be looking to the target
  101606. * @param target the target Vector3 to look at
  101607. * @param options optional settings:
  101608. * * maxYaw: the maximum angle the bone will yaw to
  101609. * * minYaw: the minimum angle the bone will yaw to
  101610. * * maxPitch: the maximum angle the bone will pitch to
  101611. * * minPitch: the minimum angle the bone will yaw to
  101612. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  101613. * * upAxis: the up axis of the coordinate system
  101614. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  101615. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  101616. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  101617. * * adjustYaw: used to make an adjustment to the yaw of the bone
  101618. * * adjustPitch: used to make an adjustment to the pitch of the bone
  101619. * * adjustRoll: used to make an adjustment to the roll of the bone
  101620. **/
  101621. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  101622. maxYaw?: number;
  101623. minYaw?: number;
  101624. maxPitch?: number;
  101625. minPitch?: number;
  101626. slerpAmount?: number;
  101627. upAxis?: Vector3;
  101628. upAxisSpace?: Space;
  101629. yawAxis?: Vector3;
  101630. pitchAxis?: Vector3;
  101631. adjustYaw?: number;
  101632. adjustPitch?: number;
  101633. adjustRoll?: number;
  101634. });
  101635. /**
  101636. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  101637. */
  101638. update(): void;
  101639. private _getAngleDiff;
  101640. private _getAngleBetween;
  101641. private _isAngleBetween;
  101642. }
  101643. }
  101644. declare module BABYLON {
  101645. /**
  101646. * Manage the gamepad inputs to control an arc rotate camera.
  101647. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101648. */
  101649. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  101650. /**
  101651. * Defines the camera the input is attached to.
  101652. */
  101653. camera: ArcRotateCamera;
  101654. /**
  101655. * Defines the gamepad the input is gathering event from.
  101656. */
  101657. gamepad: Nullable<Gamepad>;
  101658. /**
  101659. * Defines the gamepad rotation sensiblity.
  101660. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  101661. */
  101662. gamepadRotationSensibility: number;
  101663. /**
  101664. * Defines the gamepad move sensiblity.
  101665. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  101666. */
  101667. gamepadMoveSensibility: number;
  101668. private _onGamepadConnectedObserver;
  101669. private _onGamepadDisconnectedObserver;
  101670. /**
  101671. * Attach the input controls to a specific dom element to get the input from.
  101672. * @param element Defines the element the controls should be listened from
  101673. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101674. */
  101675. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101676. /**
  101677. * Detach the current controls from the specified dom element.
  101678. * @param element Defines the element to stop listening the inputs from
  101679. */
  101680. detachControl(element: Nullable<HTMLElement>): void;
  101681. /**
  101682. * Update the current camera state depending on the inputs that have been used this frame.
  101683. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101684. */
  101685. checkInputs(): void;
  101686. /**
  101687. * Gets the class name of the current intput.
  101688. * @returns the class name
  101689. */
  101690. getClassName(): string;
  101691. /**
  101692. * Get the friendly name associated with the input class.
  101693. * @returns the input friendly name
  101694. */
  101695. getSimpleName(): string;
  101696. }
  101697. }
  101698. declare module BABYLON {
  101699. interface ArcRotateCameraInputsManager {
  101700. /**
  101701. * Add orientation input support to the input manager.
  101702. * @returns the current input manager
  101703. */
  101704. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  101705. }
  101706. /**
  101707. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  101708. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101709. */
  101710. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  101711. /**
  101712. * Defines the camera the input is attached to.
  101713. */
  101714. camera: ArcRotateCamera;
  101715. /**
  101716. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  101717. */
  101718. alphaCorrection: number;
  101719. /**
  101720. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  101721. */
  101722. gammaCorrection: number;
  101723. private _alpha;
  101724. private _gamma;
  101725. private _dirty;
  101726. private _deviceOrientationHandler;
  101727. /**
  101728. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  101729. */
  101730. constructor();
  101731. /**
  101732. * Attach the input controls to a specific dom element to get the input from.
  101733. * @param element Defines the element the controls should be listened from
  101734. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101735. */
  101736. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101737. /** @hidden */
  101738. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  101739. /**
  101740. * Update the current camera state depending on the inputs that have been used this frame.
  101741. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101742. */
  101743. checkInputs(): void;
  101744. /**
  101745. * Detach the current controls from the specified dom element.
  101746. * @param element Defines the element to stop listening the inputs from
  101747. */
  101748. detachControl(element: Nullable<HTMLElement>): void;
  101749. /**
  101750. * Gets the class name of the current intput.
  101751. * @returns the class name
  101752. */
  101753. getClassName(): string;
  101754. /**
  101755. * Get the friendly name associated with the input class.
  101756. * @returns the input friendly name
  101757. */
  101758. getSimpleName(): string;
  101759. }
  101760. }
  101761. declare module BABYLON {
  101762. /**
  101763. * Listen to mouse events to control the camera.
  101764. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101765. */
  101766. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  101767. /**
  101768. * Defines the camera the input is attached to.
  101769. */
  101770. camera: FlyCamera;
  101771. /**
  101772. * Defines if touch is enabled. (Default is true.)
  101773. */
  101774. touchEnabled: boolean;
  101775. /**
  101776. * Defines the buttons associated with the input to handle camera rotation.
  101777. */
  101778. buttons: number[];
  101779. /**
  101780. * Assign buttons for Yaw control.
  101781. */
  101782. buttonsYaw: number[];
  101783. /**
  101784. * Assign buttons for Pitch control.
  101785. */
  101786. buttonsPitch: number[];
  101787. /**
  101788. * Assign buttons for Roll control.
  101789. */
  101790. buttonsRoll: number[];
  101791. /**
  101792. * Detect if any button is being pressed while mouse is moved.
  101793. * -1 = Mouse locked.
  101794. * 0 = Left button.
  101795. * 1 = Middle Button.
  101796. * 2 = Right Button.
  101797. */
  101798. activeButton: number;
  101799. /**
  101800. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  101801. * Higher values reduce its sensitivity.
  101802. */
  101803. angularSensibility: number;
  101804. private _mousemoveCallback;
  101805. private _observer;
  101806. private _rollObserver;
  101807. private previousPosition;
  101808. private noPreventDefault;
  101809. private element;
  101810. /**
  101811. * Listen to mouse events to control the camera.
  101812. * @param touchEnabled Define if touch is enabled. (Default is true.)
  101813. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101814. */
  101815. constructor(touchEnabled?: boolean);
  101816. /**
  101817. * Attach the mouse control to the HTML DOM element.
  101818. * @param element Defines the element that listens to the input events.
  101819. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  101820. */
  101821. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101822. /**
  101823. * Detach the current controls from the specified dom element.
  101824. * @param element Defines the element to stop listening the inputs from
  101825. */
  101826. detachControl(element: Nullable<HTMLElement>): void;
  101827. /**
  101828. * Gets the class name of the current input.
  101829. * @returns the class name.
  101830. */
  101831. getClassName(): string;
  101832. /**
  101833. * Get the friendly name associated with the input class.
  101834. * @returns the input's friendly name.
  101835. */
  101836. getSimpleName(): string;
  101837. private _pointerInput;
  101838. private _onMouseMove;
  101839. /**
  101840. * Rotate camera by mouse offset.
  101841. */
  101842. private rotateCamera;
  101843. }
  101844. }
  101845. declare module BABYLON {
  101846. /**
  101847. * Default Inputs manager for the FlyCamera.
  101848. * It groups all the default supported inputs for ease of use.
  101849. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101850. */
  101851. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  101852. /**
  101853. * Instantiates a new FlyCameraInputsManager.
  101854. * @param camera Defines the camera the inputs belong to.
  101855. */
  101856. constructor(camera: FlyCamera);
  101857. /**
  101858. * Add keyboard input support to the input manager.
  101859. * @returns the new FlyCameraKeyboardMoveInput().
  101860. */
  101861. addKeyboard(): FlyCameraInputsManager;
  101862. /**
  101863. * Add mouse input support to the input manager.
  101864. * @param touchEnabled Enable touch screen support.
  101865. * @returns the new FlyCameraMouseInput().
  101866. */
  101867. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  101868. }
  101869. }
  101870. declare module BABYLON {
  101871. /**
  101872. * This is a flying camera, designed for 3D movement and rotation in all directions,
  101873. * such as in a 3D Space Shooter or a Flight Simulator.
  101874. */
  101875. export class FlyCamera extends TargetCamera {
  101876. /**
  101877. * Define the collision ellipsoid of the camera.
  101878. * This is helpful for simulating a camera body, like a player's body.
  101879. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  101880. */
  101881. ellipsoid: Vector3;
  101882. /**
  101883. * Define an offset for the position of the ellipsoid around the camera.
  101884. * This can be helpful if the camera is attached away from the player's body center,
  101885. * such as at its head.
  101886. */
  101887. ellipsoidOffset: Vector3;
  101888. /**
  101889. * Enable or disable collisions of the camera with the rest of the scene objects.
  101890. */
  101891. checkCollisions: boolean;
  101892. /**
  101893. * Enable or disable gravity on the camera.
  101894. */
  101895. applyGravity: boolean;
  101896. /**
  101897. * Define the current direction the camera is moving to.
  101898. */
  101899. cameraDirection: Vector3;
  101900. /**
  101901. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  101902. * This overrides and empties cameraRotation.
  101903. */
  101904. rotationQuaternion: Quaternion;
  101905. /**
  101906. * Track Roll to maintain the wanted Rolling when looking around.
  101907. */
  101908. _trackRoll: number;
  101909. /**
  101910. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  101911. */
  101912. rollCorrect: number;
  101913. /**
  101914. * Mimic a banked turn, Rolling the camera when Yawing.
  101915. * It's recommended to use rollCorrect = 10 for faster banking correction.
  101916. */
  101917. bankedTurn: boolean;
  101918. /**
  101919. * Limit in radians for how much Roll banking will add. (Default: 90°)
  101920. */
  101921. bankedTurnLimit: number;
  101922. /**
  101923. * Value of 0 disables the banked Roll.
  101924. * Value of 1 is equal to the Yaw angle in radians.
  101925. */
  101926. bankedTurnMultiplier: number;
  101927. /**
  101928. * The inputs manager loads all the input sources, such as keyboard and mouse.
  101929. */
  101930. inputs: FlyCameraInputsManager;
  101931. /**
  101932. * Gets the input sensibility for mouse input.
  101933. * Higher values reduce sensitivity.
  101934. */
  101935. /**
  101936. * Sets the input sensibility for a mouse input.
  101937. * Higher values reduce sensitivity.
  101938. */
  101939. angularSensibility: number;
  101940. /**
  101941. * Get the keys for camera movement forward.
  101942. */
  101943. /**
  101944. * Set the keys for camera movement forward.
  101945. */
  101946. keysForward: number[];
  101947. /**
  101948. * Get the keys for camera movement backward.
  101949. */
  101950. keysBackward: number[];
  101951. /**
  101952. * Get the keys for camera movement up.
  101953. */
  101954. /**
  101955. * Set the keys for camera movement up.
  101956. */
  101957. keysUp: number[];
  101958. /**
  101959. * Get the keys for camera movement down.
  101960. */
  101961. /**
  101962. * Set the keys for camera movement down.
  101963. */
  101964. keysDown: number[];
  101965. /**
  101966. * Get the keys for camera movement left.
  101967. */
  101968. /**
  101969. * Set the keys for camera movement left.
  101970. */
  101971. keysLeft: number[];
  101972. /**
  101973. * Set the keys for camera movement right.
  101974. */
  101975. /**
  101976. * Set the keys for camera movement right.
  101977. */
  101978. keysRight: number[];
  101979. /**
  101980. * Event raised when the camera collides with a mesh in the scene.
  101981. */
  101982. onCollide: (collidedMesh: AbstractMesh) => void;
  101983. private _collider;
  101984. private _needMoveForGravity;
  101985. private _oldPosition;
  101986. private _diffPosition;
  101987. private _newPosition;
  101988. /** @hidden */
  101989. _localDirection: Vector3;
  101990. /** @hidden */
  101991. _transformedDirection: Vector3;
  101992. /**
  101993. * Instantiates a FlyCamera.
  101994. * This is a flying camera, designed for 3D movement and rotation in all directions,
  101995. * such as in a 3D Space Shooter or a Flight Simulator.
  101996. * @param name Define the name of the camera in the scene.
  101997. * @param position Define the starting position of the camera in the scene.
  101998. * @param scene Define the scene the camera belongs to.
  101999. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  102000. */
  102001. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  102002. /**
  102003. * Attach a control to the HTML DOM element.
  102004. * @param element Defines the element that listens to the input events.
  102005. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  102006. */
  102007. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102008. /**
  102009. * Detach a control from the HTML DOM element.
  102010. * The camera will stop reacting to that input.
  102011. * @param element Defines the element that listens to the input events.
  102012. */
  102013. detachControl(element: HTMLElement): void;
  102014. private _collisionMask;
  102015. /**
  102016. * Get the mask that the camera ignores in collision events.
  102017. */
  102018. /**
  102019. * Set the mask that the camera ignores in collision events.
  102020. */
  102021. collisionMask: number;
  102022. /** @hidden */
  102023. _collideWithWorld(displacement: Vector3): void;
  102024. /** @hidden */
  102025. private _onCollisionPositionChange;
  102026. /** @hidden */
  102027. _checkInputs(): void;
  102028. /** @hidden */
  102029. _decideIfNeedsToMove(): boolean;
  102030. /** @hidden */
  102031. _updatePosition(): void;
  102032. /**
  102033. * Restore the Roll to its target value at the rate specified.
  102034. * @param rate - Higher means slower restoring.
  102035. * @hidden
  102036. */
  102037. restoreRoll(rate: number): void;
  102038. /**
  102039. * Destroy the camera and release the current resources held by it.
  102040. */
  102041. dispose(): void;
  102042. /**
  102043. * Get the current object class name.
  102044. * @returns the class name.
  102045. */
  102046. getClassName(): string;
  102047. }
  102048. }
  102049. declare module BABYLON {
  102050. /**
  102051. * Listen to keyboard events to control the camera.
  102052. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102053. */
  102054. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  102055. /**
  102056. * Defines the camera the input is attached to.
  102057. */
  102058. camera: FlyCamera;
  102059. /**
  102060. * The list of keyboard keys used to control the forward move of the camera.
  102061. */
  102062. keysForward: number[];
  102063. /**
  102064. * The list of keyboard keys used to control the backward move of the camera.
  102065. */
  102066. keysBackward: number[];
  102067. /**
  102068. * The list of keyboard keys used to control the forward move of the camera.
  102069. */
  102070. keysUp: number[];
  102071. /**
  102072. * The list of keyboard keys used to control the backward move of the camera.
  102073. */
  102074. keysDown: number[];
  102075. /**
  102076. * The list of keyboard keys used to control the right strafe move of the camera.
  102077. */
  102078. keysRight: number[];
  102079. /**
  102080. * The list of keyboard keys used to control the left strafe move of the camera.
  102081. */
  102082. keysLeft: number[];
  102083. private _keys;
  102084. private _onCanvasBlurObserver;
  102085. private _onKeyboardObserver;
  102086. private _engine;
  102087. private _scene;
  102088. /**
  102089. * Attach the input controls to a specific dom element to get the input from.
  102090. * @param element Defines the element the controls should be listened from
  102091. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102092. */
  102093. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102094. /**
  102095. * Detach the current controls from the specified dom element.
  102096. * @param element Defines the element to stop listening the inputs from
  102097. */
  102098. detachControl(element: Nullable<HTMLElement>): void;
  102099. /**
  102100. * Gets the class name of the current intput.
  102101. * @returns the class name
  102102. */
  102103. getClassName(): string;
  102104. /** @hidden */
  102105. _onLostFocus(e: FocusEvent): void;
  102106. /**
  102107. * Get the friendly name associated with the input class.
  102108. * @returns the input friendly name
  102109. */
  102110. getSimpleName(): string;
  102111. /**
  102112. * Update the current camera state depending on the inputs that have been used this frame.
  102113. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102114. */
  102115. checkInputs(): void;
  102116. }
  102117. }
  102118. declare module BABYLON {
  102119. /**
  102120. * Manage the mouse wheel inputs to control a follow camera.
  102121. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102122. */
  102123. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  102124. /**
  102125. * Defines the camera the input is attached to.
  102126. */
  102127. camera: FollowCamera;
  102128. /**
  102129. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  102130. */
  102131. axisControlRadius: boolean;
  102132. /**
  102133. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  102134. */
  102135. axisControlHeight: boolean;
  102136. /**
  102137. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  102138. */
  102139. axisControlRotation: boolean;
  102140. /**
  102141. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  102142. * relation to mouseWheel events.
  102143. */
  102144. wheelPrecision: number;
  102145. /**
  102146. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  102147. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  102148. */
  102149. wheelDeltaPercentage: number;
  102150. private _wheel;
  102151. private _observer;
  102152. /**
  102153. * Attach the input controls to a specific dom element to get the input from.
  102154. * @param element Defines the element the controls should be listened from
  102155. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102156. */
  102157. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102158. /**
  102159. * Detach the current controls from the specified dom element.
  102160. * @param element Defines the element to stop listening the inputs from
  102161. */
  102162. detachControl(element: Nullable<HTMLElement>): void;
  102163. /**
  102164. * Gets the class name of the current intput.
  102165. * @returns the class name
  102166. */
  102167. getClassName(): string;
  102168. /**
  102169. * Get the friendly name associated with the input class.
  102170. * @returns the input friendly name
  102171. */
  102172. getSimpleName(): string;
  102173. }
  102174. }
  102175. declare module BABYLON {
  102176. /**
  102177. * Manage the pointers inputs to control an follow camera.
  102178. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102179. */
  102180. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  102181. /**
  102182. * Defines the camera the input is attached to.
  102183. */
  102184. camera: FollowCamera;
  102185. /**
  102186. * Gets the class name of the current input.
  102187. * @returns the class name
  102188. */
  102189. getClassName(): string;
  102190. /**
  102191. * Defines the pointer angular sensibility along the X axis or how fast is
  102192. * the camera rotating.
  102193. * A negative number will reverse the axis direction.
  102194. */
  102195. angularSensibilityX: number;
  102196. /**
  102197. * Defines the pointer angular sensibility along the Y axis or how fast is
  102198. * the camera rotating.
  102199. * A negative number will reverse the axis direction.
  102200. */
  102201. angularSensibilityY: number;
  102202. /**
  102203. * Defines the pointer pinch precision or how fast is the camera zooming.
  102204. * A negative number will reverse the axis direction.
  102205. */
  102206. pinchPrecision: number;
  102207. /**
  102208. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  102209. * from 0.
  102210. * It defines the percentage of current camera.radius to use as delta when
  102211. * pinch zoom is used.
  102212. */
  102213. pinchDeltaPercentage: number;
  102214. /**
  102215. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  102216. */
  102217. axisXControlRadius: boolean;
  102218. /**
  102219. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  102220. */
  102221. axisXControlHeight: boolean;
  102222. /**
  102223. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  102224. */
  102225. axisXControlRotation: boolean;
  102226. /**
  102227. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  102228. */
  102229. axisYControlRadius: boolean;
  102230. /**
  102231. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  102232. */
  102233. axisYControlHeight: boolean;
  102234. /**
  102235. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  102236. */
  102237. axisYControlRotation: boolean;
  102238. /**
  102239. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  102240. */
  102241. axisPinchControlRadius: boolean;
  102242. /**
  102243. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  102244. */
  102245. axisPinchControlHeight: boolean;
  102246. /**
  102247. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  102248. */
  102249. axisPinchControlRotation: boolean;
  102250. /**
  102251. * Log error messages if basic misconfiguration has occurred.
  102252. */
  102253. warningEnable: boolean;
  102254. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  102255. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  102256. private _warningCounter;
  102257. private _warning;
  102258. }
  102259. }
  102260. declare module BABYLON {
  102261. /**
  102262. * Default Inputs manager for the FollowCamera.
  102263. * It groups all the default supported inputs for ease of use.
  102264. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102265. */
  102266. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  102267. /**
  102268. * Instantiates a new FollowCameraInputsManager.
  102269. * @param camera Defines the camera the inputs belong to
  102270. */
  102271. constructor(camera: FollowCamera);
  102272. /**
  102273. * Add keyboard input support to the input manager.
  102274. * @returns the current input manager
  102275. */
  102276. addKeyboard(): FollowCameraInputsManager;
  102277. /**
  102278. * Add mouse wheel input support to the input manager.
  102279. * @returns the current input manager
  102280. */
  102281. addMouseWheel(): FollowCameraInputsManager;
  102282. /**
  102283. * Add pointers input support to the input manager.
  102284. * @returns the current input manager
  102285. */
  102286. addPointers(): FollowCameraInputsManager;
  102287. /**
  102288. * Add orientation input support to the input manager.
  102289. * @returns the current input manager
  102290. */
  102291. addVRDeviceOrientation(): FollowCameraInputsManager;
  102292. }
  102293. }
  102294. declare module BABYLON {
  102295. /**
  102296. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  102297. * an arc rotate version arcFollowCamera are available.
  102298. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  102299. */
  102300. export class FollowCamera extends TargetCamera {
  102301. /**
  102302. * Distance the follow camera should follow an object at
  102303. */
  102304. radius: number;
  102305. /**
  102306. * Minimum allowed distance of the camera to the axis of rotation
  102307. * (The camera can not get closer).
  102308. * This can help limiting how the Camera is able to move in the scene.
  102309. */
  102310. lowerRadiusLimit: Nullable<number>;
  102311. /**
  102312. * Maximum allowed distance of the camera to the axis of rotation
  102313. * (The camera can not get further).
  102314. * This can help limiting how the Camera is able to move in the scene.
  102315. */
  102316. upperRadiusLimit: Nullable<number>;
  102317. /**
  102318. * Define a rotation offset between the camera and the object it follows
  102319. */
  102320. rotationOffset: number;
  102321. /**
  102322. * Minimum allowed angle to camera position relative to target object.
  102323. * This can help limiting how the Camera is able to move in the scene.
  102324. */
  102325. lowerRotationOffsetLimit: Nullable<number>;
  102326. /**
  102327. * Maximum allowed angle to camera position relative to target object.
  102328. * This can help limiting how the Camera is able to move in the scene.
  102329. */
  102330. upperRotationOffsetLimit: Nullable<number>;
  102331. /**
  102332. * Define a height offset between the camera and the object it follows.
  102333. * It can help following an object from the top (like a car chaing a plane)
  102334. */
  102335. heightOffset: number;
  102336. /**
  102337. * Minimum allowed height of camera position relative to target object.
  102338. * This can help limiting how the Camera is able to move in the scene.
  102339. */
  102340. lowerHeightOffsetLimit: Nullable<number>;
  102341. /**
  102342. * Maximum allowed height of camera position relative to target object.
  102343. * This can help limiting how the Camera is able to move in the scene.
  102344. */
  102345. upperHeightOffsetLimit: Nullable<number>;
  102346. /**
  102347. * Define how fast the camera can accelerate to follow it s target.
  102348. */
  102349. cameraAcceleration: number;
  102350. /**
  102351. * Define the speed limit of the camera following an object.
  102352. */
  102353. maxCameraSpeed: number;
  102354. /**
  102355. * Define the target of the camera.
  102356. */
  102357. lockedTarget: Nullable<AbstractMesh>;
  102358. /**
  102359. * Defines the input associated with the camera.
  102360. */
  102361. inputs: FollowCameraInputsManager;
  102362. /**
  102363. * Instantiates the follow camera.
  102364. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  102365. * @param name Define the name of the camera in the scene
  102366. * @param position Define the position of the camera
  102367. * @param scene Define the scene the camera belong to
  102368. * @param lockedTarget Define the target of the camera
  102369. */
  102370. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  102371. private _follow;
  102372. /**
  102373. * Attached controls to the current camera.
  102374. * @param element Defines the element the controls should be listened from
  102375. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102376. */
  102377. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102378. /**
  102379. * Detach the current controls from the camera.
  102380. * The camera will stop reacting to inputs.
  102381. * @param element Defines the element to stop listening the inputs from
  102382. */
  102383. detachControl(element: HTMLElement): void;
  102384. /** @hidden */
  102385. _checkInputs(): void;
  102386. private _checkLimits;
  102387. /**
  102388. * Gets the camera class name.
  102389. * @returns the class name
  102390. */
  102391. getClassName(): string;
  102392. }
  102393. /**
  102394. * Arc Rotate version of the follow camera.
  102395. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  102396. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  102397. */
  102398. export class ArcFollowCamera extends TargetCamera {
  102399. /** The longitudinal angle of the camera */
  102400. alpha: number;
  102401. /** The latitudinal angle of the camera */
  102402. beta: number;
  102403. /** The radius of the camera from its target */
  102404. radius: number;
  102405. /** Define the camera target (the messh it should follow) */
  102406. target: Nullable<AbstractMesh>;
  102407. private _cartesianCoordinates;
  102408. /**
  102409. * Instantiates a new ArcFollowCamera
  102410. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  102411. * @param name Define the name of the camera
  102412. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  102413. * @param beta Define the rotation angle of the camera around the elevation axis
  102414. * @param radius Define the radius of the camera from its target point
  102415. * @param target Define the target of the camera
  102416. * @param scene Define the scene the camera belongs to
  102417. */
  102418. constructor(name: string,
  102419. /** The longitudinal angle of the camera */
  102420. alpha: number,
  102421. /** The latitudinal angle of the camera */
  102422. beta: number,
  102423. /** The radius of the camera from its target */
  102424. radius: number,
  102425. /** Define the camera target (the messh it should follow) */
  102426. target: Nullable<AbstractMesh>, scene: Scene);
  102427. private _follow;
  102428. /** @hidden */
  102429. _checkInputs(): void;
  102430. /**
  102431. * Returns the class name of the object.
  102432. * It is mostly used internally for serialization purposes.
  102433. */
  102434. getClassName(): string;
  102435. }
  102436. }
  102437. declare module BABYLON {
  102438. /**
  102439. * Manage the keyboard inputs to control the movement of a follow camera.
  102440. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102441. */
  102442. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  102443. /**
  102444. * Defines the camera the input is attached to.
  102445. */
  102446. camera: FollowCamera;
  102447. /**
  102448. * Defines the list of key codes associated with the up action (increase heightOffset)
  102449. */
  102450. keysHeightOffsetIncr: number[];
  102451. /**
  102452. * Defines the list of key codes associated with the down action (decrease heightOffset)
  102453. */
  102454. keysHeightOffsetDecr: number[];
  102455. /**
  102456. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  102457. */
  102458. keysHeightOffsetModifierAlt: boolean;
  102459. /**
  102460. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  102461. */
  102462. keysHeightOffsetModifierCtrl: boolean;
  102463. /**
  102464. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  102465. */
  102466. keysHeightOffsetModifierShift: boolean;
  102467. /**
  102468. * Defines the list of key codes associated with the left action (increase rotationOffset)
  102469. */
  102470. keysRotationOffsetIncr: number[];
  102471. /**
  102472. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  102473. */
  102474. keysRotationOffsetDecr: number[];
  102475. /**
  102476. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  102477. */
  102478. keysRotationOffsetModifierAlt: boolean;
  102479. /**
  102480. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  102481. */
  102482. keysRotationOffsetModifierCtrl: boolean;
  102483. /**
  102484. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  102485. */
  102486. keysRotationOffsetModifierShift: boolean;
  102487. /**
  102488. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  102489. */
  102490. keysRadiusIncr: number[];
  102491. /**
  102492. * Defines the list of key codes associated with the zoom-out action (increase radius)
  102493. */
  102494. keysRadiusDecr: number[];
  102495. /**
  102496. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  102497. */
  102498. keysRadiusModifierAlt: boolean;
  102499. /**
  102500. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  102501. */
  102502. keysRadiusModifierCtrl: boolean;
  102503. /**
  102504. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  102505. */
  102506. keysRadiusModifierShift: boolean;
  102507. /**
  102508. * Defines the rate of change of heightOffset.
  102509. */
  102510. heightSensibility: number;
  102511. /**
  102512. * Defines the rate of change of rotationOffset.
  102513. */
  102514. rotationSensibility: number;
  102515. /**
  102516. * Defines the rate of change of radius.
  102517. */
  102518. radiusSensibility: number;
  102519. private _keys;
  102520. private _ctrlPressed;
  102521. private _altPressed;
  102522. private _shiftPressed;
  102523. private _onCanvasBlurObserver;
  102524. private _onKeyboardObserver;
  102525. private _engine;
  102526. private _scene;
  102527. /**
  102528. * Attach the input controls to a specific dom element to get the input from.
  102529. * @param element Defines the element the controls should be listened from
  102530. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102531. */
  102532. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102533. /**
  102534. * Detach the current controls from the specified dom element.
  102535. * @param element Defines the element to stop listening the inputs from
  102536. */
  102537. detachControl(element: Nullable<HTMLElement>): void;
  102538. /**
  102539. * Update the current camera state depending on the inputs that have been used this frame.
  102540. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102541. */
  102542. checkInputs(): void;
  102543. /**
  102544. * Gets the class name of the current input.
  102545. * @returns the class name
  102546. */
  102547. getClassName(): string;
  102548. /**
  102549. * Get the friendly name associated with the input class.
  102550. * @returns the input friendly name
  102551. */
  102552. getSimpleName(): string;
  102553. /**
  102554. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  102555. * allow modification of the heightOffset value.
  102556. */
  102557. private _modifierHeightOffset;
  102558. /**
  102559. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  102560. * allow modification of the rotationOffset value.
  102561. */
  102562. private _modifierRotationOffset;
  102563. /**
  102564. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  102565. * allow modification of the radius value.
  102566. */
  102567. private _modifierRadius;
  102568. }
  102569. }
  102570. declare module BABYLON {
  102571. interface FreeCameraInputsManager {
  102572. /**
  102573. * @hidden
  102574. */
  102575. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  102576. /**
  102577. * Add orientation input support to the input manager.
  102578. * @returns the current input manager
  102579. */
  102580. addDeviceOrientation(): FreeCameraInputsManager;
  102581. }
  102582. /**
  102583. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  102584. * Screen rotation is taken into account.
  102585. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102586. */
  102587. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  102588. private _camera;
  102589. private _screenOrientationAngle;
  102590. private _constantTranform;
  102591. private _screenQuaternion;
  102592. private _alpha;
  102593. private _beta;
  102594. private _gamma;
  102595. /**
  102596. * Can be used to detect if a device orientation sensor is availible on a device
  102597. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  102598. * @returns a promise that will resolve on orientation change
  102599. */
  102600. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  102601. /**
  102602. * @hidden
  102603. */
  102604. _onDeviceOrientationChangedObservable: Observable<void>;
  102605. /**
  102606. * Instantiates a new input
  102607. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102608. */
  102609. constructor();
  102610. /**
  102611. * Define the camera controlled by the input.
  102612. */
  102613. camera: FreeCamera;
  102614. /**
  102615. * Attach the input controls to a specific dom element to get the input from.
  102616. * @param element Defines the element the controls should be listened from
  102617. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102618. */
  102619. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102620. private _orientationChanged;
  102621. private _deviceOrientation;
  102622. /**
  102623. * Detach the current controls from the specified dom element.
  102624. * @param element Defines the element to stop listening the inputs from
  102625. */
  102626. detachControl(element: Nullable<HTMLElement>): void;
  102627. /**
  102628. * Update the current camera state depending on the inputs that have been used this frame.
  102629. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102630. */
  102631. checkInputs(): void;
  102632. /**
  102633. * Gets the class name of the current intput.
  102634. * @returns the class name
  102635. */
  102636. getClassName(): string;
  102637. /**
  102638. * Get the friendly name associated with the input class.
  102639. * @returns the input friendly name
  102640. */
  102641. getSimpleName(): string;
  102642. }
  102643. }
  102644. declare module BABYLON {
  102645. /**
  102646. * Manage the gamepad inputs to control a free camera.
  102647. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102648. */
  102649. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  102650. /**
  102651. * Define the camera the input is attached to.
  102652. */
  102653. camera: FreeCamera;
  102654. /**
  102655. * Define the Gamepad controlling the input
  102656. */
  102657. gamepad: Nullable<Gamepad>;
  102658. /**
  102659. * Defines the gamepad rotation sensiblity.
  102660. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  102661. */
  102662. gamepadAngularSensibility: number;
  102663. /**
  102664. * Defines the gamepad move sensiblity.
  102665. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  102666. */
  102667. gamepadMoveSensibility: number;
  102668. private _onGamepadConnectedObserver;
  102669. private _onGamepadDisconnectedObserver;
  102670. private _cameraTransform;
  102671. private _deltaTransform;
  102672. private _vector3;
  102673. private _vector2;
  102674. /**
  102675. * Attach the input controls to a specific dom element to get the input from.
  102676. * @param element Defines the element the controls should be listened from
  102677. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102678. */
  102679. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102680. /**
  102681. * Detach the current controls from the specified dom element.
  102682. * @param element Defines the element to stop listening the inputs from
  102683. */
  102684. detachControl(element: Nullable<HTMLElement>): void;
  102685. /**
  102686. * Update the current camera state depending on the inputs that have been used this frame.
  102687. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102688. */
  102689. checkInputs(): void;
  102690. /**
  102691. * Gets the class name of the current intput.
  102692. * @returns the class name
  102693. */
  102694. getClassName(): string;
  102695. /**
  102696. * Get the friendly name associated with the input class.
  102697. * @returns the input friendly name
  102698. */
  102699. getSimpleName(): string;
  102700. }
  102701. }
  102702. declare module BABYLON {
  102703. /**
  102704. * Defines the potential axis of a Joystick
  102705. */
  102706. export enum JoystickAxis {
  102707. /** X axis */
  102708. X = 0,
  102709. /** Y axis */
  102710. Y = 1,
  102711. /** Z axis */
  102712. Z = 2
  102713. }
  102714. /**
  102715. * Class used to define virtual joystick (used in touch mode)
  102716. */
  102717. export class VirtualJoystick {
  102718. /**
  102719. * Gets or sets a boolean indicating that left and right values must be inverted
  102720. */
  102721. reverseLeftRight: boolean;
  102722. /**
  102723. * Gets or sets a boolean indicating that up and down values must be inverted
  102724. */
  102725. reverseUpDown: boolean;
  102726. /**
  102727. * Gets the offset value for the position (ie. the change of the position value)
  102728. */
  102729. deltaPosition: Vector3;
  102730. /**
  102731. * Gets a boolean indicating if the virtual joystick was pressed
  102732. */
  102733. pressed: boolean;
  102734. /**
  102735. * Canvas the virtual joystick will render onto, default z-index of this is 5
  102736. */
  102737. static Canvas: Nullable<HTMLCanvasElement>;
  102738. private static _globalJoystickIndex;
  102739. private static vjCanvasContext;
  102740. private static vjCanvasWidth;
  102741. private static vjCanvasHeight;
  102742. private static halfWidth;
  102743. private _action;
  102744. private _axisTargetedByLeftAndRight;
  102745. private _axisTargetedByUpAndDown;
  102746. private _joystickSensibility;
  102747. private _inversedSensibility;
  102748. private _joystickPointerID;
  102749. private _joystickColor;
  102750. private _joystickPointerPos;
  102751. private _joystickPreviousPointerPos;
  102752. private _joystickPointerStartPos;
  102753. private _deltaJoystickVector;
  102754. private _leftJoystick;
  102755. private _touches;
  102756. private _onPointerDownHandlerRef;
  102757. private _onPointerMoveHandlerRef;
  102758. private _onPointerUpHandlerRef;
  102759. private _onResize;
  102760. /**
  102761. * Creates a new virtual joystick
  102762. * @param leftJoystick defines that the joystick is for left hand (false by default)
  102763. */
  102764. constructor(leftJoystick?: boolean);
  102765. /**
  102766. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  102767. * @param newJoystickSensibility defines the new sensibility
  102768. */
  102769. setJoystickSensibility(newJoystickSensibility: number): void;
  102770. private _onPointerDown;
  102771. private _onPointerMove;
  102772. private _onPointerUp;
  102773. /**
  102774. * Change the color of the virtual joystick
  102775. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  102776. */
  102777. setJoystickColor(newColor: string): void;
  102778. /**
  102779. * Defines a callback to call when the joystick is touched
  102780. * @param action defines the callback
  102781. */
  102782. setActionOnTouch(action: () => any): void;
  102783. /**
  102784. * Defines which axis you'd like to control for left & right
  102785. * @param axis defines the axis to use
  102786. */
  102787. setAxisForLeftRight(axis: JoystickAxis): void;
  102788. /**
  102789. * Defines which axis you'd like to control for up & down
  102790. * @param axis defines the axis to use
  102791. */
  102792. setAxisForUpDown(axis: JoystickAxis): void;
  102793. private _drawVirtualJoystick;
  102794. /**
  102795. * Release internal HTML canvas
  102796. */
  102797. releaseCanvas(): void;
  102798. }
  102799. }
  102800. declare module BABYLON {
  102801. interface FreeCameraInputsManager {
  102802. /**
  102803. * Add virtual joystick input support to the input manager.
  102804. * @returns the current input manager
  102805. */
  102806. addVirtualJoystick(): FreeCameraInputsManager;
  102807. }
  102808. /**
  102809. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  102810. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102811. */
  102812. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  102813. /**
  102814. * Defines the camera the input is attached to.
  102815. */
  102816. camera: FreeCamera;
  102817. private _leftjoystick;
  102818. private _rightjoystick;
  102819. /**
  102820. * Gets the left stick of the virtual joystick.
  102821. * @returns The virtual Joystick
  102822. */
  102823. getLeftJoystick(): VirtualJoystick;
  102824. /**
  102825. * Gets the right stick of the virtual joystick.
  102826. * @returns The virtual Joystick
  102827. */
  102828. getRightJoystick(): VirtualJoystick;
  102829. /**
  102830. * Update the current camera state depending on the inputs that have been used this frame.
  102831. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102832. */
  102833. checkInputs(): void;
  102834. /**
  102835. * Attach the input controls to a specific dom element to get the input from.
  102836. * @param element Defines the element the controls should be listened from
  102837. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102838. */
  102839. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102840. /**
  102841. * Detach the current controls from the specified dom element.
  102842. * @param element Defines the element to stop listening the inputs from
  102843. */
  102844. detachControl(element: Nullable<HTMLElement>): void;
  102845. /**
  102846. * Gets the class name of the current intput.
  102847. * @returns the class name
  102848. */
  102849. getClassName(): string;
  102850. /**
  102851. * Get the friendly name associated with the input class.
  102852. * @returns the input friendly name
  102853. */
  102854. getSimpleName(): string;
  102855. }
  102856. }
  102857. declare module BABYLON {
  102858. /**
  102859. * This represents a FPS type of camera controlled by touch.
  102860. * This is like a universal camera minus the Gamepad controls.
  102861. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102862. */
  102863. export class TouchCamera extends FreeCamera {
  102864. /**
  102865. * Defines the touch sensibility for rotation.
  102866. * The higher the faster.
  102867. */
  102868. touchAngularSensibility: number;
  102869. /**
  102870. * Defines the touch sensibility for move.
  102871. * The higher the faster.
  102872. */
  102873. touchMoveSensibility: number;
  102874. /**
  102875. * Instantiates a new touch camera.
  102876. * This represents a FPS type of camera controlled by touch.
  102877. * This is like a universal camera minus the Gamepad controls.
  102878. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102879. * @param name Define the name of the camera in the scene
  102880. * @param position Define the start position of the camera in the scene
  102881. * @param scene Define the scene the camera belongs to
  102882. */
  102883. constructor(name: string, position: Vector3, scene: Scene);
  102884. /**
  102885. * Gets the current object class name.
  102886. * @return the class name
  102887. */
  102888. getClassName(): string;
  102889. /** @hidden */
  102890. _setupInputs(): void;
  102891. }
  102892. }
  102893. declare module BABYLON {
  102894. /**
  102895. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  102896. * being tilted forward or back and left or right.
  102897. */
  102898. export class DeviceOrientationCamera extends FreeCamera {
  102899. private _initialQuaternion;
  102900. private _quaternionCache;
  102901. private _tmpDragQuaternion;
  102902. private _disablePointerInputWhenUsingDeviceOrientation;
  102903. /**
  102904. * Creates a new device orientation camera
  102905. * @param name The name of the camera
  102906. * @param position The start position camera
  102907. * @param scene The scene the camera belongs to
  102908. */
  102909. constructor(name: string, position: Vector3, scene: Scene);
  102910. /**
  102911. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  102912. */
  102913. disablePointerInputWhenUsingDeviceOrientation: boolean;
  102914. private _dragFactor;
  102915. /**
  102916. * Enabled turning on the y axis when the orientation sensor is active
  102917. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  102918. */
  102919. enableHorizontalDragging(dragFactor?: number): void;
  102920. /**
  102921. * Gets the current instance class name ("DeviceOrientationCamera").
  102922. * This helps avoiding instanceof at run time.
  102923. * @returns the class name
  102924. */
  102925. getClassName(): string;
  102926. /**
  102927. * @hidden
  102928. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  102929. */
  102930. _checkInputs(): void;
  102931. /**
  102932. * Reset the camera to its default orientation on the specified axis only.
  102933. * @param axis The axis to reset
  102934. */
  102935. resetToCurrentRotation(axis?: Axis): void;
  102936. }
  102937. }
  102938. declare module BABYLON {
  102939. /**
  102940. * Defines supported buttons for XBox360 compatible gamepads
  102941. */
  102942. export enum Xbox360Button {
  102943. /** A */
  102944. A = 0,
  102945. /** B */
  102946. B = 1,
  102947. /** X */
  102948. X = 2,
  102949. /** Y */
  102950. Y = 3,
  102951. /** Start */
  102952. Start = 4,
  102953. /** Back */
  102954. Back = 5,
  102955. /** Left button */
  102956. LB = 6,
  102957. /** Right button */
  102958. RB = 7,
  102959. /** Left stick */
  102960. LeftStick = 8,
  102961. /** Right stick */
  102962. RightStick = 9
  102963. }
  102964. /** Defines values for XBox360 DPad */
  102965. export enum Xbox360Dpad {
  102966. /** Up */
  102967. Up = 0,
  102968. /** Down */
  102969. Down = 1,
  102970. /** Left */
  102971. Left = 2,
  102972. /** Right */
  102973. Right = 3
  102974. }
  102975. /**
  102976. * Defines a XBox360 gamepad
  102977. */
  102978. export class Xbox360Pad extends Gamepad {
  102979. private _leftTrigger;
  102980. private _rightTrigger;
  102981. private _onlefttriggerchanged;
  102982. private _onrighttriggerchanged;
  102983. private _onbuttondown;
  102984. private _onbuttonup;
  102985. private _ondpaddown;
  102986. private _ondpadup;
  102987. /** Observable raised when a button is pressed */
  102988. onButtonDownObservable: Observable<Xbox360Button>;
  102989. /** Observable raised when a button is released */
  102990. onButtonUpObservable: Observable<Xbox360Button>;
  102991. /** Observable raised when a pad is pressed */
  102992. onPadDownObservable: Observable<Xbox360Dpad>;
  102993. /** Observable raised when a pad is released */
  102994. onPadUpObservable: Observable<Xbox360Dpad>;
  102995. private _buttonA;
  102996. private _buttonB;
  102997. private _buttonX;
  102998. private _buttonY;
  102999. private _buttonBack;
  103000. private _buttonStart;
  103001. private _buttonLB;
  103002. private _buttonRB;
  103003. private _buttonLeftStick;
  103004. private _buttonRightStick;
  103005. private _dPadUp;
  103006. private _dPadDown;
  103007. private _dPadLeft;
  103008. private _dPadRight;
  103009. private _isXboxOnePad;
  103010. /**
  103011. * Creates a new XBox360 gamepad object
  103012. * @param id defines the id of this gamepad
  103013. * @param index defines its index
  103014. * @param gamepad defines the internal HTML gamepad object
  103015. * @param xboxOne defines if it is a XBox One gamepad
  103016. */
  103017. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  103018. /**
  103019. * Defines the callback to call when left trigger is pressed
  103020. * @param callback defines the callback to use
  103021. */
  103022. onlefttriggerchanged(callback: (value: number) => void): void;
  103023. /**
  103024. * Defines the callback to call when right trigger is pressed
  103025. * @param callback defines the callback to use
  103026. */
  103027. onrighttriggerchanged(callback: (value: number) => void): void;
  103028. /**
  103029. * Gets the left trigger value
  103030. */
  103031. /**
  103032. * Sets the left trigger value
  103033. */
  103034. leftTrigger: number;
  103035. /**
  103036. * Gets the right trigger value
  103037. */
  103038. /**
  103039. * Sets the right trigger value
  103040. */
  103041. rightTrigger: number;
  103042. /**
  103043. * Defines the callback to call when a button is pressed
  103044. * @param callback defines the callback to use
  103045. */
  103046. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  103047. /**
  103048. * Defines the callback to call when a button is released
  103049. * @param callback defines the callback to use
  103050. */
  103051. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  103052. /**
  103053. * Defines the callback to call when a pad is pressed
  103054. * @param callback defines the callback to use
  103055. */
  103056. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  103057. /**
  103058. * Defines the callback to call when a pad is released
  103059. * @param callback defines the callback to use
  103060. */
  103061. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  103062. private _setButtonValue;
  103063. private _setDPadValue;
  103064. /**
  103065. * Gets the value of the `A` button
  103066. */
  103067. /**
  103068. * Sets the value of the `A` button
  103069. */
  103070. buttonA: number;
  103071. /**
  103072. * Gets the value of the `B` button
  103073. */
  103074. /**
  103075. * Sets the value of the `B` button
  103076. */
  103077. buttonB: number;
  103078. /**
  103079. * Gets the value of the `X` button
  103080. */
  103081. /**
  103082. * Sets the value of the `X` button
  103083. */
  103084. buttonX: number;
  103085. /**
  103086. * Gets the value of the `Y` button
  103087. */
  103088. /**
  103089. * Sets the value of the `Y` button
  103090. */
  103091. buttonY: number;
  103092. /**
  103093. * Gets the value of the `Start` button
  103094. */
  103095. /**
  103096. * Sets the value of the `Start` button
  103097. */
  103098. buttonStart: number;
  103099. /**
  103100. * Gets the value of the `Back` button
  103101. */
  103102. /**
  103103. * Sets the value of the `Back` button
  103104. */
  103105. buttonBack: number;
  103106. /**
  103107. * Gets the value of the `Left` button
  103108. */
  103109. /**
  103110. * Sets the value of the `Left` button
  103111. */
  103112. buttonLB: number;
  103113. /**
  103114. * Gets the value of the `Right` button
  103115. */
  103116. /**
  103117. * Sets the value of the `Right` button
  103118. */
  103119. buttonRB: number;
  103120. /**
  103121. * Gets the value of the Left joystick
  103122. */
  103123. /**
  103124. * Sets the value of the Left joystick
  103125. */
  103126. buttonLeftStick: number;
  103127. /**
  103128. * Gets the value of the Right joystick
  103129. */
  103130. /**
  103131. * Sets the value of the Right joystick
  103132. */
  103133. buttonRightStick: number;
  103134. /**
  103135. * Gets the value of D-pad up
  103136. */
  103137. /**
  103138. * Sets the value of D-pad up
  103139. */
  103140. dPadUp: number;
  103141. /**
  103142. * Gets the value of D-pad down
  103143. */
  103144. /**
  103145. * Sets the value of D-pad down
  103146. */
  103147. dPadDown: number;
  103148. /**
  103149. * Gets the value of D-pad left
  103150. */
  103151. /**
  103152. * Sets the value of D-pad left
  103153. */
  103154. dPadLeft: number;
  103155. /**
  103156. * Gets the value of D-pad right
  103157. */
  103158. /**
  103159. * Sets the value of D-pad right
  103160. */
  103161. dPadRight: number;
  103162. /**
  103163. * Force the gamepad to synchronize with device values
  103164. */
  103165. update(): void;
  103166. /**
  103167. * Disposes the gamepad
  103168. */
  103169. dispose(): void;
  103170. }
  103171. }
  103172. declare module BABYLON {
  103173. /**
  103174. * Defines supported buttons for DualShock compatible gamepads
  103175. */
  103176. export enum DualShockButton {
  103177. /** Cross */
  103178. Cross = 0,
  103179. /** Circle */
  103180. Circle = 1,
  103181. /** Square */
  103182. Square = 2,
  103183. /** Triangle */
  103184. Triangle = 3,
  103185. /** Options */
  103186. Options = 4,
  103187. /** Share */
  103188. Share = 5,
  103189. /** L1 */
  103190. L1 = 6,
  103191. /** R1 */
  103192. R1 = 7,
  103193. /** Left stick */
  103194. LeftStick = 8,
  103195. /** Right stick */
  103196. RightStick = 9
  103197. }
  103198. /** Defines values for DualShock DPad */
  103199. export enum DualShockDpad {
  103200. /** Up */
  103201. Up = 0,
  103202. /** Down */
  103203. Down = 1,
  103204. /** Left */
  103205. Left = 2,
  103206. /** Right */
  103207. Right = 3
  103208. }
  103209. /**
  103210. * Defines a DualShock gamepad
  103211. */
  103212. export class DualShockPad extends Gamepad {
  103213. private _leftTrigger;
  103214. private _rightTrigger;
  103215. private _onlefttriggerchanged;
  103216. private _onrighttriggerchanged;
  103217. private _onbuttondown;
  103218. private _onbuttonup;
  103219. private _ondpaddown;
  103220. private _ondpadup;
  103221. /** Observable raised when a button is pressed */
  103222. onButtonDownObservable: Observable<DualShockButton>;
  103223. /** Observable raised when a button is released */
  103224. onButtonUpObservable: Observable<DualShockButton>;
  103225. /** Observable raised when a pad is pressed */
  103226. onPadDownObservable: Observable<DualShockDpad>;
  103227. /** Observable raised when a pad is released */
  103228. onPadUpObservable: Observable<DualShockDpad>;
  103229. private _buttonCross;
  103230. private _buttonCircle;
  103231. private _buttonSquare;
  103232. private _buttonTriangle;
  103233. private _buttonShare;
  103234. private _buttonOptions;
  103235. private _buttonL1;
  103236. private _buttonR1;
  103237. private _buttonLeftStick;
  103238. private _buttonRightStick;
  103239. private _dPadUp;
  103240. private _dPadDown;
  103241. private _dPadLeft;
  103242. private _dPadRight;
  103243. /**
  103244. * Creates a new DualShock gamepad object
  103245. * @param id defines the id of this gamepad
  103246. * @param index defines its index
  103247. * @param gamepad defines the internal HTML gamepad object
  103248. */
  103249. constructor(id: string, index: number, gamepad: any);
  103250. /**
  103251. * Defines the callback to call when left trigger is pressed
  103252. * @param callback defines the callback to use
  103253. */
  103254. onlefttriggerchanged(callback: (value: number) => void): void;
  103255. /**
  103256. * Defines the callback to call when right trigger is pressed
  103257. * @param callback defines the callback to use
  103258. */
  103259. onrighttriggerchanged(callback: (value: number) => void): void;
  103260. /**
  103261. * Gets the left trigger value
  103262. */
  103263. /**
  103264. * Sets the left trigger value
  103265. */
  103266. leftTrigger: number;
  103267. /**
  103268. * Gets the right trigger value
  103269. */
  103270. /**
  103271. * Sets the right trigger value
  103272. */
  103273. rightTrigger: number;
  103274. /**
  103275. * Defines the callback to call when a button is pressed
  103276. * @param callback defines the callback to use
  103277. */
  103278. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  103279. /**
  103280. * Defines the callback to call when a button is released
  103281. * @param callback defines the callback to use
  103282. */
  103283. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  103284. /**
  103285. * Defines the callback to call when a pad is pressed
  103286. * @param callback defines the callback to use
  103287. */
  103288. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  103289. /**
  103290. * Defines the callback to call when a pad is released
  103291. * @param callback defines the callback to use
  103292. */
  103293. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  103294. private _setButtonValue;
  103295. private _setDPadValue;
  103296. /**
  103297. * Gets the value of the `Cross` button
  103298. */
  103299. /**
  103300. * Sets the value of the `Cross` button
  103301. */
  103302. buttonCross: number;
  103303. /**
  103304. * Gets the value of the `Circle` button
  103305. */
  103306. /**
  103307. * Sets the value of the `Circle` button
  103308. */
  103309. buttonCircle: number;
  103310. /**
  103311. * Gets the value of the `Square` button
  103312. */
  103313. /**
  103314. * Sets the value of the `Square` button
  103315. */
  103316. buttonSquare: number;
  103317. /**
  103318. * Gets the value of the `Triangle` button
  103319. */
  103320. /**
  103321. * Sets the value of the `Triangle` button
  103322. */
  103323. buttonTriangle: number;
  103324. /**
  103325. * Gets the value of the `Options` button
  103326. */
  103327. /**
  103328. * Sets the value of the `Options` button
  103329. */
  103330. buttonOptions: number;
  103331. /**
  103332. * Gets the value of the `Share` button
  103333. */
  103334. /**
  103335. * Sets the value of the `Share` button
  103336. */
  103337. buttonShare: number;
  103338. /**
  103339. * Gets the value of the `L1` button
  103340. */
  103341. /**
  103342. * Sets the value of the `L1` button
  103343. */
  103344. buttonL1: number;
  103345. /**
  103346. * Gets the value of the `R1` button
  103347. */
  103348. /**
  103349. * Sets the value of the `R1` button
  103350. */
  103351. buttonR1: number;
  103352. /**
  103353. * Gets the value of the Left joystick
  103354. */
  103355. /**
  103356. * Sets the value of the Left joystick
  103357. */
  103358. buttonLeftStick: number;
  103359. /**
  103360. * Gets the value of the Right joystick
  103361. */
  103362. /**
  103363. * Sets the value of the Right joystick
  103364. */
  103365. buttonRightStick: number;
  103366. /**
  103367. * Gets the value of D-pad up
  103368. */
  103369. /**
  103370. * Sets the value of D-pad up
  103371. */
  103372. dPadUp: number;
  103373. /**
  103374. * Gets the value of D-pad down
  103375. */
  103376. /**
  103377. * Sets the value of D-pad down
  103378. */
  103379. dPadDown: number;
  103380. /**
  103381. * Gets the value of D-pad left
  103382. */
  103383. /**
  103384. * Sets the value of D-pad left
  103385. */
  103386. dPadLeft: number;
  103387. /**
  103388. * Gets the value of D-pad right
  103389. */
  103390. /**
  103391. * Sets the value of D-pad right
  103392. */
  103393. dPadRight: number;
  103394. /**
  103395. * Force the gamepad to synchronize with device values
  103396. */
  103397. update(): void;
  103398. /**
  103399. * Disposes the gamepad
  103400. */
  103401. dispose(): void;
  103402. }
  103403. }
  103404. declare module BABYLON {
  103405. /**
  103406. * Manager for handling gamepads
  103407. */
  103408. export class GamepadManager {
  103409. private _scene?;
  103410. private _babylonGamepads;
  103411. private _oneGamepadConnected;
  103412. /** @hidden */
  103413. _isMonitoring: boolean;
  103414. private _gamepadEventSupported;
  103415. private _gamepadSupport;
  103416. /**
  103417. * observable to be triggered when the gamepad controller has been connected
  103418. */
  103419. onGamepadConnectedObservable: Observable<Gamepad>;
  103420. /**
  103421. * observable to be triggered when the gamepad controller has been disconnected
  103422. */
  103423. onGamepadDisconnectedObservable: Observable<Gamepad>;
  103424. private _onGamepadConnectedEvent;
  103425. private _onGamepadDisconnectedEvent;
  103426. /**
  103427. * Initializes the gamepad manager
  103428. * @param _scene BabylonJS scene
  103429. */
  103430. constructor(_scene?: Scene | undefined);
  103431. /**
  103432. * The gamepads in the game pad manager
  103433. */
  103434. readonly gamepads: Gamepad[];
  103435. /**
  103436. * Get the gamepad controllers based on type
  103437. * @param type The type of gamepad controller
  103438. * @returns Nullable gamepad
  103439. */
  103440. getGamepadByType(type?: number): Nullable<Gamepad>;
  103441. /**
  103442. * Disposes the gamepad manager
  103443. */
  103444. dispose(): void;
  103445. private _addNewGamepad;
  103446. private _startMonitoringGamepads;
  103447. private _stopMonitoringGamepads;
  103448. /** @hidden */
  103449. _checkGamepadsStatus(): void;
  103450. private _updateGamepadObjects;
  103451. }
  103452. }
  103453. declare module BABYLON {
  103454. interface Scene {
  103455. /** @hidden */
  103456. _gamepadManager: Nullable<GamepadManager>;
  103457. /**
  103458. * Gets the gamepad manager associated with the scene
  103459. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  103460. */
  103461. gamepadManager: GamepadManager;
  103462. }
  103463. /**
  103464. * Interface representing a free camera inputs manager
  103465. */
  103466. interface FreeCameraInputsManager {
  103467. /**
  103468. * Adds gamepad input support to the FreeCameraInputsManager.
  103469. * @returns the FreeCameraInputsManager
  103470. */
  103471. addGamepad(): FreeCameraInputsManager;
  103472. }
  103473. /**
  103474. * Interface representing an arc rotate camera inputs manager
  103475. */
  103476. interface ArcRotateCameraInputsManager {
  103477. /**
  103478. * Adds gamepad input support to the ArcRotateCamera InputManager.
  103479. * @returns the camera inputs manager
  103480. */
  103481. addGamepad(): ArcRotateCameraInputsManager;
  103482. }
  103483. /**
  103484. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  103485. */
  103486. export class GamepadSystemSceneComponent implements ISceneComponent {
  103487. /**
  103488. * The component name helpfull to identify the component in the list of scene components.
  103489. */
  103490. readonly name: string;
  103491. /**
  103492. * The scene the component belongs to.
  103493. */
  103494. scene: Scene;
  103495. /**
  103496. * Creates a new instance of the component for the given scene
  103497. * @param scene Defines the scene to register the component in
  103498. */
  103499. constructor(scene: Scene);
  103500. /**
  103501. * Registers the component in a given scene
  103502. */
  103503. register(): void;
  103504. /**
  103505. * Rebuilds the elements related to this component in case of
  103506. * context lost for instance.
  103507. */
  103508. rebuild(): void;
  103509. /**
  103510. * Disposes the component and the associated ressources
  103511. */
  103512. dispose(): void;
  103513. private _beforeCameraUpdate;
  103514. }
  103515. }
  103516. declare module BABYLON {
  103517. /**
  103518. * 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,
  103519. * which still works and will still be found in many Playgrounds.
  103520. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103521. */
  103522. export class UniversalCamera extends TouchCamera {
  103523. /**
  103524. * Defines the gamepad rotation sensiblity.
  103525. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  103526. */
  103527. gamepadAngularSensibility: number;
  103528. /**
  103529. * Defines the gamepad move sensiblity.
  103530. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  103531. */
  103532. gamepadMoveSensibility: number;
  103533. /**
  103534. * 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,
  103535. * which still works and will still be found in many Playgrounds.
  103536. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103537. * @param name Define the name of the camera in the scene
  103538. * @param position Define the start position of the camera in the scene
  103539. * @param scene Define the scene the camera belongs to
  103540. */
  103541. constructor(name: string, position: Vector3, scene: Scene);
  103542. /**
  103543. * Gets the current object class name.
  103544. * @return the class name
  103545. */
  103546. getClassName(): string;
  103547. }
  103548. }
  103549. declare module BABYLON {
  103550. /**
  103551. * This represents a FPS type of camera. This is only here for back compat purpose.
  103552. * Please use the UniversalCamera instead as both are identical.
  103553. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103554. */
  103555. export class GamepadCamera extends UniversalCamera {
  103556. /**
  103557. * Instantiates a new Gamepad Camera
  103558. * This represents a FPS type of camera. This is only here for back compat purpose.
  103559. * Please use the UniversalCamera instead as both are identical.
  103560. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103561. * @param name Define the name of the camera in the scene
  103562. * @param position Define the start position of the camera in the scene
  103563. * @param scene Define the scene the camera belongs to
  103564. */
  103565. constructor(name: string, position: Vector3, scene: Scene);
  103566. /**
  103567. * Gets the current object class name.
  103568. * @return the class name
  103569. */
  103570. getClassName(): string;
  103571. }
  103572. }
  103573. declare module BABYLON {
  103574. /** @hidden */
  103575. export var passPixelShader: {
  103576. name: string;
  103577. shader: string;
  103578. };
  103579. }
  103580. declare module BABYLON {
  103581. /** @hidden */
  103582. export var passCubePixelShader: {
  103583. name: string;
  103584. shader: string;
  103585. };
  103586. }
  103587. declare module BABYLON {
  103588. /**
  103589. * PassPostProcess which produces an output the same as it's input
  103590. */
  103591. export class PassPostProcess extends PostProcess {
  103592. /**
  103593. * Creates the PassPostProcess
  103594. * @param name The name of the effect.
  103595. * @param options The required width/height ratio to downsize to before computing the render pass.
  103596. * @param camera The camera to apply the render pass to.
  103597. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  103598. * @param engine The engine which the post process will be applied. (default: current engine)
  103599. * @param reusable If the post process can be reused on the same frame. (default: false)
  103600. * @param textureType The type of texture to be used when performing the post processing.
  103601. * @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)
  103602. */
  103603. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  103604. }
  103605. /**
  103606. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  103607. */
  103608. export class PassCubePostProcess extends PostProcess {
  103609. private _face;
  103610. /**
  103611. * Gets or sets the cube face to display.
  103612. * * 0 is +X
  103613. * * 1 is -X
  103614. * * 2 is +Y
  103615. * * 3 is -Y
  103616. * * 4 is +Z
  103617. * * 5 is -Z
  103618. */
  103619. face: number;
  103620. /**
  103621. * Creates the PassCubePostProcess
  103622. * @param name The name of the effect.
  103623. * @param options The required width/height ratio to downsize to before computing the render pass.
  103624. * @param camera The camera to apply the render pass to.
  103625. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  103626. * @param engine The engine which the post process will be applied. (default: current engine)
  103627. * @param reusable If the post process can be reused on the same frame. (default: false)
  103628. * @param textureType The type of texture to be used when performing the post processing.
  103629. * @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)
  103630. */
  103631. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  103632. }
  103633. }
  103634. declare module BABYLON {
  103635. /** @hidden */
  103636. export var anaglyphPixelShader: {
  103637. name: string;
  103638. shader: string;
  103639. };
  103640. }
  103641. declare module BABYLON {
  103642. /**
  103643. * Postprocess used to generate anaglyphic rendering
  103644. */
  103645. export class AnaglyphPostProcess extends PostProcess {
  103646. private _passedProcess;
  103647. /**
  103648. * Creates a new AnaglyphPostProcess
  103649. * @param name defines postprocess name
  103650. * @param options defines creation options or target ratio scale
  103651. * @param rigCameras defines cameras using this postprocess
  103652. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  103653. * @param engine defines hosting engine
  103654. * @param reusable defines if the postprocess will be reused multiple times per frame
  103655. */
  103656. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  103657. }
  103658. }
  103659. declare module BABYLON {
  103660. /**
  103661. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  103662. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103663. */
  103664. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  103665. /**
  103666. * Creates a new AnaglyphArcRotateCamera
  103667. * @param name defines camera name
  103668. * @param alpha defines alpha angle (in radians)
  103669. * @param beta defines beta angle (in radians)
  103670. * @param radius defines radius
  103671. * @param target defines camera target
  103672. * @param interaxialDistance defines distance between each color axis
  103673. * @param scene defines the hosting scene
  103674. */
  103675. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  103676. /**
  103677. * Gets camera class name
  103678. * @returns AnaglyphArcRotateCamera
  103679. */
  103680. getClassName(): string;
  103681. }
  103682. }
  103683. declare module BABYLON {
  103684. /**
  103685. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  103686. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103687. */
  103688. export class AnaglyphFreeCamera extends FreeCamera {
  103689. /**
  103690. * Creates a new AnaglyphFreeCamera
  103691. * @param name defines camera name
  103692. * @param position defines initial position
  103693. * @param interaxialDistance defines distance between each color axis
  103694. * @param scene defines the hosting scene
  103695. */
  103696. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  103697. /**
  103698. * Gets camera class name
  103699. * @returns AnaglyphFreeCamera
  103700. */
  103701. getClassName(): string;
  103702. }
  103703. }
  103704. declare module BABYLON {
  103705. /**
  103706. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  103707. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103708. */
  103709. export class AnaglyphGamepadCamera extends GamepadCamera {
  103710. /**
  103711. * Creates a new AnaglyphGamepadCamera
  103712. * @param name defines camera name
  103713. * @param position defines initial position
  103714. * @param interaxialDistance defines distance between each color axis
  103715. * @param scene defines the hosting scene
  103716. */
  103717. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  103718. /**
  103719. * Gets camera class name
  103720. * @returns AnaglyphGamepadCamera
  103721. */
  103722. getClassName(): string;
  103723. }
  103724. }
  103725. declare module BABYLON {
  103726. /**
  103727. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  103728. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103729. */
  103730. export class AnaglyphUniversalCamera extends UniversalCamera {
  103731. /**
  103732. * Creates a new AnaglyphUniversalCamera
  103733. * @param name defines camera name
  103734. * @param position defines initial position
  103735. * @param interaxialDistance defines distance between each color axis
  103736. * @param scene defines the hosting scene
  103737. */
  103738. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  103739. /**
  103740. * Gets camera class name
  103741. * @returns AnaglyphUniversalCamera
  103742. */
  103743. getClassName(): string;
  103744. }
  103745. }
  103746. declare module BABYLON {
  103747. /** @hidden */
  103748. export var stereoscopicInterlacePixelShader: {
  103749. name: string;
  103750. shader: string;
  103751. };
  103752. }
  103753. declare module BABYLON {
  103754. /**
  103755. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  103756. */
  103757. export class StereoscopicInterlacePostProcess extends PostProcess {
  103758. private _stepSize;
  103759. private _passedProcess;
  103760. /**
  103761. * Initializes a StereoscopicInterlacePostProcess
  103762. * @param name The name of the effect.
  103763. * @param rigCameras The rig cameras to be appled to the post process
  103764. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  103765. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  103766. * @param engine The engine which the post process will be applied. (default: current engine)
  103767. * @param reusable If the post process can be reused on the same frame. (default: false)
  103768. */
  103769. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  103770. }
  103771. }
  103772. declare module BABYLON {
  103773. /**
  103774. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  103775. * @see http://doc.babylonjs.com/features/cameras
  103776. */
  103777. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  103778. /**
  103779. * Creates a new StereoscopicArcRotateCamera
  103780. * @param name defines camera name
  103781. * @param alpha defines alpha angle (in radians)
  103782. * @param beta defines beta angle (in radians)
  103783. * @param radius defines radius
  103784. * @param target defines camera target
  103785. * @param interaxialDistance defines distance between each color axis
  103786. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  103787. * @param scene defines the hosting scene
  103788. */
  103789. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  103790. /**
  103791. * Gets camera class name
  103792. * @returns StereoscopicArcRotateCamera
  103793. */
  103794. getClassName(): string;
  103795. }
  103796. }
  103797. declare module BABYLON {
  103798. /**
  103799. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  103800. * @see http://doc.babylonjs.com/features/cameras
  103801. */
  103802. export class StereoscopicFreeCamera extends FreeCamera {
  103803. /**
  103804. * Creates a new StereoscopicFreeCamera
  103805. * @param name defines camera name
  103806. * @param position defines initial position
  103807. * @param interaxialDistance defines distance between each color axis
  103808. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  103809. * @param scene defines the hosting scene
  103810. */
  103811. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  103812. /**
  103813. * Gets camera class name
  103814. * @returns StereoscopicFreeCamera
  103815. */
  103816. getClassName(): string;
  103817. }
  103818. }
  103819. declare module BABYLON {
  103820. /**
  103821. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  103822. * @see http://doc.babylonjs.com/features/cameras
  103823. */
  103824. export class StereoscopicGamepadCamera extends GamepadCamera {
  103825. /**
  103826. * Creates a new StereoscopicGamepadCamera
  103827. * @param name defines camera name
  103828. * @param position defines initial position
  103829. * @param interaxialDistance defines distance between each color axis
  103830. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  103831. * @param scene defines the hosting scene
  103832. */
  103833. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  103834. /**
  103835. * Gets camera class name
  103836. * @returns StereoscopicGamepadCamera
  103837. */
  103838. getClassName(): string;
  103839. }
  103840. }
  103841. declare module BABYLON {
  103842. /**
  103843. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  103844. * @see http://doc.babylonjs.com/features/cameras
  103845. */
  103846. export class StereoscopicUniversalCamera extends UniversalCamera {
  103847. /**
  103848. * Creates a new StereoscopicUniversalCamera
  103849. * @param name defines camera name
  103850. * @param position defines initial position
  103851. * @param interaxialDistance defines distance between each color axis
  103852. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  103853. * @param scene defines the hosting scene
  103854. */
  103855. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  103856. /**
  103857. * Gets camera class name
  103858. * @returns StereoscopicUniversalCamera
  103859. */
  103860. getClassName(): string;
  103861. }
  103862. }
  103863. declare module BABYLON {
  103864. /**
  103865. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  103866. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  103867. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  103868. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  103869. */
  103870. export class VirtualJoysticksCamera extends FreeCamera {
  103871. /**
  103872. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  103873. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  103874. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  103875. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  103876. * @param name Define the name of the camera in the scene
  103877. * @param position Define the start position of the camera in the scene
  103878. * @param scene Define the scene the camera belongs to
  103879. */
  103880. constructor(name: string, position: Vector3, scene: Scene);
  103881. /**
  103882. * Gets the current object class name.
  103883. * @return the class name
  103884. */
  103885. getClassName(): string;
  103886. }
  103887. }
  103888. declare module BABYLON {
  103889. /**
  103890. * This represents all the required metrics to create a VR camera.
  103891. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  103892. */
  103893. export class VRCameraMetrics {
  103894. /**
  103895. * Define the horizontal resolution off the screen.
  103896. */
  103897. hResolution: number;
  103898. /**
  103899. * Define the vertical resolution off the screen.
  103900. */
  103901. vResolution: number;
  103902. /**
  103903. * Define the horizontal screen size.
  103904. */
  103905. hScreenSize: number;
  103906. /**
  103907. * Define the vertical screen size.
  103908. */
  103909. vScreenSize: number;
  103910. /**
  103911. * Define the vertical screen center position.
  103912. */
  103913. vScreenCenter: number;
  103914. /**
  103915. * Define the distance of the eyes to the screen.
  103916. */
  103917. eyeToScreenDistance: number;
  103918. /**
  103919. * Define the distance between both lenses
  103920. */
  103921. lensSeparationDistance: number;
  103922. /**
  103923. * Define the distance between both viewer's eyes.
  103924. */
  103925. interpupillaryDistance: number;
  103926. /**
  103927. * Define the distortion factor of the VR postprocess.
  103928. * Please, touch with care.
  103929. */
  103930. distortionK: number[];
  103931. /**
  103932. * Define the chromatic aberration correction factors for the VR post process.
  103933. */
  103934. chromaAbCorrection: number[];
  103935. /**
  103936. * Define the scale factor of the post process.
  103937. * The smaller the better but the slower.
  103938. */
  103939. postProcessScaleFactor: number;
  103940. /**
  103941. * Define an offset for the lens center.
  103942. */
  103943. lensCenterOffset: number;
  103944. /**
  103945. * Define if the current vr camera should compensate the distortion of the lense or not.
  103946. */
  103947. compensateDistortion: boolean;
  103948. /**
  103949. * Defines if multiview should be enabled when rendering (Default: false)
  103950. */
  103951. multiviewEnabled: boolean;
  103952. /**
  103953. * Gets the rendering aspect ratio based on the provided resolutions.
  103954. */
  103955. readonly aspectRatio: number;
  103956. /**
  103957. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  103958. */
  103959. readonly aspectRatioFov: number;
  103960. /**
  103961. * @hidden
  103962. */
  103963. readonly leftHMatrix: Matrix;
  103964. /**
  103965. * @hidden
  103966. */
  103967. readonly rightHMatrix: Matrix;
  103968. /**
  103969. * @hidden
  103970. */
  103971. readonly leftPreViewMatrix: Matrix;
  103972. /**
  103973. * @hidden
  103974. */
  103975. readonly rightPreViewMatrix: Matrix;
  103976. /**
  103977. * Get the default VRMetrics based on the most generic setup.
  103978. * @returns the default vr metrics
  103979. */
  103980. static GetDefault(): VRCameraMetrics;
  103981. }
  103982. }
  103983. declare module BABYLON {
  103984. /** @hidden */
  103985. export var vrDistortionCorrectionPixelShader: {
  103986. name: string;
  103987. shader: string;
  103988. };
  103989. }
  103990. declare module BABYLON {
  103991. /**
  103992. * VRDistortionCorrectionPostProcess used for mobile VR
  103993. */
  103994. export class VRDistortionCorrectionPostProcess extends PostProcess {
  103995. private _isRightEye;
  103996. private _distortionFactors;
  103997. private _postProcessScaleFactor;
  103998. private _lensCenterOffset;
  103999. private _scaleIn;
  104000. private _scaleFactor;
  104001. private _lensCenter;
  104002. /**
  104003. * Initializes the VRDistortionCorrectionPostProcess
  104004. * @param name The name of the effect.
  104005. * @param camera The camera to apply the render pass to.
  104006. * @param isRightEye If this is for the right eye distortion
  104007. * @param vrMetrics All the required metrics for the VR camera
  104008. */
  104009. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  104010. }
  104011. }
  104012. declare module BABYLON {
  104013. /**
  104014. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  104015. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  104016. */
  104017. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  104018. /**
  104019. * Creates a new VRDeviceOrientationArcRotateCamera
  104020. * @param name defines camera name
  104021. * @param alpha defines the camera rotation along the logitudinal axis
  104022. * @param beta defines the camera rotation along the latitudinal axis
  104023. * @param radius defines the camera distance from its target
  104024. * @param target defines the camera target
  104025. * @param scene defines the scene the camera belongs to
  104026. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  104027. * @param vrCameraMetrics defines the vr metrics associated to the camera
  104028. */
  104029. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  104030. /**
  104031. * Gets camera class name
  104032. * @returns VRDeviceOrientationArcRotateCamera
  104033. */
  104034. getClassName(): string;
  104035. }
  104036. }
  104037. declare module BABYLON {
  104038. /**
  104039. * Camera used to simulate VR rendering (based on FreeCamera)
  104040. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  104041. */
  104042. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  104043. /**
  104044. * Creates a new VRDeviceOrientationFreeCamera
  104045. * @param name defines camera name
  104046. * @param position defines the start position of the camera
  104047. * @param scene defines the scene the camera belongs to
  104048. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  104049. * @param vrCameraMetrics defines the vr metrics associated to the camera
  104050. */
  104051. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  104052. /**
  104053. * Gets camera class name
  104054. * @returns VRDeviceOrientationFreeCamera
  104055. */
  104056. getClassName(): string;
  104057. }
  104058. }
  104059. declare module BABYLON {
  104060. /**
  104061. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  104062. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  104063. */
  104064. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  104065. /**
  104066. * Creates a new VRDeviceOrientationGamepadCamera
  104067. * @param name defines camera name
  104068. * @param position defines the start position of the camera
  104069. * @param scene defines the scene the camera belongs to
  104070. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  104071. * @param vrCameraMetrics defines the vr metrics associated to the camera
  104072. */
  104073. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  104074. /**
  104075. * Gets camera class name
  104076. * @returns VRDeviceOrientationGamepadCamera
  104077. */
  104078. getClassName(): string;
  104079. }
  104080. }
  104081. declare module BABYLON {
  104082. /**
  104083. * Base class of materials working in push mode in babylon JS
  104084. * @hidden
  104085. */
  104086. export class PushMaterial extends Material {
  104087. protected _activeEffect: Effect;
  104088. protected _normalMatrix: Matrix;
  104089. /**
  104090. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  104091. * This means that the material can keep using a previous shader while a new one is being compiled.
  104092. * This is mostly used when shader parallel compilation is supported (true by default)
  104093. */
  104094. allowShaderHotSwapping: boolean;
  104095. constructor(name: string, scene: Scene);
  104096. getEffect(): Effect;
  104097. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  104098. /**
  104099. * Binds the given world matrix to the active effect
  104100. *
  104101. * @param world the matrix to bind
  104102. */
  104103. bindOnlyWorldMatrix(world: Matrix): void;
  104104. /**
  104105. * Binds the given normal matrix to the active effect
  104106. *
  104107. * @param normalMatrix the matrix to bind
  104108. */
  104109. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  104110. bind(world: Matrix, mesh?: Mesh): void;
  104111. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  104112. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  104113. }
  104114. }
  104115. declare module BABYLON {
  104116. /**
  104117. * This groups all the flags used to control the materials channel.
  104118. */
  104119. export class MaterialFlags {
  104120. private static _DiffuseTextureEnabled;
  104121. /**
  104122. * Are diffuse textures enabled in the application.
  104123. */
  104124. static DiffuseTextureEnabled: boolean;
  104125. private static _AmbientTextureEnabled;
  104126. /**
  104127. * Are ambient textures enabled in the application.
  104128. */
  104129. static AmbientTextureEnabled: boolean;
  104130. private static _OpacityTextureEnabled;
  104131. /**
  104132. * Are opacity textures enabled in the application.
  104133. */
  104134. static OpacityTextureEnabled: boolean;
  104135. private static _ReflectionTextureEnabled;
  104136. /**
  104137. * Are reflection textures enabled in the application.
  104138. */
  104139. static ReflectionTextureEnabled: boolean;
  104140. private static _EmissiveTextureEnabled;
  104141. /**
  104142. * Are emissive textures enabled in the application.
  104143. */
  104144. static EmissiveTextureEnabled: boolean;
  104145. private static _SpecularTextureEnabled;
  104146. /**
  104147. * Are specular textures enabled in the application.
  104148. */
  104149. static SpecularTextureEnabled: boolean;
  104150. private static _BumpTextureEnabled;
  104151. /**
  104152. * Are bump textures enabled in the application.
  104153. */
  104154. static BumpTextureEnabled: boolean;
  104155. private static _LightmapTextureEnabled;
  104156. /**
  104157. * Are lightmap textures enabled in the application.
  104158. */
  104159. static LightmapTextureEnabled: boolean;
  104160. private static _RefractionTextureEnabled;
  104161. /**
  104162. * Are refraction textures enabled in the application.
  104163. */
  104164. static RefractionTextureEnabled: boolean;
  104165. private static _ColorGradingTextureEnabled;
  104166. /**
  104167. * Are color grading textures enabled in the application.
  104168. */
  104169. static ColorGradingTextureEnabled: boolean;
  104170. private static _FresnelEnabled;
  104171. /**
  104172. * Are fresnels enabled in the application.
  104173. */
  104174. static FresnelEnabled: boolean;
  104175. private static _ClearCoatTextureEnabled;
  104176. /**
  104177. * Are clear coat textures enabled in the application.
  104178. */
  104179. static ClearCoatTextureEnabled: boolean;
  104180. private static _ClearCoatBumpTextureEnabled;
  104181. /**
  104182. * Are clear coat bump textures enabled in the application.
  104183. */
  104184. static ClearCoatBumpTextureEnabled: boolean;
  104185. private static _ClearCoatTintTextureEnabled;
  104186. /**
  104187. * Are clear coat tint textures enabled in the application.
  104188. */
  104189. static ClearCoatTintTextureEnabled: boolean;
  104190. private static _SheenTextureEnabled;
  104191. /**
  104192. * Are sheen textures enabled in the application.
  104193. */
  104194. static SheenTextureEnabled: boolean;
  104195. private static _AnisotropicTextureEnabled;
  104196. /**
  104197. * Are anisotropic textures enabled in the application.
  104198. */
  104199. static AnisotropicTextureEnabled: boolean;
  104200. private static _ThicknessTextureEnabled;
  104201. /**
  104202. * Are thickness textures enabled in the application.
  104203. */
  104204. static ThicknessTextureEnabled: boolean;
  104205. }
  104206. }
  104207. declare module BABYLON {
  104208. /** @hidden */
  104209. export var defaultFragmentDeclaration: {
  104210. name: string;
  104211. shader: string;
  104212. };
  104213. }
  104214. declare module BABYLON {
  104215. /** @hidden */
  104216. export var defaultUboDeclaration: {
  104217. name: string;
  104218. shader: string;
  104219. };
  104220. }
  104221. declare module BABYLON {
  104222. /** @hidden */
  104223. export var lightFragmentDeclaration: {
  104224. name: string;
  104225. shader: string;
  104226. };
  104227. }
  104228. declare module BABYLON {
  104229. /** @hidden */
  104230. export var lightUboDeclaration: {
  104231. name: string;
  104232. shader: string;
  104233. };
  104234. }
  104235. declare module BABYLON {
  104236. /** @hidden */
  104237. export var lightsFragmentFunctions: {
  104238. name: string;
  104239. shader: string;
  104240. };
  104241. }
  104242. declare module BABYLON {
  104243. /** @hidden */
  104244. export var shadowsFragmentFunctions: {
  104245. name: string;
  104246. shader: string;
  104247. };
  104248. }
  104249. declare module BABYLON {
  104250. /** @hidden */
  104251. export var fresnelFunction: {
  104252. name: string;
  104253. shader: string;
  104254. };
  104255. }
  104256. declare module BABYLON {
  104257. /** @hidden */
  104258. export var reflectionFunction: {
  104259. name: string;
  104260. shader: string;
  104261. };
  104262. }
  104263. declare module BABYLON {
  104264. /** @hidden */
  104265. export var bumpFragmentFunctions: {
  104266. name: string;
  104267. shader: string;
  104268. };
  104269. }
  104270. declare module BABYLON {
  104271. /** @hidden */
  104272. export var logDepthDeclaration: {
  104273. name: string;
  104274. shader: string;
  104275. };
  104276. }
  104277. declare module BABYLON {
  104278. /** @hidden */
  104279. export var bumpFragment: {
  104280. name: string;
  104281. shader: string;
  104282. };
  104283. }
  104284. declare module BABYLON {
  104285. /** @hidden */
  104286. export var depthPrePass: {
  104287. name: string;
  104288. shader: string;
  104289. };
  104290. }
  104291. declare module BABYLON {
  104292. /** @hidden */
  104293. export var lightFragment: {
  104294. name: string;
  104295. shader: string;
  104296. };
  104297. }
  104298. declare module BABYLON {
  104299. /** @hidden */
  104300. export var logDepthFragment: {
  104301. name: string;
  104302. shader: string;
  104303. };
  104304. }
  104305. declare module BABYLON {
  104306. /** @hidden */
  104307. export var defaultPixelShader: {
  104308. name: string;
  104309. shader: string;
  104310. };
  104311. }
  104312. declare module BABYLON {
  104313. /** @hidden */
  104314. export var defaultVertexDeclaration: {
  104315. name: string;
  104316. shader: string;
  104317. };
  104318. }
  104319. declare module BABYLON {
  104320. /** @hidden */
  104321. export var bumpVertexDeclaration: {
  104322. name: string;
  104323. shader: string;
  104324. };
  104325. }
  104326. declare module BABYLON {
  104327. /** @hidden */
  104328. export var bumpVertex: {
  104329. name: string;
  104330. shader: string;
  104331. };
  104332. }
  104333. declare module BABYLON {
  104334. /** @hidden */
  104335. export var fogVertex: {
  104336. name: string;
  104337. shader: string;
  104338. };
  104339. }
  104340. declare module BABYLON {
  104341. /** @hidden */
  104342. export var shadowsVertex: {
  104343. name: string;
  104344. shader: string;
  104345. };
  104346. }
  104347. declare module BABYLON {
  104348. /** @hidden */
  104349. export var pointCloudVertex: {
  104350. name: string;
  104351. shader: string;
  104352. };
  104353. }
  104354. declare module BABYLON {
  104355. /** @hidden */
  104356. export var logDepthVertex: {
  104357. name: string;
  104358. shader: string;
  104359. };
  104360. }
  104361. declare module BABYLON {
  104362. /** @hidden */
  104363. export var defaultVertexShader: {
  104364. name: string;
  104365. shader: string;
  104366. };
  104367. }
  104368. declare module BABYLON {
  104369. /** @hidden */
  104370. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  104371. MAINUV1: boolean;
  104372. MAINUV2: boolean;
  104373. DIFFUSE: boolean;
  104374. DIFFUSEDIRECTUV: number;
  104375. AMBIENT: boolean;
  104376. AMBIENTDIRECTUV: number;
  104377. OPACITY: boolean;
  104378. OPACITYDIRECTUV: number;
  104379. OPACITYRGB: boolean;
  104380. REFLECTION: boolean;
  104381. EMISSIVE: boolean;
  104382. EMISSIVEDIRECTUV: number;
  104383. SPECULAR: boolean;
  104384. SPECULARDIRECTUV: number;
  104385. BUMP: boolean;
  104386. BUMPDIRECTUV: number;
  104387. PARALLAX: boolean;
  104388. PARALLAXOCCLUSION: boolean;
  104389. SPECULAROVERALPHA: boolean;
  104390. CLIPPLANE: boolean;
  104391. CLIPPLANE2: boolean;
  104392. CLIPPLANE3: boolean;
  104393. CLIPPLANE4: boolean;
  104394. ALPHATEST: boolean;
  104395. DEPTHPREPASS: boolean;
  104396. ALPHAFROMDIFFUSE: boolean;
  104397. POINTSIZE: boolean;
  104398. FOG: boolean;
  104399. SPECULARTERM: boolean;
  104400. DIFFUSEFRESNEL: boolean;
  104401. OPACITYFRESNEL: boolean;
  104402. REFLECTIONFRESNEL: boolean;
  104403. REFRACTIONFRESNEL: boolean;
  104404. EMISSIVEFRESNEL: boolean;
  104405. FRESNEL: boolean;
  104406. NORMAL: boolean;
  104407. UV1: boolean;
  104408. UV2: boolean;
  104409. VERTEXCOLOR: boolean;
  104410. VERTEXALPHA: boolean;
  104411. NUM_BONE_INFLUENCERS: number;
  104412. BonesPerMesh: number;
  104413. BONETEXTURE: boolean;
  104414. INSTANCES: boolean;
  104415. GLOSSINESS: boolean;
  104416. ROUGHNESS: boolean;
  104417. EMISSIVEASILLUMINATION: boolean;
  104418. LINKEMISSIVEWITHDIFFUSE: boolean;
  104419. REFLECTIONFRESNELFROMSPECULAR: boolean;
  104420. LIGHTMAP: boolean;
  104421. LIGHTMAPDIRECTUV: number;
  104422. OBJECTSPACE_NORMALMAP: boolean;
  104423. USELIGHTMAPASSHADOWMAP: boolean;
  104424. REFLECTIONMAP_3D: boolean;
  104425. REFLECTIONMAP_SPHERICAL: boolean;
  104426. REFLECTIONMAP_PLANAR: boolean;
  104427. REFLECTIONMAP_CUBIC: boolean;
  104428. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  104429. REFLECTIONMAP_PROJECTION: boolean;
  104430. REFLECTIONMAP_SKYBOX: boolean;
  104431. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  104432. REFLECTIONMAP_EXPLICIT: boolean;
  104433. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  104434. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  104435. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  104436. INVERTCUBICMAP: boolean;
  104437. LOGARITHMICDEPTH: boolean;
  104438. REFRACTION: boolean;
  104439. REFRACTIONMAP_3D: boolean;
  104440. REFLECTIONOVERALPHA: boolean;
  104441. TWOSIDEDLIGHTING: boolean;
  104442. SHADOWFLOAT: boolean;
  104443. MORPHTARGETS: boolean;
  104444. MORPHTARGETS_NORMAL: boolean;
  104445. MORPHTARGETS_TANGENT: boolean;
  104446. MORPHTARGETS_UV: boolean;
  104447. NUM_MORPH_INFLUENCERS: number;
  104448. NONUNIFORMSCALING: boolean;
  104449. PREMULTIPLYALPHA: boolean;
  104450. IMAGEPROCESSING: boolean;
  104451. VIGNETTE: boolean;
  104452. VIGNETTEBLENDMODEMULTIPLY: boolean;
  104453. VIGNETTEBLENDMODEOPAQUE: boolean;
  104454. TONEMAPPING: boolean;
  104455. TONEMAPPING_ACES: boolean;
  104456. CONTRAST: boolean;
  104457. COLORCURVES: boolean;
  104458. COLORGRADING: boolean;
  104459. COLORGRADING3D: boolean;
  104460. SAMPLER3DGREENDEPTH: boolean;
  104461. SAMPLER3DBGRMAP: boolean;
  104462. IMAGEPROCESSINGPOSTPROCESS: boolean;
  104463. MULTIVIEW: boolean;
  104464. /**
  104465. * If the reflection texture on this material is in linear color space
  104466. * @hidden
  104467. */
  104468. IS_REFLECTION_LINEAR: boolean;
  104469. /**
  104470. * If the refraction texture on this material is in linear color space
  104471. * @hidden
  104472. */
  104473. IS_REFRACTION_LINEAR: boolean;
  104474. EXPOSURE: boolean;
  104475. constructor();
  104476. setReflectionMode(modeToEnable: string): void;
  104477. }
  104478. /**
  104479. * This is the default material used in Babylon. It is the best trade off between quality
  104480. * and performances.
  104481. * @see http://doc.babylonjs.com/babylon101/materials
  104482. */
  104483. export class StandardMaterial extends PushMaterial {
  104484. private _diffuseTexture;
  104485. /**
  104486. * The basic texture of the material as viewed under a light.
  104487. */
  104488. diffuseTexture: Nullable<BaseTexture>;
  104489. private _ambientTexture;
  104490. /**
  104491. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  104492. */
  104493. ambientTexture: Nullable<BaseTexture>;
  104494. private _opacityTexture;
  104495. /**
  104496. * Define the transparency of the material from a texture.
  104497. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  104498. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  104499. */
  104500. opacityTexture: Nullable<BaseTexture>;
  104501. private _reflectionTexture;
  104502. /**
  104503. * Define the texture used to display the reflection.
  104504. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104505. */
  104506. reflectionTexture: Nullable<BaseTexture>;
  104507. private _emissiveTexture;
  104508. /**
  104509. * Define texture of the material as if self lit.
  104510. * This will be mixed in the final result even in the absence of light.
  104511. */
  104512. emissiveTexture: Nullable<BaseTexture>;
  104513. private _specularTexture;
  104514. /**
  104515. * Define how the color and intensity of the highlight given by the light in the material.
  104516. */
  104517. specularTexture: Nullable<BaseTexture>;
  104518. private _bumpTexture;
  104519. /**
  104520. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  104521. * 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.
  104522. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  104523. */
  104524. bumpTexture: Nullable<BaseTexture>;
  104525. private _lightmapTexture;
  104526. /**
  104527. * Complex lighting can be computationally expensive to compute at runtime.
  104528. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  104529. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  104530. */
  104531. lightmapTexture: Nullable<BaseTexture>;
  104532. private _refractionTexture;
  104533. /**
  104534. * Define the texture used to display the refraction.
  104535. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104536. */
  104537. refractionTexture: Nullable<BaseTexture>;
  104538. /**
  104539. * The color of the material lit by the environmental background lighting.
  104540. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  104541. */
  104542. ambientColor: Color3;
  104543. /**
  104544. * The basic color of the material as viewed under a light.
  104545. */
  104546. diffuseColor: Color3;
  104547. /**
  104548. * Define how the color and intensity of the highlight given by the light in the material.
  104549. */
  104550. specularColor: Color3;
  104551. /**
  104552. * Define the color of the material as if self lit.
  104553. * This will be mixed in the final result even in the absence of light.
  104554. */
  104555. emissiveColor: Color3;
  104556. /**
  104557. * Defines how sharp are the highlights in the material.
  104558. * The bigger the value the sharper giving a more glossy feeling to the result.
  104559. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  104560. */
  104561. specularPower: number;
  104562. private _useAlphaFromDiffuseTexture;
  104563. /**
  104564. * Does the transparency come from the diffuse texture alpha channel.
  104565. */
  104566. useAlphaFromDiffuseTexture: boolean;
  104567. private _useEmissiveAsIllumination;
  104568. /**
  104569. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  104570. */
  104571. useEmissiveAsIllumination: boolean;
  104572. private _linkEmissiveWithDiffuse;
  104573. /**
  104574. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  104575. * the emissive level when the final color is close to one.
  104576. */
  104577. linkEmissiveWithDiffuse: boolean;
  104578. private _useSpecularOverAlpha;
  104579. /**
  104580. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  104581. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  104582. */
  104583. useSpecularOverAlpha: boolean;
  104584. private _useReflectionOverAlpha;
  104585. /**
  104586. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  104587. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  104588. */
  104589. useReflectionOverAlpha: boolean;
  104590. private _disableLighting;
  104591. /**
  104592. * Does lights from the scene impacts this material.
  104593. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  104594. */
  104595. disableLighting: boolean;
  104596. private _useObjectSpaceNormalMap;
  104597. /**
  104598. * Allows using an object space normal map (instead of tangent space).
  104599. */
  104600. useObjectSpaceNormalMap: boolean;
  104601. private _useParallax;
  104602. /**
  104603. * Is parallax enabled or not.
  104604. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  104605. */
  104606. useParallax: boolean;
  104607. private _useParallaxOcclusion;
  104608. /**
  104609. * Is parallax occlusion enabled or not.
  104610. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  104611. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  104612. */
  104613. useParallaxOcclusion: boolean;
  104614. /**
  104615. * 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.
  104616. */
  104617. parallaxScaleBias: number;
  104618. private _roughness;
  104619. /**
  104620. * Helps to define how blurry the reflections should appears in the material.
  104621. */
  104622. roughness: number;
  104623. /**
  104624. * In case of refraction, define the value of the index of refraction.
  104625. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104626. */
  104627. indexOfRefraction: number;
  104628. /**
  104629. * Invert the refraction texture alongside the y axis.
  104630. * It can be useful with procedural textures or probe for instance.
  104631. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104632. */
  104633. invertRefractionY: boolean;
  104634. /**
  104635. * Defines the alpha limits in alpha test mode.
  104636. */
  104637. alphaCutOff: number;
  104638. private _useLightmapAsShadowmap;
  104639. /**
  104640. * In case of light mapping, define whether the map contains light or shadow informations.
  104641. */
  104642. useLightmapAsShadowmap: boolean;
  104643. private _diffuseFresnelParameters;
  104644. /**
  104645. * Define the diffuse fresnel parameters of the material.
  104646. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104647. */
  104648. diffuseFresnelParameters: FresnelParameters;
  104649. private _opacityFresnelParameters;
  104650. /**
  104651. * Define the opacity fresnel parameters of the material.
  104652. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104653. */
  104654. opacityFresnelParameters: FresnelParameters;
  104655. private _reflectionFresnelParameters;
  104656. /**
  104657. * Define the reflection fresnel parameters of the material.
  104658. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104659. */
  104660. reflectionFresnelParameters: FresnelParameters;
  104661. private _refractionFresnelParameters;
  104662. /**
  104663. * Define the refraction fresnel parameters of the material.
  104664. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104665. */
  104666. refractionFresnelParameters: FresnelParameters;
  104667. private _emissiveFresnelParameters;
  104668. /**
  104669. * Define the emissive fresnel parameters of the material.
  104670. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104671. */
  104672. emissiveFresnelParameters: FresnelParameters;
  104673. private _useReflectionFresnelFromSpecular;
  104674. /**
  104675. * If true automatically deducts the fresnels values from the material specularity.
  104676. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104677. */
  104678. useReflectionFresnelFromSpecular: boolean;
  104679. private _useGlossinessFromSpecularMapAlpha;
  104680. /**
  104681. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  104682. */
  104683. useGlossinessFromSpecularMapAlpha: boolean;
  104684. private _maxSimultaneousLights;
  104685. /**
  104686. * Defines the maximum number of lights that can be used in the material
  104687. */
  104688. maxSimultaneousLights: number;
  104689. private _invertNormalMapX;
  104690. /**
  104691. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  104692. */
  104693. invertNormalMapX: boolean;
  104694. private _invertNormalMapY;
  104695. /**
  104696. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  104697. */
  104698. invertNormalMapY: boolean;
  104699. private _twoSidedLighting;
  104700. /**
  104701. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  104702. */
  104703. twoSidedLighting: boolean;
  104704. /**
  104705. * Default configuration related to image processing available in the standard Material.
  104706. */
  104707. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  104708. /**
  104709. * Gets the image processing configuration used either in this material.
  104710. */
  104711. /**
  104712. * Sets the Default image processing configuration used either in the this material.
  104713. *
  104714. * If sets to null, the scene one is in use.
  104715. */
  104716. imageProcessingConfiguration: ImageProcessingConfiguration;
  104717. /**
  104718. * Keep track of the image processing observer to allow dispose and replace.
  104719. */
  104720. private _imageProcessingObserver;
  104721. /**
  104722. * Attaches a new image processing configuration to the Standard Material.
  104723. * @param configuration
  104724. */
  104725. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  104726. /**
  104727. * Gets wether the color curves effect is enabled.
  104728. */
  104729. /**
  104730. * Sets wether the color curves effect is enabled.
  104731. */
  104732. cameraColorCurvesEnabled: boolean;
  104733. /**
  104734. * Gets wether the color grading effect is enabled.
  104735. */
  104736. /**
  104737. * Gets wether the color grading effect is enabled.
  104738. */
  104739. cameraColorGradingEnabled: boolean;
  104740. /**
  104741. * Gets wether tonemapping is enabled or not.
  104742. */
  104743. /**
  104744. * Sets wether tonemapping is enabled or not
  104745. */
  104746. cameraToneMappingEnabled: boolean;
  104747. /**
  104748. * The camera exposure used on this material.
  104749. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  104750. * This corresponds to a photographic exposure.
  104751. */
  104752. /**
  104753. * The camera exposure used on this material.
  104754. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  104755. * This corresponds to a photographic exposure.
  104756. */
  104757. cameraExposure: number;
  104758. /**
  104759. * Gets The camera contrast used on this material.
  104760. */
  104761. /**
  104762. * Sets The camera contrast used on this material.
  104763. */
  104764. cameraContrast: number;
  104765. /**
  104766. * Gets the Color Grading 2D Lookup Texture.
  104767. */
  104768. /**
  104769. * Sets the Color Grading 2D Lookup Texture.
  104770. */
  104771. cameraColorGradingTexture: Nullable<BaseTexture>;
  104772. /**
  104773. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  104774. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  104775. * 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;
  104776. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  104777. */
  104778. /**
  104779. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  104780. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  104781. * 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;
  104782. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  104783. */
  104784. cameraColorCurves: Nullable<ColorCurves>;
  104785. /**
  104786. * Custom callback helping to override the default shader used in the material.
  104787. */
  104788. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  104789. protected _renderTargets: SmartArray<RenderTargetTexture>;
  104790. protected _worldViewProjectionMatrix: Matrix;
  104791. protected _globalAmbientColor: Color3;
  104792. protected _useLogarithmicDepth: boolean;
  104793. /**
  104794. * Instantiates a new standard material.
  104795. * This is the default material used in Babylon. It is the best trade off between quality
  104796. * and performances.
  104797. * @see http://doc.babylonjs.com/babylon101/materials
  104798. * @param name Define the name of the material in the scene
  104799. * @param scene Define the scene the material belong to
  104800. */
  104801. constructor(name: string, scene: Scene);
  104802. /**
  104803. * Gets a boolean indicating that current material needs to register RTT
  104804. */
  104805. readonly hasRenderTargetTextures: boolean;
  104806. /**
  104807. * Gets the current class name of the material e.g. "StandardMaterial"
  104808. * Mainly use in serialization.
  104809. * @returns the class name
  104810. */
  104811. getClassName(): string;
  104812. /**
  104813. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  104814. * You can try switching to logarithmic depth.
  104815. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  104816. */
  104817. useLogarithmicDepth: boolean;
  104818. /**
  104819. * Specifies if the material will require alpha blending
  104820. * @returns a boolean specifying if alpha blending is needed
  104821. */
  104822. needAlphaBlending(): boolean;
  104823. /**
  104824. * Specifies if this material should be rendered in alpha test mode
  104825. * @returns a boolean specifying if an alpha test is needed.
  104826. */
  104827. needAlphaTesting(): boolean;
  104828. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  104829. /**
  104830. * Get the texture used for alpha test purpose.
  104831. * @returns the diffuse texture in case of the standard material.
  104832. */
  104833. getAlphaTestTexture(): Nullable<BaseTexture>;
  104834. /**
  104835. * Get if the submesh is ready to be used and all its information available.
  104836. * Child classes can use it to update shaders
  104837. * @param mesh defines the mesh to check
  104838. * @param subMesh defines which submesh to check
  104839. * @param useInstances specifies that instances should be used
  104840. * @returns a boolean indicating that the submesh is ready or not
  104841. */
  104842. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  104843. /**
  104844. * Builds the material UBO layouts.
  104845. * Used internally during the effect preparation.
  104846. */
  104847. buildUniformLayout(): void;
  104848. /**
  104849. * Unbinds the material from the mesh
  104850. */
  104851. unbind(): void;
  104852. /**
  104853. * Binds the submesh to this material by preparing the effect and shader to draw
  104854. * @param world defines the world transformation matrix
  104855. * @param mesh defines the mesh containing the submesh
  104856. * @param subMesh defines the submesh to bind the material to
  104857. */
  104858. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  104859. /**
  104860. * Get the list of animatables in the material.
  104861. * @returns the list of animatables object used in the material
  104862. */
  104863. getAnimatables(): IAnimatable[];
  104864. /**
  104865. * Gets the active textures from the material
  104866. * @returns an array of textures
  104867. */
  104868. getActiveTextures(): BaseTexture[];
  104869. /**
  104870. * Specifies if the material uses a texture
  104871. * @param texture defines the texture to check against the material
  104872. * @returns a boolean specifying if the material uses the texture
  104873. */
  104874. hasTexture(texture: BaseTexture): boolean;
  104875. /**
  104876. * Disposes the material
  104877. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  104878. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  104879. */
  104880. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  104881. /**
  104882. * Makes a duplicate of the material, and gives it a new name
  104883. * @param name defines the new name for the duplicated material
  104884. * @returns the cloned material
  104885. */
  104886. clone(name: string): StandardMaterial;
  104887. /**
  104888. * Serializes this material in a JSON representation
  104889. * @returns the serialized material object
  104890. */
  104891. serialize(): any;
  104892. /**
  104893. * Creates a standard material from parsed material data
  104894. * @param source defines the JSON representation of the material
  104895. * @param scene defines the hosting scene
  104896. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  104897. * @returns a new standard material
  104898. */
  104899. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  104900. /**
  104901. * Are diffuse textures enabled in the application.
  104902. */
  104903. static DiffuseTextureEnabled: boolean;
  104904. /**
  104905. * Are ambient textures enabled in the application.
  104906. */
  104907. static AmbientTextureEnabled: boolean;
  104908. /**
  104909. * Are opacity textures enabled in the application.
  104910. */
  104911. static OpacityTextureEnabled: boolean;
  104912. /**
  104913. * Are reflection textures enabled in the application.
  104914. */
  104915. static ReflectionTextureEnabled: boolean;
  104916. /**
  104917. * Are emissive textures enabled in the application.
  104918. */
  104919. static EmissiveTextureEnabled: boolean;
  104920. /**
  104921. * Are specular textures enabled in the application.
  104922. */
  104923. static SpecularTextureEnabled: boolean;
  104924. /**
  104925. * Are bump textures enabled in the application.
  104926. */
  104927. static BumpTextureEnabled: boolean;
  104928. /**
  104929. * Are lightmap textures enabled in the application.
  104930. */
  104931. static LightmapTextureEnabled: boolean;
  104932. /**
  104933. * Are refraction textures enabled in the application.
  104934. */
  104935. static RefractionTextureEnabled: boolean;
  104936. /**
  104937. * Are color grading textures enabled in the application.
  104938. */
  104939. static ColorGradingTextureEnabled: boolean;
  104940. /**
  104941. * Are fresnels enabled in the application.
  104942. */
  104943. static FresnelEnabled: boolean;
  104944. }
  104945. }
  104946. declare module BABYLON {
  104947. /**
  104948. * A class extending Texture allowing drawing on a texture
  104949. * @see http://doc.babylonjs.com/how_to/dynamictexture
  104950. */
  104951. export class DynamicTexture extends Texture {
  104952. private _generateMipMaps;
  104953. private _canvas;
  104954. private _context;
  104955. private _engine;
  104956. /**
  104957. * Creates a DynamicTexture
  104958. * @param name defines the name of the texture
  104959. * @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
  104960. * @param scene defines the scene where you want the texture
  104961. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  104962. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  104963. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  104964. */
  104965. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  104966. /**
  104967. * Get the current class name of the texture useful for serialization or dynamic coding.
  104968. * @returns "DynamicTexture"
  104969. */
  104970. getClassName(): string;
  104971. /**
  104972. * Gets the current state of canRescale
  104973. */
  104974. readonly canRescale: boolean;
  104975. private _recreate;
  104976. /**
  104977. * Scales the texture
  104978. * @param ratio the scale factor to apply to both width and height
  104979. */
  104980. scale(ratio: number): void;
  104981. /**
  104982. * Resizes the texture
  104983. * @param width the new width
  104984. * @param height the new height
  104985. */
  104986. scaleTo(width: number, height: number): void;
  104987. /**
  104988. * Gets the context of the canvas used by the texture
  104989. * @returns the canvas context of the dynamic texture
  104990. */
  104991. getContext(): CanvasRenderingContext2D;
  104992. /**
  104993. * Clears the texture
  104994. */
  104995. clear(): void;
  104996. /**
  104997. * Updates the texture
  104998. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  104999. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  105000. */
  105001. update(invertY?: boolean, premulAlpha?: boolean): void;
  105002. /**
  105003. * Draws text onto the texture
  105004. * @param text defines the text to be drawn
  105005. * @param x defines the placement of the text from the left
  105006. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  105007. * @param font defines the font to be used with font-style, font-size, font-name
  105008. * @param color defines the color used for the text
  105009. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  105010. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  105011. * @param update defines whether texture is immediately update (default is true)
  105012. */
  105013. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  105014. /**
  105015. * Clones the texture
  105016. * @returns the clone of the texture.
  105017. */
  105018. clone(): DynamicTexture;
  105019. /**
  105020. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  105021. * @returns a serialized dynamic texture object
  105022. */
  105023. serialize(): any;
  105024. /** @hidden */
  105025. _rebuild(): void;
  105026. }
  105027. }
  105028. declare module BABYLON {
  105029. /** @hidden */
  105030. export var imageProcessingPixelShader: {
  105031. name: string;
  105032. shader: string;
  105033. };
  105034. }
  105035. declare module BABYLON {
  105036. /**
  105037. * ImageProcessingPostProcess
  105038. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  105039. */
  105040. export class ImageProcessingPostProcess extends PostProcess {
  105041. /**
  105042. * Default configuration related to image processing available in the PBR Material.
  105043. */
  105044. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  105045. /**
  105046. * Gets the image processing configuration used either in this material.
  105047. */
  105048. /**
  105049. * Sets the Default image processing configuration used either in the this material.
  105050. *
  105051. * If sets to null, the scene one is in use.
  105052. */
  105053. imageProcessingConfiguration: ImageProcessingConfiguration;
  105054. /**
  105055. * Keep track of the image processing observer to allow dispose and replace.
  105056. */
  105057. private _imageProcessingObserver;
  105058. /**
  105059. * Attaches a new image processing configuration to the PBR Material.
  105060. * @param configuration
  105061. */
  105062. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  105063. /**
  105064. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  105065. */
  105066. /**
  105067. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  105068. */
  105069. colorCurves: Nullable<ColorCurves>;
  105070. /**
  105071. * Gets wether the color curves effect is enabled.
  105072. */
  105073. /**
  105074. * Sets wether the color curves effect is enabled.
  105075. */
  105076. colorCurvesEnabled: boolean;
  105077. /**
  105078. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  105079. */
  105080. /**
  105081. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  105082. */
  105083. colorGradingTexture: Nullable<BaseTexture>;
  105084. /**
  105085. * Gets wether the color grading effect is enabled.
  105086. */
  105087. /**
  105088. * Gets wether the color grading effect is enabled.
  105089. */
  105090. colorGradingEnabled: boolean;
  105091. /**
  105092. * Gets exposure used in the effect.
  105093. */
  105094. /**
  105095. * Sets exposure used in the effect.
  105096. */
  105097. exposure: number;
  105098. /**
  105099. * Gets wether tonemapping is enabled or not.
  105100. */
  105101. /**
  105102. * Sets wether tonemapping is enabled or not
  105103. */
  105104. toneMappingEnabled: boolean;
  105105. /**
  105106. * Gets the type of tone mapping effect.
  105107. */
  105108. /**
  105109. * Sets the type of tone mapping effect.
  105110. */
  105111. toneMappingType: number;
  105112. /**
  105113. * Gets contrast used in the effect.
  105114. */
  105115. /**
  105116. * Sets contrast used in the effect.
  105117. */
  105118. contrast: number;
  105119. /**
  105120. * Gets Vignette stretch size.
  105121. */
  105122. /**
  105123. * Sets Vignette stretch size.
  105124. */
  105125. vignetteStretch: number;
  105126. /**
  105127. * Gets Vignette centre X Offset.
  105128. */
  105129. /**
  105130. * Sets Vignette centre X Offset.
  105131. */
  105132. vignetteCentreX: number;
  105133. /**
  105134. * Gets Vignette centre Y Offset.
  105135. */
  105136. /**
  105137. * Sets Vignette centre Y Offset.
  105138. */
  105139. vignetteCentreY: number;
  105140. /**
  105141. * Gets Vignette weight or intensity of the vignette effect.
  105142. */
  105143. /**
  105144. * Sets Vignette weight or intensity of the vignette effect.
  105145. */
  105146. vignetteWeight: number;
  105147. /**
  105148. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  105149. * if vignetteEnabled is set to true.
  105150. */
  105151. /**
  105152. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  105153. * if vignetteEnabled is set to true.
  105154. */
  105155. vignetteColor: Color4;
  105156. /**
  105157. * Gets Camera field of view used by the Vignette effect.
  105158. */
  105159. /**
  105160. * Sets Camera field of view used by the Vignette effect.
  105161. */
  105162. vignetteCameraFov: number;
  105163. /**
  105164. * Gets the vignette blend mode allowing different kind of effect.
  105165. */
  105166. /**
  105167. * Sets the vignette blend mode allowing different kind of effect.
  105168. */
  105169. vignetteBlendMode: number;
  105170. /**
  105171. * Gets wether the vignette effect is enabled.
  105172. */
  105173. /**
  105174. * Sets wether the vignette effect is enabled.
  105175. */
  105176. vignetteEnabled: boolean;
  105177. private _fromLinearSpace;
  105178. /**
  105179. * Gets wether the input of the processing is in Gamma or Linear Space.
  105180. */
  105181. /**
  105182. * Sets wether the input of the processing is in Gamma or Linear Space.
  105183. */
  105184. fromLinearSpace: boolean;
  105185. /**
  105186. * Defines cache preventing GC.
  105187. */
  105188. private _defines;
  105189. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  105190. /**
  105191. * "ImageProcessingPostProcess"
  105192. * @returns "ImageProcessingPostProcess"
  105193. */
  105194. getClassName(): string;
  105195. protected _updateParameters(): void;
  105196. dispose(camera?: Camera): void;
  105197. }
  105198. }
  105199. declare module BABYLON {
  105200. /**
  105201. * Class containing static functions to help procedurally build meshes
  105202. */
  105203. export class GroundBuilder {
  105204. /**
  105205. * Creates a ground mesh
  105206. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  105207. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  105208. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  105209. * @param name defines the name of the mesh
  105210. * @param options defines the options used to create the mesh
  105211. * @param scene defines the hosting scene
  105212. * @returns the ground mesh
  105213. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  105214. */
  105215. static CreateGround(name: string, options: {
  105216. width?: number;
  105217. height?: number;
  105218. subdivisions?: number;
  105219. subdivisionsX?: number;
  105220. subdivisionsY?: number;
  105221. updatable?: boolean;
  105222. }, scene: any): Mesh;
  105223. /**
  105224. * Creates a tiled ground mesh
  105225. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  105226. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  105227. * * 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
  105228. * * 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
  105229. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  105230. * @param name defines the name of the mesh
  105231. * @param options defines the options used to create the mesh
  105232. * @param scene defines the hosting scene
  105233. * @returns the tiled ground mesh
  105234. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  105235. */
  105236. static CreateTiledGround(name: string, options: {
  105237. xmin: number;
  105238. zmin: number;
  105239. xmax: number;
  105240. zmax: number;
  105241. subdivisions?: {
  105242. w: number;
  105243. h: number;
  105244. };
  105245. precision?: {
  105246. w: number;
  105247. h: number;
  105248. };
  105249. updatable?: boolean;
  105250. }, scene?: Nullable<Scene>): Mesh;
  105251. /**
  105252. * Creates a ground mesh from a height map
  105253. * * The parameter `url` sets the URL of the height map image resource.
  105254. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  105255. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  105256. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  105257. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  105258. * * 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.
  105259. * * 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).
  105260. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  105261. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  105262. * @param name defines the name of the mesh
  105263. * @param url defines the url to the height map
  105264. * @param options defines the options used to create the mesh
  105265. * @param scene defines the hosting scene
  105266. * @returns the ground mesh
  105267. * @see https://doc.babylonjs.com/babylon101/height_map
  105268. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  105269. */
  105270. static CreateGroundFromHeightMap(name: string, url: string, options: {
  105271. width?: number;
  105272. height?: number;
  105273. subdivisions?: number;
  105274. minHeight?: number;
  105275. maxHeight?: number;
  105276. colorFilter?: Color3;
  105277. alphaFilter?: number;
  105278. updatable?: boolean;
  105279. onReady?: (mesh: GroundMesh) => void;
  105280. }, scene?: Nullable<Scene>): GroundMesh;
  105281. }
  105282. }
  105283. declare module BABYLON {
  105284. /**
  105285. * Class containing static functions to help procedurally build meshes
  105286. */
  105287. export class TorusBuilder {
  105288. /**
  105289. * Creates a torus mesh
  105290. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  105291. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  105292. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  105293. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  105294. * * If you create a double-sided mesh, you can choose what parts of 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
  105295. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  105296. * @param name defines the name of the mesh
  105297. * @param options defines the options used to create the mesh
  105298. * @param scene defines the hosting scene
  105299. * @returns the torus mesh
  105300. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  105301. */
  105302. static CreateTorus(name: string, options: {
  105303. diameter?: number;
  105304. thickness?: number;
  105305. tessellation?: number;
  105306. updatable?: boolean;
  105307. sideOrientation?: number;
  105308. frontUVs?: Vector4;
  105309. backUVs?: Vector4;
  105310. }, scene: any): Mesh;
  105311. }
  105312. }
  105313. declare module BABYLON {
  105314. /**
  105315. * Class containing static functions to help procedurally build meshes
  105316. */
  105317. export class CylinderBuilder {
  105318. /**
  105319. * Creates a cylinder or a cone mesh
  105320. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  105321. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  105322. * * 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.
  105323. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  105324. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  105325. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  105326. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  105327. * * 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).
  105328. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  105329. * * 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).
  105330. * * 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
  105331. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  105332. * * 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
  105333. * * 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.
  105334. * * If `enclose` is false, a ring surface is one element.
  105335. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  105336. * * 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
  105337. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  105338. * * If you create a double-sided mesh, you can choose what parts of 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
  105339. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  105340. * @param name defines the name of the mesh
  105341. * @param options defines the options used to create the mesh
  105342. * @param scene defines the hosting scene
  105343. * @returns the cylinder mesh
  105344. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  105345. */
  105346. static CreateCylinder(name: string, options: {
  105347. height?: number;
  105348. diameterTop?: number;
  105349. diameterBottom?: number;
  105350. diameter?: number;
  105351. tessellation?: number;
  105352. subdivisions?: number;
  105353. arc?: number;
  105354. faceColors?: Color4[];
  105355. faceUV?: Vector4[];
  105356. updatable?: boolean;
  105357. hasRings?: boolean;
  105358. enclose?: boolean;
  105359. cap?: number;
  105360. sideOrientation?: number;
  105361. frontUVs?: Vector4;
  105362. backUVs?: Vector4;
  105363. }, scene: any): Mesh;
  105364. }
  105365. }
  105366. declare module BABYLON {
  105367. /**
  105368. * Options to modify the vr teleportation behavior.
  105369. */
  105370. export interface VRTeleportationOptions {
  105371. /**
  105372. * The name of the mesh which should be used as the teleportation floor. (default: null)
  105373. */
  105374. floorMeshName?: string;
  105375. /**
  105376. * A list of meshes to be used as the teleportation floor. (default: empty)
  105377. */
  105378. floorMeshes?: Mesh[];
  105379. }
  105380. /**
  105381. * Options to modify the vr experience helper's behavior.
  105382. */
  105383. export interface VRExperienceHelperOptions extends WebVROptions {
  105384. /**
  105385. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  105386. */
  105387. createDeviceOrientationCamera?: boolean;
  105388. /**
  105389. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  105390. */
  105391. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  105392. /**
  105393. * Uses the main button on the controller to toggle the laser casted. (default: true)
  105394. */
  105395. laserToggle?: boolean;
  105396. /**
  105397. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  105398. */
  105399. floorMeshes?: Mesh[];
  105400. /**
  105401. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  105402. */
  105403. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  105404. }
  105405. /**
  105406. * Event containing information after VR has been entered
  105407. */
  105408. export class OnAfterEnteringVRObservableEvent {
  105409. /**
  105410. * If entering vr was successful
  105411. */
  105412. success: boolean;
  105413. }
  105414. /**
  105415. * Helps to quickly add VR support to an existing scene.
  105416. * See http://doc.babylonjs.com/how_to/webvr_helper
  105417. */
  105418. export class VRExperienceHelper {
  105419. /** Options to modify the vr experience helper's behavior. */
  105420. webVROptions: VRExperienceHelperOptions;
  105421. private _scene;
  105422. private _position;
  105423. private _btnVR;
  105424. private _btnVRDisplayed;
  105425. private _webVRsupported;
  105426. private _webVRready;
  105427. private _webVRrequesting;
  105428. private _webVRpresenting;
  105429. private _hasEnteredVR;
  105430. private _fullscreenVRpresenting;
  105431. private _canvas;
  105432. private _webVRCamera;
  105433. private _vrDeviceOrientationCamera;
  105434. private _deviceOrientationCamera;
  105435. private _existingCamera;
  105436. private _onKeyDown;
  105437. private _onVrDisplayPresentChange;
  105438. private _onVRDisplayChanged;
  105439. private _onVRRequestPresentStart;
  105440. private _onVRRequestPresentComplete;
  105441. /**
  105442. * 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)
  105443. */
  105444. enableGazeEvenWhenNoPointerLock: boolean;
  105445. /**
  105446. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  105447. */
  105448. exitVROnDoubleTap: boolean;
  105449. /**
  105450. * Observable raised right before entering VR.
  105451. */
  105452. onEnteringVRObservable: Observable<VRExperienceHelper>;
  105453. /**
  105454. * Observable raised when entering VR has completed.
  105455. */
  105456. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  105457. /**
  105458. * Observable raised when exiting VR.
  105459. */
  105460. onExitingVRObservable: Observable<VRExperienceHelper>;
  105461. /**
  105462. * Observable raised when controller mesh is loaded.
  105463. */
  105464. onControllerMeshLoadedObservable: Observable<WebVRController>;
  105465. /** Return this.onEnteringVRObservable
  105466. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  105467. */
  105468. readonly onEnteringVR: Observable<VRExperienceHelper>;
  105469. /** Return this.onExitingVRObservable
  105470. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  105471. */
  105472. readonly onExitingVR: Observable<VRExperienceHelper>;
  105473. /** Return this.onControllerMeshLoadedObservable
  105474. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  105475. */
  105476. readonly onControllerMeshLoaded: Observable<WebVRController>;
  105477. private _rayLength;
  105478. private _useCustomVRButton;
  105479. private _teleportationRequested;
  105480. private _teleportActive;
  105481. private _floorMeshName;
  105482. private _floorMeshesCollection;
  105483. private _rotationAllowed;
  105484. private _teleportBackwardsVector;
  105485. private _teleportationTarget;
  105486. private _isDefaultTeleportationTarget;
  105487. private _postProcessMove;
  105488. private _teleportationFillColor;
  105489. private _teleportationBorderColor;
  105490. private _rotationAngle;
  105491. private _haloCenter;
  105492. private _cameraGazer;
  105493. private _padSensibilityUp;
  105494. private _padSensibilityDown;
  105495. private _leftController;
  105496. private _rightController;
  105497. /**
  105498. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  105499. */
  105500. onNewMeshSelected: Observable<AbstractMesh>;
  105501. /**
  105502. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  105503. * This observable will provide the mesh and the controller used to select the mesh
  105504. */
  105505. onMeshSelectedWithController: Observable<{
  105506. mesh: AbstractMesh;
  105507. controller: WebVRController;
  105508. }>;
  105509. /**
  105510. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  105511. */
  105512. onNewMeshPicked: Observable<PickingInfo>;
  105513. private _circleEase;
  105514. /**
  105515. * Observable raised before camera teleportation
  105516. */
  105517. onBeforeCameraTeleport: Observable<Vector3>;
  105518. /**
  105519. * Observable raised after camera teleportation
  105520. */
  105521. onAfterCameraTeleport: Observable<Vector3>;
  105522. /**
  105523. * Observable raised when current selected mesh gets unselected
  105524. */
  105525. onSelectedMeshUnselected: Observable<AbstractMesh>;
  105526. private _raySelectionPredicate;
  105527. /**
  105528. * To be optionaly changed by user to define custom ray selection
  105529. */
  105530. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  105531. /**
  105532. * To be optionaly changed by user to define custom selection logic (after ray selection)
  105533. */
  105534. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  105535. /**
  105536. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  105537. */
  105538. teleportationEnabled: boolean;
  105539. private _defaultHeight;
  105540. private _teleportationInitialized;
  105541. private _interactionsEnabled;
  105542. private _interactionsRequested;
  105543. private _displayGaze;
  105544. private _displayLaserPointer;
  105545. /**
  105546. * The mesh used to display where the user is going to teleport.
  105547. */
  105548. /**
  105549. * Sets the mesh to be used to display where the user is going to teleport.
  105550. */
  105551. teleportationTarget: Mesh;
  105552. /**
  105553. * 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
  105554. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  105555. * See http://doc.babylonjs.com/resources/baking_transformations
  105556. */
  105557. gazeTrackerMesh: Mesh;
  105558. /**
  105559. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  105560. */
  105561. updateGazeTrackerScale: boolean;
  105562. /**
  105563. * If the gaze trackers color should be updated when selecting meshes
  105564. */
  105565. updateGazeTrackerColor: boolean;
  105566. /**
  105567. * The gaze tracking mesh corresponding to the left controller
  105568. */
  105569. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  105570. /**
  105571. * The gaze tracking mesh corresponding to the right controller
  105572. */
  105573. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  105574. /**
  105575. * If the ray of the gaze should be displayed.
  105576. */
  105577. /**
  105578. * Sets if the ray of the gaze should be displayed.
  105579. */
  105580. displayGaze: boolean;
  105581. /**
  105582. * If the ray of the LaserPointer should be displayed.
  105583. */
  105584. /**
  105585. * Sets if the ray of the LaserPointer should be displayed.
  105586. */
  105587. displayLaserPointer: boolean;
  105588. /**
  105589. * The deviceOrientationCamera used as the camera when not in VR.
  105590. */
  105591. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  105592. /**
  105593. * Based on the current WebVR support, returns the current VR camera used.
  105594. */
  105595. readonly currentVRCamera: Nullable<Camera>;
  105596. /**
  105597. * The webVRCamera which is used when in VR.
  105598. */
  105599. readonly webVRCamera: WebVRFreeCamera;
  105600. /**
  105601. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  105602. */
  105603. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  105604. /**
  105605. * The html button that is used to trigger entering into VR.
  105606. */
  105607. readonly vrButton: Nullable<HTMLButtonElement>;
  105608. private readonly _teleportationRequestInitiated;
  105609. /**
  105610. * Defines wether or not Pointer lock should be requested when switching to
  105611. * full screen.
  105612. */
  105613. requestPointerLockOnFullScreen: boolean;
  105614. /**
  105615. * Instantiates a VRExperienceHelper.
  105616. * Helps to quickly add VR support to an existing scene.
  105617. * @param scene The scene the VRExperienceHelper belongs to.
  105618. * @param webVROptions Options to modify the vr experience helper's behavior.
  105619. */
  105620. constructor(scene: Scene,
  105621. /** Options to modify the vr experience helper's behavior. */
  105622. webVROptions?: VRExperienceHelperOptions);
  105623. private _onDefaultMeshLoaded;
  105624. private _onResize;
  105625. private _onFullscreenChange;
  105626. /**
  105627. * Gets a value indicating if we are currently in VR mode.
  105628. */
  105629. readonly isInVRMode: boolean;
  105630. private onVrDisplayPresentChange;
  105631. private onVRDisplayChanged;
  105632. private moveButtonToBottomRight;
  105633. private displayVRButton;
  105634. private updateButtonVisibility;
  105635. private _cachedAngularSensibility;
  105636. /**
  105637. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  105638. * Otherwise, will use the fullscreen API.
  105639. */
  105640. enterVR(): void;
  105641. /**
  105642. * Attempt to exit VR, or fullscreen.
  105643. */
  105644. exitVR(): void;
  105645. /**
  105646. * The position of the vr experience helper.
  105647. */
  105648. /**
  105649. * Sets the position of the vr experience helper.
  105650. */
  105651. position: Vector3;
  105652. /**
  105653. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  105654. */
  105655. enableInteractions(): void;
  105656. private readonly _noControllerIsActive;
  105657. private beforeRender;
  105658. private _isTeleportationFloor;
  105659. /**
  105660. * Adds a floor mesh to be used for teleportation.
  105661. * @param floorMesh the mesh to be used for teleportation.
  105662. */
  105663. addFloorMesh(floorMesh: Mesh): void;
  105664. /**
  105665. * Removes a floor mesh from being used for teleportation.
  105666. * @param floorMesh the mesh to be removed.
  105667. */
  105668. removeFloorMesh(floorMesh: Mesh): void;
  105669. /**
  105670. * Enables interactions and teleportation using the VR controllers and gaze.
  105671. * @param vrTeleportationOptions options to modify teleportation behavior.
  105672. */
  105673. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  105674. private _onNewGamepadConnected;
  105675. private _tryEnableInteractionOnController;
  105676. private _onNewGamepadDisconnected;
  105677. private _enableInteractionOnController;
  105678. private _checkTeleportWithRay;
  105679. private _checkRotate;
  105680. private _checkTeleportBackwards;
  105681. private _enableTeleportationOnController;
  105682. private _createTeleportationCircles;
  105683. private _displayTeleportationTarget;
  105684. private _hideTeleportationTarget;
  105685. private _rotateCamera;
  105686. private _moveTeleportationSelectorTo;
  105687. private _workingVector;
  105688. private _workingQuaternion;
  105689. private _workingMatrix;
  105690. /**
  105691. * Teleports the users feet to the desired location
  105692. * @param location The location where the user's feet should be placed
  105693. */
  105694. teleportCamera(location: Vector3): void;
  105695. private _convertNormalToDirectionOfRay;
  105696. private _castRayAndSelectObject;
  105697. private _notifySelectedMeshUnselected;
  105698. /**
  105699. * Sets the color of the laser ray from the vr controllers.
  105700. * @param color new color for the ray.
  105701. */
  105702. changeLaserColor(color: Color3): void;
  105703. /**
  105704. * Sets the color of the ray from the vr headsets gaze.
  105705. * @param color new color for the ray.
  105706. */
  105707. changeGazeColor(color: Color3): void;
  105708. /**
  105709. * Exits VR and disposes of the vr experience helper
  105710. */
  105711. dispose(): void;
  105712. /**
  105713. * Gets the name of the VRExperienceHelper class
  105714. * @returns "VRExperienceHelper"
  105715. */
  105716. getClassName(): string;
  105717. }
  105718. }
  105719. declare module BABYLON {
  105720. /**
  105721. * Manages an XRSession to work with Babylon's engine
  105722. * @see https://doc.babylonjs.com/how_to/webxr
  105723. */
  105724. export class WebXRSessionManager implements IDisposable {
  105725. private scene;
  105726. /**
  105727. * Fires every time a new xrFrame arrives which can be used to update the camera
  105728. */
  105729. onXRFrameObservable: Observable<any>;
  105730. /**
  105731. * Fires when the xr session is ended either by the device or manually done
  105732. */
  105733. onXRSessionEnded: Observable<any>;
  105734. /**
  105735. * Underlying xr session
  105736. */
  105737. session: XRSession;
  105738. /**
  105739. * Type of reference space used when creating the session
  105740. */
  105741. referenceSpace: XRReferenceSpace;
  105742. /** @hidden */
  105743. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  105744. /**
  105745. * Current XR frame
  105746. */
  105747. currentFrame: Nullable<XRFrame>;
  105748. private _xrNavigator;
  105749. private baseLayer;
  105750. /**
  105751. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  105752. * @param scene The scene which the session should be created for
  105753. */
  105754. constructor(scene: Scene);
  105755. /**
  105756. * Initializes the manager
  105757. * After initialization enterXR can be called to start an XR session
  105758. * @returns Promise which resolves after it is initialized
  105759. */
  105760. initializeAsync(): Promise<void>;
  105761. /**
  105762. * Initializes an xr session
  105763. * @param xrSessionMode mode to initialize
  105764. * @returns a promise which will resolve once the session has been initialized
  105765. */
  105766. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  105767. /**
  105768. * Sets the reference space on the xr session
  105769. * @param referenceSpace space to set
  105770. * @returns a promise that will resolve once the reference space has been set
  105771. */
  105772. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  105773. /**
  105774. * Updates the render state of the session
  105775. * @param state state to set
  105776. * @returns a promise that resolves once the render state has been updated
  105777. */
  105778. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  105779. /**
  105780. * Starts rendering to the xr layer
  105781. * @returns a promise that will resolve once rendering has started
  105782. */
  105783. startRenderingToXRAsync(): Promise<void>;
  105784. /**
  105785. * Stops the xrSession and restores the renderloop
  105786. * @returns Promise which resolves after it exits XR
  105787. */
  105788. exitXRAsync(): Promise<unknown>;
  105789. /**
  105790. * Checks if a session would be supported for the creation options specified
  105791. * @param sessionMode session mode to check if supported eg. immersive-vr
  105792. * @returns true if supported
  105793. */
  105794. supportsSessionAsync(sessionMode: XRSessionMode): any;
  105795. /**
  105796. * @hidden
  105797. * Converts the render layer of xrSession to a render target
  105798. * @param session session to create render target for
  105799. * @param scene scene the new render target should be created for
  105800. */
  105801. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  105802. /**
  105803. * Disposes of the session manager
  105804. */
  105805. dispose(): void;
  105806. }
  105807. }
  105808. declare module BABYLON {
  105809. /**
  105810. * WebXR Camera which holds the views for the xrSession
  105811. * @see https://doc.babylonjs.com/how_to/webxr
  105812. */
  105813. export class WebXRCamera extends FreeCamera {
  105814. private static _TmpMatrix;
  105815. /**
  105816. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  105817. * @param name the name of the camera
  105818. * @param scene the scene to add the camera to
  105819. */
  105820. constructor(name: string, scene: Scene);
  105821. private _updateNumberOfRigCameras;
  105822. /** @hidden */
  105823. _updateForDualEyeDebugging(pupilDistance?: number): void;
  105824. /**
  105825. * Updates the cameras position from the current pose information of the XR session
  105826. * @param xrSessionManager the session containing pose information
  105827. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  105828. */
  105829. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  105830. }
  105831. }
  105832. declare module BABYLON {
  105833. /**
  105834. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  105835. */
  105836. export class WebXRManagedOutputCanvas implements IDisposable {
  105837. private helper;
  105838. private _canvas;
  105839. /**
  105840. * xrpresent context of the canvas which can be used to display/mirror xr content
  105841. */
  105842. canvasContext: WebGLRenderingContext;
  105843. /**
  105844. * xr layer for the canvas
  105845. */
  105846. xrLayer: Nullable<XRWebGLLayer>;
  105847. /**
  105848. * Initializes the xr layer for the session
  105849. * @param xrSession xr session
  105850. * @returns a promise that will resolve once the XR Layer has been created
  105851. */
  105852. initializeXRLayerAsync(xrSession: any): any;
  105853. /**
  105854. * Initializes the canvas to be added/removed upon entering/exiting xr
  105855. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  105856. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  105857. */
  105858. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  105859. /**
  105860. * Disposes of the object
  105861. */
  105862. dispose(): void;
  105863. private _setManagedOutputCanvas;
  105864. private _addCanvas;
  105865. private _removeCanvas;
  105866. }
  105867. }
  105868. declare module BABYLON {
  105869. /**
  105870. * States of the webXR experience
  105871. */
  105872. export enum WebXRState {
  105873. /**
  105874. * Transitioning to being in XR mode
  105875. */
  105876. ENTERING_XR = 0,
  105877. /**
  105878. * Transitioning to non XR mode
  105879. */
  105880. EXITING_XR = 1,
  105881. /**
  105882. * In XR mode and presenting
  105883. */
  105884. IN_XR = 2,
  105885. /**
  105886. * Not entered XR mode
  105887. */
  105888. NOT_IN_XR = 3
  105889. }
  105890. /**
  105891. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  105892. * @see https://doc.babylonjs.com/how_to/webxr
  105893. */
  105894. export class WebXRExperienceHelper implements IDisposable {
  105895. private scene;
  105896. /**
  105897. * 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
  105898. */
  105899. container: AbstractMesh;
  105900. /**
  105901. * Camera used to render xr content
  105902. */
  105903. camera: WebXRCamera;
  105904. /**
  105905. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  105906. */
  105907. state: WebXRState;
  105908. private _setState;
  105909. private static _TmpVector;
  105910. /**
  105911. * Fires when the state of the experience helper has changed
  105912. */
  105913. onStateChangedObservable: Observable<WebXRState>;
  105914. /** Session manager used to keep track of xr session */
  105915. sessionManager: WebXRSessionManager;
  105916. private _nonVRCamera;
  105917. private _originalSceneAutoClear;
  105918. private _supported;
  105919. /**
  105920. * Creates the experience helper
  105921. * @param scene the scene to attach the experience helper to
  105922. * @returns a promise for the experience helper
  105923. */
  105924. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  105925. /**
  105926. * Creates a WebXRExperienceHelper
  105927. * @param scene The scene the helper should be created in
  105928. */
  105929. private constructor();
  105930. /**
  105931. * Exits XR mode and returns the scene to its original state
  105932. * @returns promise that resolves after xr mode has exited
  105933. */
  105934. exitXRAsync(): Promise<unknown>;
  105935. /**
  105936. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  105937. * @param sessionCreationOptions options for the XR session
  105938. * @param referenceSpaceType frame of reference of the XR session
  105939. * @param outputCanvas the output canvas that will be used to enter XR mode
  105940. * @returns promise that resolves after xr mode has entered
  105941. */
  105942. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  105943. /**
  105944. * Updates the global position of the camera by moving the camera's container
  105945. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  105946. * @param position The desired global position of the camera
  105947. */
  105948. setPositionOfCameraUsingContainer(position: Vector3): void;
  105949. /**
  105950. * Rotates the xr camera by rotating the camera's container around the camera's position
  105951. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  105952. * @param rotation the desired quaternion rotation to apply to the camera
  105953. */
  105954. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  105955. /**
  105956. * Disposes of the experience helper
  105957. */
  105958. dispose(): void;
  105959. }
  105960. }
  105961. declare module BABYLON {
  105962. /**
  105963. * Button which can be used to enter a different mode of XR
  105964. */
  105965. export class WebXREnterExitUIButton {
  105966. /** button element */
  105967. element: HTMLElement;
  105968. /** XR initialization options for the button */
  105969. sessionMode: XRSessionMode;
  105970. /** Reference space type */
  105971. referenceSpaceType: XRReferenceSpaceType;
  105972. /**
  105973. * Creates a WebXREnterExitUIButton
  105974. * @param element button element
  105975. * @param sessionMode XR initialization session mode
  105976. * @param referenceSpaceType the type of reference space to be used
  105977. */
  105978. constructor(
  105979. /** button element */
  105980. element: HTMLElement,
  105981. /** XR initialization options for the button */
  105982. sessionMode: XRSessionMode,
  105983. /** Reference space type */
  105984. referenceSpaceType: XRReferenceSpaceType);
  105985. /**
  105986. * Overwritable function which can be used to update the button's visuals when the state changes
  105987. * @param activeButton the current active button in the UI
  105988. */
  105989. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  105990. }
  105991. /**
  105992. * Options to create the webXR UI
  105993. */
  105994. export class WebXREnterExitUIOptions {
  105995. /**
  105996. * Context to enter xr with
  105997. */
  105998. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  105999. /**
  106000. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  106001. */
  106002. customButtons?: Array<WebXREnterExitUIButton>;
  106003. }
  106004. /**
  106005. * UI to allow the user to enter/exit XR mode
  106006. */
  106007. export class WebXREnterExitUI implements IDisposable {
  106008. private scene;
  106009. private _overlay;
  106010. private _buttons;
  106011. private _activeButton;
  106012. /**
  106013. * Fired every time the active button is changed.
  106014. *
  106015. * When xr is entered via a button that launches xr that button will be the callback parameter
  106016. *
  106017. * When exiting xr the callback parameter will be null)
  106018. */
  106019. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  106020. /**
  106021. * Creates UI to allow the user to enter/exit XR mode
  106022. * @param scene the scene to add the ui to
  106023. * @param helper the xr experience helper to enter/exit xr with
  106024. * @param options options to configure the UI
  106025. * @returns the created ui
  106026. */
  106027. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  106028. private constructor();
  106029. private _updateButtons;
  106030. /**
  106031. * Disposes of the object
  106032. */
  106033. dispose(): void;
  106034. }
  106035. }
  106036. declare module BABYLON {
  106037. /**
  106038. * Represents an XR input
  106039. */
  106040. export class WebXRController {
  106041. private scene;
  106042. /** The underlying input source for the controller */
  106043. inputSource: XRInputSource;
  106044. private parentContainer;
  106045. /**
  106046. * 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
  106047. */
  106048. grip?: AbstractMesh;
  106049. /**
  106050. * Pointer which can be used to select objects or attach a visible laser to
  106051. */
  106052. pointer: AbstractMesh;
  106053. /**
  106054. * Event that fires when the controller is removed/disposed
  106055. */
  106056. onDisposeObservable: Observable<{}>;
  106057. private _tmpMatrix;
  106058. private _tmpQuaternion;
  106059. private _tmpVector;
  106060. /**
  106061. * Creates the controller
  106062. * @see https://doc.babylonjs.com/how_to/webxr
  106063. * @param scene the scene which the controller should be associated to
  106064. * @param inputSource the underlying input source for the controller
  106065. * @param parentContainer parent that the controller meshes should be children of
  106066. */
  106067. constructor(scene: Scene,
  106068. /** The underlying input source for the controller */
  106069. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  106070. /**
  106071. * Updates the controller pose based on the given XRFrame
  106072. * @param xrFrame xr frame to update the pose with
  106073. * @param referenceSpace reference space to use
  106074. */
  106075. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  106076. /**
  106077. * Gets a world space ray coming from the controller
  106078. * @param result the resulting ray
  106079. */
  106080. getWorldPointerRayToRef(result: Ray): void;
  106081. /**
  106082. * Disposes of the object
  106083. */
  106084. dispose(): void;
  106085. }
  106086. }
  106087. declare module BABYLON {
  106088. /**
  106089. * XR input used to track XR inputs such as controllers/rays
  106090. */
  106091. export class WebXRInput implements IDisposable {
  106092. /**
  106093. * Base experience the input listens to
  106094. */
  106095. baseExperience: WebXRExperienceHelper;
  106096. /**
  106097. * XR controllers being tracked
  106098. */
  106099. controllers: Array<WebXRController>;
  106100. private _frameObserver;
  106101. private _stateObserver;
  106102. /**
  106103. * Event when a controller has been connected/added
  106104. */
  106105. onControllerAddedObservable: Observable<WebXRController>;
  106106. /**
  106107. * Event when a controller has been removed/disconnected
  106108. */
  106109. onControllerRemovedObservable: Observable<WebXRController>;
  106110. /**
  106111. * Initializes the WebXRInput
  106112. * @param baseExperience experience helper which the input should be created for
  106113. */
  106114. constructor(
  106115. /**
  106116. * Base experience the input listens to
  106117. */
  106118. baseExperience: WebXRExperienceHelper);
  106119. private _onInputSourcesChange;
  106120. private _addAndRemoveControllers;
  106121. /**
  106122. * Disposes of the object
  106123. */
  106124. dispose(): void;
  106125. }
  106126. }
  106127. declare module BABYLON {
  106128. /**
  106129. * Enables teleportation
  106130. */
  106131. export class WebXRControllerTeleportation {
  106132. private _teleportationFillColor;
  106133. private _teleportationBorderColor;
  106134. private _tmpRay;
  106135. private _tmpVector;
  106136. /**
  106137. * Creates a WebXRControllerTeleportation
  106138. * @param input input manager to add teleportation to
  106139. * @param floorMeshes floormeshes which can be teleported to
  106140. */
  106141. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  106142. }
  106143. }
  106144. declare module BABYLON {
  106145. /**
  106146. * Handles pointer input automatically for the pointer of XR controllers
  106147. */
  106148. export class WebXRControllerPointerSelection {
  106149. private static _idCounter;
  106150. private _tmpRay;
  106151. /**
  106152. * Creates a WebXRControllerPointerSelection
  106153. * @param input input manager to setup pointer selection
  106154. */
  106155. constructor(input: WebXRInput);
  106156. private _convertNormalToDirectionOfRay;
  106157. private _updatePointerDistance;
  106158. }
  106159. }
  106160. declare module BABYLON {
  106161. /**
  106162. * Class used to represent data loading progression
  106163. */
  106164. export class SceneLoaderProgressEvent {
  106165. /** defines if data length to load can be evaluated */
  106166. readonly lengthComputable: boolean;
  106167. /** defines the loaded data length */
  106168. readonly loaded: number;
  106169. /** defines the data length to load */
  106170. readonly total: number;
  106171. /**
  106172. * Create a new progress event
  106173. * @param lengthComputable defines if data length to load can be evaluated
  106174. * @param loaded defines the loaded data length
  106175. * @param total defines the data length to load
  106176. */
  106177. constructor(
  106178. /** defines if data length to load can be evaluated */
  106179. lengthComputable: boolean,
  106180. /** defines the loaded data length */
  106181. loaded: number,
  106182. /** defines the data length to load */
  106183. total: number);
  106184. /**
  106185. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  106186. * @param event defines the source event
  106187. * @returns a new SceneLoaderProgressEvent
  106188. */
  106189. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  106190. }
  106191. /**
  106192. * Interface used by SceneLoader plugins to define supported file extensions
  106193. */
  106194. export interface ISceneLoaderPluginExtensions {
  106195. /**
  106196. * Defines the list of supported extensions
  106197. */
  106198. [extension: string]: {
  106199. isBinary: boolean;
  106200. };
  106201. }
  106202. /**
  106203. * Interface used by SceneLoader plugin factory
  106204. */
  106205. export interface ISceneLoaderPluginFactory {
  106206. /**
  106207. * Defines the name of the factory
  106208. */
  106209. name: string;
  106210. /**
  106211. * Function called to create a new plugin
  106212. * @return the new plugin
  106213. */
  106214. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  106215. /**
  106216. * Boolean indicating if the plugin can direct load specific data
  106217. */
  106218. canDirectLoad?: (data: string) => boolean;
  106219. }
  106220. /**
  106221. * Interface used to define a SceneLoader plugin
  106222. */
  106223. export interface ISceneLoaderPlugin {
  106224. /**
  106225. * The friendly name of this plugin.
  106226. */
  106227. name: string;
  106228. /**
  106229. * The file extensions supported by this plugin.
  106230. */
  106231. extensions: string | ISceneLoaderPluginExtensions;
  106232. /**
  106233. * Import meshes into a scene.
  106234. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  106235. * @param scene The scene to import into
  106236. * @param data The data to import
  106237. * @param rootUrl The root url for scene and resources
  106238. * @param meshes The meshes array to import into
  106239. * @param particleSystems The particle systems array to import into
  106240. * @param skeletons The skeletons array to import into
  106241. * @param onError The callback when import fails
  106242. * @returns True if successful or false otherwise
  106243. */
  106244. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  106245. /**
  106246. * Load into a scene.
  106247. * @param scene The scene to load into
  106248. * @param data The data to import
  106249. * @param rootUrl The root url for scene and resources
  106250. * @param onError The callback when import fails
  106251. * @returns true if successful or false otherwise
  106252. */
  106253. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  106254. /**
  106255. * The callback that returns true if the data can be directly loaded.
  106256. */
  106257. canDirectLoad?: (data: string) => boolean;
  106258. /**
  106259. * The callback that allows custom handling of the root url based on the response url.
  106260. */
  106261. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  106262. /**
  106263. * Load into an asset container.
  106264. * @param scene The scene to load into
  106265. * @param data The data to import
  106266. * @param rootUrl The root url for scene and resources
  106267. * @param onError The callback when import fails
  106268. * @returns The loaded asset container
  106269. */
  106270. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  106271. }
  106272. /**
  106273. * Interface used to define an async SceneLoader plugin
  106274. */
  106275. export interface ISceneLoaderPluginAsync {
  106276. /**
  106277. * The friendly name of this plugin.
  106278. */
  106279. name: string;
  106280. /**
  106281. * The file extensions supported by this plugin.
  106282. */
  106283. extensions: string | ISceneLoaderPluginExtensions;
  106284. /**
  106285. * Import meshes into a scene.
  106286. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  106287. * @param scene The scene to import into
  106288. * @param data The data to import
  106289. * @param rootUrl The root url for scene and resources
  106290. * @param onProgress The callback when the load progresses
  106291. * @param fileName Defines the name of the file to load
  106292. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  106293. */
  106294. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  106295. meshes: AbstractMesh[];
  106296. particleSystems: IParticleSystem[];
  106297. skeletons: Skeleton[];
  106298. animationGroups: AnimationGroup[];
  106299. }>;
  106300. /**
  106301. * Load into a scene.
  106302. * @param scene The scene to load into
  106303. * @param data The data to import
  106304. * @param rootUrl The root url for scene and resources
  106305. * @param onProgress The callback when the load progresses
  106306. * @param fileName Defines the name of the file to load
  106307. * @returns Nothing
  106308. */
  106309. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  106310. /**
  106311. * The callback that returns true if the data can be directly loaded.
  106312. */
  106313. canDirectLoad?: (data: string) => boolean;
  106314. /**
  106315. * The callback that allows custom handling of the root url based on the response url.
  106316. */
  106317. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  106318. /**
  106319. * Load into an asset container.
  106320. * @param scene The scene to load into
  106321. * @param data The data to import
  106322. * @param rootUrl The root url for scene and resources
  106323. * @param onProgress The callback when the load progresses
  106324. * @param fileName Defines the name of the file to load
  106325. * @returns The loaded asset container
  106326. */
  106327. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  106328. }
  106329. /**
  106330. * Class used to load scene from various file formats using registered plugins
  106331. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  106332. */
  106333. export class SceneLoader {
  106334. /**
  106335. * No logging while loading
  106336. */
  106337. static readonly NO_LOGGING: number;
  106338. /**
  106339. * Minimal logging while loading
  106340. */
  106341. static readonly MINIMAL_LOGGING: number;
  106342. /**
  106343. * Summary logging while loading
  106344. */
  106345. static readonly SUMMARY_LOGGING: number;
  106346. /**
  106347. * Detailled logging while loading
  106348. */
  106349. static readonly DETAILED_LOGGING: number;
  106350. /**
  106351. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  106352. */
  106353. static ForceFullSceneLoadingForIncremental: boolean;
  106354. /**
  106355. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  106356. */
  106357. static ShowLoadingScreen: boolean;
  106358. /**
  106359. * Defines the current logging level (while loading the scene)
  106360. * @ignorenaming
  106361. */
  106362. static loggingLevel: number;
  106363. /**
  106364. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  106365. */
  106366. static CleanBoneMatrixWeights: boolean;
  106367. /**
  106368. * Event raised when a plugin is used to load a scene
  106369. */
  106370. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  106371. private static _registeredPlugins;
  106372. private static _getDefaultPlugin;
  106373. private static _getPluginForExtension;
  106374. private static _getPluginForDirectLoad;
  106375. private static _getPluginForFilename;
  106376. private static _getDirectLoad;
  106377. private static _loadData;
  106378. private static _getFileInfo;
  106379. /**
  106380. * Gets a plugin that can load the given extension
  106381. * @param extension defines the extension to load
  106382. * @returns a plugin or null if none works
  106383. */
  106384. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  106385. /**
  106386. * Gets a boolean indicating that the given extension can be loaded
  106387. * @param extension defines the extension to load
  106388. * @returns true if the extension is supported
  106389. */
  106390. static IsPluginForExtensionAvailable(extension: string): boolean;
  106391. /**
  106392. * Adds a new plugin to the list of registered plugins
  106393. * @param plugin defines the plugin to add
  106394. */
  106395. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  106396. /**
  106397. * Import meshes into a scene
  106398. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  106399. * @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)
  106400. * @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)
  106401. * @param scene the instance of BABYLON.Scene to append to
  106402. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  106403. * @param onProgress a callback with a progress event for each file being loaded
  106404. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106405. * @param pluginExtension the extension used to determine the plugin
  106406. * @returns The loaded plugin
  106407. */
  106408. 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>;
  106409. /**
  106410. * Import meshes into a scene
  106411. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  106412. * @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)
  106413. * @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)
  106414. * @param scene the instance of BABYLON.Scene to append to
  106415. * @param onProgress a callback with a progress event for each file being loaded
  106416. * @param pluginExtension the extension used to determine the plugin
  106417. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  106418. */
  106419. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  106420. meshes: AbstractMesh[];
  106421. particleSystems: IParticleSystem[];
  106422. skeletons: Skeleton[];
  106423. animationGroups: AnimationGroup[];
  106424. }>;
  106425. /**
  106426. * Load a scene
  106427. * @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)
  106428. * @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)
  106429. * @param engine is the instance of BABYLON.Engine to use to create the scene
  106430. * @param onSuccess a callback with the scene when import succeeds
  106431. * @param onProgress a callback with a progress event for each file being loaded
  106432. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106433. * @param pluginExtension the extension used to determine the plugin
  106434. * @returns The loaded plugin
  106435. */
  106436. 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>;
  106437. /**
  106438. * Load a scene
  106439. * @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)
  106440. * @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)
  106441. * @param engine is the instance of BABYLON.Engine to use to create the scene
  106442. * @param onProgress a callback with a progress event for each file being loaded
  106443. * @param pluginExtension the extension used to determine the plugin
  106444. * @returns The loaded scene
  106445. */
  106446. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  106447. /**
  106448. * Append a scene
  106449. * @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)
  106450. * @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)
  106451. * @param scene is the instance of BABYLON.Scene to append to
  106452. * @param onSuccess a callback with the scene when import succeeds
  106453. * @param onProgress a callback with a progress event for each file being loaded
  106454. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106455. * @param pluginExtension the extension used to determine the plugin
  106456. * @returns The loaded plugin
  106457. */
  106458. 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>;
  106459. /**
  106460. * Append a scene
  106461. * @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)
  106462. * @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)
  106463. * @param scene is the instance of BABYLON.Scene to append to
  106464. * @param onProgress a callback with a progress event for each file being loaded
  106465. * @param pluginExtension the extension used to determine the plugin
  106466. * @returns The given scene
  106467. */
  106468. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  106469. /**
  106470. * Load a scene into an asset container
  106471. * @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)
  106472. * @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)
  106473. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  106474. * @param onSuccess a callback with the scene when import succeeds
  106475. * @param onProgress a callback with a progress event for each file being loaded
  106476. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106477. * @param pluginExtension the extension used to determine the plugin
  106478. * @returns The loaded plugin
  106479. */
  106480. 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>;
  106481. /**
  106482. * Load a scene into an asset container
  106483. * @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)
  106484. * @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)
  106485. * @param scene is the instance of Scene to append to
  106486. * @param onProgress a callback with a progress event for each file being loaded
  106487. * @param pluginExtension the extension used to determine the plugin
  106488. * @returns The loaded asset container
  106489. */
  106490. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  106491. }
  106492. }
  106493. declare module BABYLON {
  106494. /**
  106495. * Generic Controller
  106496. */
  106497. export class GenericController extends WebVRController {
  106498. /**
  106499. * Base Url for the controller model.
  106500. */
  106501. static readonly MODEL_BASE_URL: string;
  106502. /**
  106503. * File name for the controller model.
  106504. */
  106505. static readonly MODEL_FILENAME: string;
  106506. /**
  106507. * Creates a new GenericController from a gamepad
  106508. * @param vrGamepad the gamepad that the controller should be created from
  106509. */
  106510. constructor(vrGamepad: any);
  106511. /**
  106512. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106513. * @param scene scene in which to add meshes
  106514. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106515. */
  106516. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  106517. /**
  106518. * Called once for each button that changed state since the last frame
  106519. * @param buttonIdx Which button index changed
  106520. * @param state New state of the button
  106521. * @param changes Which properties on the state changed since last frame
  106522. */
  106523. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106524. }
  106525. }
  106526. declare module BABYLON {
  106527. /**
  106528. * Defines the WindowsMotionController object that the state of the windows motion controller
  106529. */
  106530. export class WindowsMotionController extends WebVRController {
  106531. /**
  106532. * The base url used to load the left and right controller models
  106533. */
  106534. static MODEL_BASE_URL: string;
  106535. /**
  106536. * The name of the left controller model file
  106537. */
  106538. static MODEL_LEFT_FILENAME: string;
  106539. /**
  106540. * The name of the right controller model file
  106541. */
  106542. static MODEL_RIGHT_FILENAME: string;
  106543. /**
  106544. * The controller name prefix for this controller type
  106545. */
  106546. static readonly GAMEPAD_ID_PREFIX: string;
  106547. /**
  106548. * The controller id pattern for this controller type
  106549. */
  106550. private static readonly GAMEPAD_ID_PATTERN;
  106551. private _loadedMeshInfo;
  106552. private readonly _mapping;
  106553. /**
  106554. * Fired when the trackpad on this controller is clicked
  106555. */
  106556. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  106557. /**
  106558. * Fired when the trackpad on this controller is modified
  106559. */
  106560. onTrackpadValuesChangedObservable: Observable<StickValues>;
  106561. /**
  106562. * The current x and y values of this controller's trackpad
  106563. */
  106564. trackpad: StickValues;
  106565. /**
  106566. * Creates a new WindowsMotionController from a gamepad
  106567. * @param vrGamepad the gamepad that the controller should be created from
  106568. */
  106569. constructor(vrGamepad: any);
  106570. /**
  106571. * Fired when the trigger on this controller is modified
  106572. */
  106573. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106574. /**
  106575. * Fired when the menu button on this controller is modified
  106576. */
  106577. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106578. /**
  106579. * Fired when the grip button on this controller is modified
  106580. */
  106581. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106582. /**
  106583. * Fired when the thumbstick button on this controller is modified
  106584. */
  106585. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106586. /**
  106587. * Fired when the touchpad button on this controller is modified
  106588. */
  106589. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106590. /**
  106591. * Fired when the touchpad values on this controller are modified
  106592. */
  106593. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  106594. private _updateTrackpad;
  106595. /**
  106596. * Called once per frame by the engine.
  106597. */
  106598. update(): void;
  106599. /**
  106600. * Called once for each button that changed state since the last frame
  106601. * @param buttonIdx Which button index changed
  106602. * @param state New state of the button
  106603. * @param changes Which properties on the state changed since last frame
  106604. */
  106605. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106606. /**
  106607. * Moves the buttons on the controller mesh based on their current state
  106608. * @param buttonName the name of the button to move
  106609. * @param buttonValue the value of the button which determines the buttons new position
  106610. */
  106611. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  106612. /**
  106613. * Moves the axis on the controller mesh based on its current state
  106614. * @param axis the index of the axis
  106615. * @param axisValue the value of the axis which determines the meshes new position
  106616. * @hidden
  106617. */
  106618. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  106619. /**
  106620. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106621. * @param scene scene in which to add meshes
  106622. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106623. */
  106624. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  106625. /**
  106626. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  106627. * can be transformed by button presses and axes values, based on this._mapping.
  106628. *
  106629. * @param scene scene in which the meshes exist
  106630. * @param meshes list of meshes that make up the controller model to process
  106631. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  106632. */
  106633. private processModel;
  106634. private createMeshInfo;
  106635. /**
  106636. * Gets the ray of the controller in the direction the controller is pointing
  106637. * @param length the length the resulting ray should be
  106638. * @returns a ray in the direction the controller is pointing
  106639. */
  106640. getForwardRay(length?: number): Ray;
  106641. /**
  106642. * Disposes of the controller
  106643. */
  106644. dispose(): void;
  106645. }
  106646. }
  106647. declare module BABYLON {
  106648. /**
  106649. * Oculus Touch Controller
  106650. */
  106651. export class OculusTouchController extends WebVRController {
  106652. /**
  106653. * Base Url for the controller model.
  106654. */
  106655. static MODEL_BASE_URL: string;
  106656. /**
  106657. * File name for the left controller model.
  106658. */
  106659. static MODEL_LEFT_FILENAME: string;
  106660. /**
  106661. * File name for the right controller model.
  106662. */
  106663. static MODEL_RIGHT_FILENAME: string;
  106664. /**
  106665. * Base Url for the Quest controller model.
  106666. */
  106667. static QUEST_MODEL_BASE_URL: string;
  106668. /**
  106669. * @hidden
  106670. * If the controllers are running on a device that needs the updated Quest controller models
  106671. */
  106672. static _IsQuest: boolean;
  106673. /**
  106674. * Fired when the secondary trigger on this controller is modified
  106675. */
  106676. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  106677. /**
  106678. * Fired when the thumb rest on this controller is modified
  106679. */
  106680. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  106681. /**
  106682. * Creates a new OculusTouchController from a gamepad
  106683. * @param vrGamepad the gamepad that the controller should be created from
  106684. */
  106685. constructor(vrGamepad: any);
  106686. /**
  106687. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106688. * @param scene scene in which to add meshes
  106689. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106690. */
  106691. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  106692. /**
  106693. * Fired when the A button on this controller is modified
  106694. */
  106695. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106696. /**
  106697. * Fired when the B button on this controller is modified
  106698. */
  106699. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106700. /**
  106701. * Fired when the X button on this controller is modified
  106702. */
  106703. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106704. /**
  106705. * Fired when the Y button on this controller is modified
  106706. */
  106707. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106708. /**
  106709. * Called once for each button that changed state since the last frame
  106710. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  106711. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  106712. * 2) secondary trigger (same)
  106713. * 3) A (right) X (left), touch, pressed = value
  106714. * 4) B / Y
  106715. * 5) thumb rest
  106716. * @param buttonIdx Which button index changed
  106717. * @param state New state of the button
  106718. * @param changes Which properties on the state changed since last frame
  106719. */
  106720. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106721. }
  106722. }
  106723. declare module BABYLON {
  106724. /**
  106725. * Vive Controller
  106726. */
  106727. export class ViveController extends WebVRController {
  106728. /**
  106729. * Base Url for the controller model.
  106730. */
  106731. static MODEL_BASE_URL: string;
  106732. /**
  106733. * File name for the controller model.
  106734. */
  106735. static MODEL_FILENAME: string;
  106736. /**
  106737. * Creates a new ViveController from a gamepad
  106738. * @param vrGamepad the gamepad that the controller should be created from
  106739. */
  106740. constructor(vrGamepad: any);
  106741. /**
  106742. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106743. * @param scene scene in which to add meshes
  106744. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106745. */
  106746. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  106747. /**
  106748. * Fired when the left button on this controller is modified
  106749. */
  106750. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106751. /**
  106752. * Fired when the right button on this controller is modified
  106753. */
  106754. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106755. /**
  106756. * Fired when the menu button on this controller is modified
  106757. */
  106758. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106759. /**
  106760. * Called once for each button that changed state since the last frame
  106761. * Vive mapping:
  106762. * 0: touchpad
  106763. * 1: trigger
  106764. * 2: left AND right buttons
  106765. * 3: menu button
  106766. * @param buttonIdx Which button index changed
  106767. * @param state New state of the button
  106768. * @param changes Which properties on the state changed since last frame
  106769. */
  106770. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106771. }
  106772. }
  106773. declare module BABYLON {
  106774. /**
  106775. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  106776. */
  106777. export class WebXRControllerModelLoader {
  106778. /**
  106779. * Creates the WebXRControllerModelLoader
  106780. * @param input xr input that creates the controllers
  106781. */
  106782. constructor(input: WebXRInput);
  106783. }
  106784. }
  106785. declare module BABYLON {
  106786. /**
  106787. * Contains an array of blocks representing the octree
  106788. */
  106789. export interface IOctreeContainer<T> {
  106790. /**
  106791. * Blocks within the octree
  106792. */
  106793. blocks: Array<OctreeBlock<T>>;
  106794. }
  106795. /**
  106796. * Class used to store a cell in an octree
  106797. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106798. */
  106799. export class OctreeBlock<T> {
  106800. /**
  106801. * Gets the content of the current block
  106802. */
  106803. entries: T[];
  106804. /**
  106805. * Gets the list of block children
  106806. */
  106807. blocks: Array<OctreeBlock<T>>;
  106808. private _depth;
  106809. private _maxDepth;
  106810. private _capacity;
  106811. private _minPoint;
  106812. private _maxPoint;
  106813. private _boundingVectors;
  106814. private _creationFunc;
  106815. /**
  106816. * Creates a new block
  106817. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  106818. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  106819. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  106820. * @param depth defines the current depth of this block in the octree
  106821. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  106822. * @param creationFunc defines a callback to call when an element is added to the block
  106823. */
  106824. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  106825. /**
  106826. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  106827. */
  106828. readonly capacity: number;
  106829. /**
  106830. * Gets the minimum vector (in world space) of the block's bounding box
  106831. */
  106832. readonly minPoint: Vector3;
  106833. /**
  106834. * Gets the maximum vector (in world space) of the block's bounding box
  106835. */
  106836. readonly maxPoint: Vector3;
  106837. /**
  106838. * Add a new element to this block
  106839. * @param entry defines the element to add
  106840. */
  106841. addEntry(entry: T): void;
  106842. /**
  106843. * Remove an element from this block
  106844. * @param entry defines the element to remove
  106845. */
  106846. removeEntry(entry: T): void;
  106847. /**
  106848. * Add an array of elements to this block
  106849. * @param entries defines the array of elements to add
  106850. */
  106851. addEntries(entries: T[]): void;
  106852. /**
  106853. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  106854. * @param frustumPlanes defines the frustum planes to test
  106855. * @param selection defines the array to store current content if selection is positive
  106856. * @param allowDuplicate defines if the selection array can contains duplicated entries
  106857. */
  106858. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  106859. /**
  106860. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  106861. * @param sphereCenter defines the bounding sphere center
  106862. * @param sphereRadius defines the bounding sphere radius
  106863. * @param selection defines the array to store current content if selection is positive
  106864. * @param allowDuplicate defines if the selection array can contains duplicated entries
  106865. */
  106866. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  106867. /**
  106868. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  106869. * @param ray defines the ray to test with
  106870. * @param selection defines the array to store current content if selection is positive
  106871. */
  106872. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  106873. /**
  106874. * Subdivide the content into child blocks (this block will then be empty)
  106875. */
  106876. createInnerBlocks(): void;
  106877. /**
  106878. * @hidden
  106879. */
  106880. 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;
  106881. }
  106882. }
  106883. declare module BABYLON {
  106884. /**
  106885. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  106886. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106887. */
  106888. export class Octree<T> {
  106889. /** 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.) */
  106890. maxDepth: number;
  106891. /**
  106892. * Blocks within the octree containing objects
  106893. */
  106894. blocks: Array<OctreeBlock<T>>;
  106895. /**
  106896. * Content stored in the octree
  106897. */
  106898. dynamicContent: T[];
  106899. private _maxBlockCapacity;
  106900. private _selectionContent;
  106901. private _creationFunc;
  106902. /**
  106903. * Creates a octree
  106904. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106905. * @param creationFunc function to be used to instatiate the octree
  106906. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  106907. * @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.)
  106908. */
  106909. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  106910. /** 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.) */
  106911. maxDepth?: number);
  106912. /**
  106913. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  106914. * @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);
  106915. * @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);
  106916. * @param entries meshes to be added to the octree blocks
  106917. */
  106918. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  106919. /**
  106920. * Adds a mesh to the octree
  106921. * @param entry Mesh to add to the octree
  106922. */
  106923. addMesh(entry: T): void;
  106924. /**
  106925. * Remove an element from the octree
  106926. * @param entry defines the element to remove
  106927. */
  106928. removeMesh(entry: T): void;
  106929. /**
  106930. * Selects an array of meshes within the frustum
  106931. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  106932. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  106933. * @returns array of meshes within the frustum
  106934. */
  106935. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  106936. /**
  106937. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  106938. * @param sphereCenter defines the bounding sphere center
  106939. * @param sphereRadius defines the bounding sphere radius
  106940. * @param allowDuplicate defines if the selection array can contains duplicated entries
  106941. * @returns an array of objects that intersect the sphere
  106942. */
  106943. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  106944. /**
  106945. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  106946. * @param ray defines the ray to test with
  106947. * @returns array of intersected objects
  106948. */
  106949. intersectsRay(ray: Ray): SmartArray<T>;
  106950. /**
  106951. * Adds a mesh into the octree block if it intersects the block
  106952. */
  106953. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  106954. /**
  106955. * Adds a submesh into the octree block if it intersects the block
  106956. */
  106957. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  106958. }
  106959. }
  106960. declare module BABYLON {
  106961. interface Scene {
  106962. /**
  106963. * @hidden
  106964. * Backing Filed
  106965. */
  106966. _selectionOctree: Octree<AbstractMesh>;
  106967. /**
  106968. * Gets the octree used to boost mesh selection (picking)
  106969. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106970. */
  106971. selectionOctree: Octree<AbstractMesh>;
  106972. /**
  106973. * Creates or updates the octree used to boost selection (picking)
  106974. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106975. * @param maxCapacity defines the maximum capacity per leaf
  106976. * @param maxDepth defines the maximum depth of the octree
  106977. * @returns an octree of AbstractMesh
  106978. */
  106979. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  106980. }
  106981. interface AbstractMesh {
  106982. /**
  106983. * @hidden
  106984. * Backing Field
  106985. */
  106986. _submeshesOctree: Octree<SubMesh>;
  106987. /**
  106988. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  106989. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  106990. * @param maxCapacity defines the maximum size of each block (64 by default)
  106991. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  106992. * @returns the new octree
  106993. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  106994. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106995. */
  106996. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  106997. }
  106998. /**
  106999. * Defines the octree scene component responsible to manage any octrees
  107000. * in a given scene.
  107001. */
  107002. export class OctreeSceneComponent {
  107003. /**
  107004. * The component name help to identify the component in the list of scene components.
  107005. */
  107006. readonly name: string;
  107007. /**
  107008. * The scene the component belongs to.
  107009. */
  107010. scene: Scene;
  107011. /**
  107012. * Indicates if the meshes have been checked to make sure they are isEnabled()
  107013. */
  107014. readonly checksIsEnabled: boolean;
  107015. /**
  107016. * Creates a new instance of the component for the given scene
  107017. * @param scene Defines the scene to register the component in
  107018. */
  107019. constructor(scene: Scene);
  107020. /**
  107021. * Registers the component in a given scene
  107022. */
  107023. register(): void;
  107024. /**
  107025. * Return the list of active meshes
  107026. * @returns the list of active meshes
  107027. */
  107028. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  107029. /**
  107030. * Return the list of active sub meshes
  107031. * @param mesh The mesh to get the candidates sub meshes from
  107032. * @returns the list of active sub meshes
  107033. */
  107034. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  107035. private _tempRay;
  107036. /**
  107037. * Return the list of sub meshes intersecting with a given local ray
  107038. * @param mesh defines the mesh to find the submesh for
  107039. * @param localRay defines the ray in local space
  107040. * @returns the list of intersecting sub meshes
  107041. */
  107042. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  107043. /**
  107044. * Return the list of sub meshes colliding with a collider
  107045. * @param mesh defines the mesh to find the submesh for
  107046. * @param collider defines the collider to evaluate the collision against
  107047. * @returns the list of colliding sub meshes
  107048. */
  107049. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  107050. /**
  107051. * Rebuilds the elements related to this component in case of
  107052. * context lost for instance.
  107053. */
  107054. rebuild(): void;
  107055. /**
  107056. * Disposes the component and the associated ressources.
  107057. */
  107058. dispose(): void;
  107059. }
  107060. }
  107061. declare module BABYLON {
  107062. /**
  107063. * Renders a layer on top of an existing scene
  107064. */
  107065. export class UtilityLayerRenderer implements IDisposable {
  107066. /** the original scene that will be rendered on top of */
  107067. originalScene: Scene;
  107068. private _pointerCaptures;
  107069. private _lastPointerEvents;
  107070. private static _DefaultUtilityLayer;
  107071. private static _DefaultKeepDepthUtilityLayer;
  107072. private _sharedGizmoLight;
  107073. private _renderCamera;
  107074. /**
  107075. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  107076. * @returns the camera that is used when rendering the utility layer
  107077. */
  107078. getRenderCamera(): Nullable<Camera>;
  107079. /**
  107080. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  107081. * @param cam the camera that should be used when rendering the utility layer
  107082. */
  107083. setRenderCamera(cam: Nullable<Camera>): void;
  107084. /**
  107085. * @hidden
  107086. * Light which used by gizmos to get light shading
  107087. */
  107088. _getSharedGizmoLight(): HemisphericLight;
  107089. /**
  107090. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  107091. */
  107092. pickUtilitySceneFirst: boolean;
  107093. /**
  107094. * 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)
  107095. */
  107096. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  107097. /**
  107098. * 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)
  107099. */
  107100. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  107101. /**
  107102. * The scene that is rendered on top of the original scene
  107103. */
  107104. utilityLayerScene: Scene;
  107105. /**
  107106. * If the utility layer should automatically be rendered on top of existing scene
  107107. */
  107108. shouldRender: boolean;
  107109. /**
  107110. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  107111. */
  107112. onlyCheckPointerDownEvents: boolean;
  107113. /**
  107114. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  107115. */
  107116. processAllEvents: boolean;
  107117. /**
  107118. * Observable raised when the pointer move from the utility layer scene to the main scene
  107119. */
  107120. onPointerOutObservable: Observable<number>;
  107121. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  107122. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  107123. private _afterRenderObserver;
  107124. private _sceneDisposeObserver;
  107125. private _originalPointerObserver;
  107126. /**
  107127. * Instantiates a UtilityLayerRenderer
  107128. * @param originalScene the original scene that will be rendered on top of
  107129. * @param handleEvents boolean indicating if the utility layer should handle events
  107130. */
  107131. constructor(
  107132. /** the original scene that will be rendered on top of */
  107133. originalScene: Scene, handleEvents?: boolean);
  107134. private _notifyObservers;
  107135. /**
  107136. * Renders the utility layers scene on top of the original scene
  107137. */
  107138. render(): void;
  107139. /**
  107140. * Disposes of the renderer
  107141. */
  107142. dispose(): void;
  107143. private _updateCamera;
  107144. }
  107145. }
  107146. declare module BABYLON {
  107147. /**
  107148. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  107149. */
  107150. export class Gizmo implements IDisposable {
  107151. /** The utility layer the gizmo will be added to */
  107152. gizmoLayer: UtilityLayerRenderer;
  107153. /**
  107154. * The root mesh of the gizmo
  107155. */
  107156. _rootMesh: Mesh;
  107157. private _attachedMesh;
  107158. /**
  107159. * Ratio for the scale of the gizmo (Default: 1)
  107160. */
  107161. scaleRatio: number;
  107162. /**
  107163. * If a custom mesh has been set (Default: false)
  107164. */
  107165. protected _customMeshSet: boolean;
  107166. /**
  107167. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  107168. * * When set, interactions will be enabled
  107169. */
  107170. attachedMesh: Nullable<AbstractMesh>;
  107171. /**
  107172. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  107173. * @param mesh The mesh to replace the default mesh of the gizmo
  107174. */
  107175. setCustomMesh(mesh: Mesh): void;
  107176. /**
  107177. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  107178. */
  107179. updateGizmoRotationToMatchAttachedMesh: boolean;
  107180. /**
  107181. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  107182. */
  107183. updateGizmoPositionToMatchAttachedMesh: boolean;
  107184. /**
  107185. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  107186. */
  107187. updateScale: boolean;
  107188. protected _interactionsEnabled: boolean;
  107189. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107190. private _beforeRenderObserver;
  107191. private _tempVector;
  107192. /**
  107193. * Creates a gizmo
  107194. * @param gizmoLayer The utility layer the gizmo will be added to
  107195. */
  107196. constructor(
  107197. /** The utility layer the gizmo will be added to */
  107198. gizmoLayer?: UtilityLayerRenderer);
  107199. /**
  107200. * Updates the gizmo to match the attached mesh's position/rotation
  107201. */
  107202. protected _update(): void;
  107203. /**
  107204. * Disposes of the gizmo
  107205. */
  107206. dispose(): void;
  107207. }
  107208. }
  107209. declare module BABYLON {
  107210. /**
  107211. * Single plane drag gizmo
  107212. */
  107213. export class PlaneDragGizmo extends Gizmo {
  107214. /**
  107215. * Drag behavior responsible for the gizmos dragging interactions
  107216. */
  107217. dragBehavior: PointerDragBehavior;
  107218. private _pointerObserver;
  107219. /**
  107220. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107221. */
  107222. snapDistance: number;
  107223. /**
  107224. * Event that fires each time the gizmo snaps to a new location.
  107225. * * snapDistance is the the change in distance
  107226. */
  107227. onSnapObservable: Observable<{
  107228. snapDistance: number;
  107229. }>;
  107230. private _plane;
  107231. private _coloredMaterial;
  107232. private _hoverMaterial;
  107233. private _isEnabled;
  107234. private _parent;
  107235. /** @hidden */
  107236. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  107237. /** @hidden */
  107238. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  107239. /**
  107240. * Creates a PlaneDragGizmo
  107241. * @param gizmoLayer The utility layer the gizmo will be added to
  107242. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  107243. * @param color The color of the gizmo
  107244. */
  107245. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  107246. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107247. /**
  107248. * If the gizmo is enabled
  107249. */
  107250. isEnabled: boolean;
  107251. /**
  107252. * Disposes of the gizmo
  107253. */
  107254. dispose(): void;
  107255. }
  107256. }
  107257. declare module BABYLON {
  107258. /**
  107259. * Gizmo that enables dragging a mesh along 3 axis
  107260. */
  107261. export class PositionGizmo extends Gizmo {
  107262. /**
  107263. * Internal gizmo used for interactions on the x axis
  107264. */
  107265. xGizmo: AxisDragGizmo;
  107266. /**
  107267. * Internal gizmo used for interactions on the y axis
  107268. */
  107269. yGizmo: AxisDragGizmo;
  107270. /**
  107271. * Internal gizmo used for interactions on the z axis
  107272. */
  107273. zGizmo: AxisDragGizmo;
  107274. /**
  107275. * Internal gizmo used for interactions on the yz plane
  107276. */
  107277. xPlaneGizmo: PlaneDragGizmo;
  107278. /**
  107279. * Internal gizmo used for interactions on the xz plane
  107280. */
  107281. yPlaneGizmo: PlaneDragGizmo;
  107282. /**
  107283. * Internal gizmo used for interactions on the xy plane
  107284. */
  107285. zPlaneGizmo: PlaneDragGizmo;
  107286. /**
  107287. * private variables
  107288. */
  107289. private _meshAttached;
  107290. private _updateGizmoRotationToMatchAttachedMesh;
  107291. private _snapDistance;
  107292. private _scaleRatio;
  107293. /** Fires an event when any of it's sub gizmos are dragged */
  107294. onDragStartObservable: Observable<unknown>;
  107295. /** Fires an event when any of it's sub gizmos are released from dragging */
  107296. onDragEndObservable: Observable<unknown>;
  107297. /**
  107298. * If set to true, planar drag is enabled
  107299. */
  107300. private _planarGizmoEnabled;
  107301. attachedMesh: Nullable<AbstractMesh>;
  107302. /**
  107303. * Creates a PositionGizmo
  107304. * @param gizmoLayer The utility layer the gizmo will be added to
  107305. */
  107306. constructor(gizmoLayer?: UtilityLayerRenderer);
  107307. /**
  107308. * If the planar drag gizmo is enabled
  107309. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  107310. */
  107311. planarGizmoEnabled: boolean;
  107312. updateGizmoRotationToMatchAttachedMesh: boolean;
  107313. /**
  107314. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107315. */
  107316. snapDistance: number;
  107317. /**
  107318. * Ratio for the scale of the gizmo (Default: 1)
  107319. */
  107320. scaleRatio: number;
  107321. /**
  107322. * Disposes of the gizmo
  107323. */
  107324. dispose(): void;
  107325. /**
  107326. * CustomMeshes are not supported by this gizmo
  107327. * @param mesh The mesh to replace the default mesh of the gizmo
  107328. */
  107329. setCustomMesh(mesh: Mesh): void;
  107330. }
  107331. }
  107332. declare module BABYLON {
  107333. /**
  107334. * Single axis drag gizmo
  107335. */
  107336. export class AxisDragGizmo extends Gizmo {
  107337. /**
  107338. * Drag behavior responsible for the gizmos dragging interactions
  107339. */
  107340. dragBehavior: PointerDragBehavior;
  107341. private _pointerObserver;
  107342. /**
  107343. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107344. */
  107345. snapDistance: number;
  107346. /**
  107347. * Event that fires each time the gizmo snaps to a new location.
  107348. * * snapDistance is the the change in distance
  107349. */
  107350. onSnapObservable: Observable<{
  107351. snapDistance: number;
  107352. }>;
  107353. private _isEnabled;
  107354. private _parent;
  107355. private _arrow;
  107356. private _coloredMaterial;
  107357. private _hoverMaterial;
  107358. /** @hidden */
  107359. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  107360. /** @hidden */
  107361. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  107362. /**
  107363. * Creates an AxisDragGizmo
  107364. * @param gizmoLayer The utility layer the gizmo will be added to
  107365. * @param dragAxis The axis which the gizmo will be able to drag on
  107366. * @param color The color of the gizmo
  107367. */
  107368. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  107369. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107370. /**
  107371. * If the gizmo is enabled
  107372. */
  107373. isEnabled: boolean;
  107374. /**
  107375. * Disposes of the gizmo
  107376. */
  107377. dispose(): void;
  107378. }
  107379. }
  107380. declare module BABYLON.Debug {
  107381. /**
  107382. * The Axes viewer will show 3 axes in a specific point in space
  107383. */
  107384. export class AxesViewer {
  107385. private _xAxis;
  107386. private _yAxis;
  107387. private _zAxis;
  107388. private _scaleLinesFactor;
  107389. private _instanced;
  107390. /**
  107391. * Gets the hosting scene
  107392. */
  107393. scene: Scene;
  107394. /**
  107395. * Gets or sets a number used to scale line length
  107396. */
  107397. scaleLines: number;
  107398. /** Gets the node hierarchy used to render x-axis */
  107399. readonly xAxis: TransformNode;
  107400. /** Gets the node hierarchy used to render y-axis */
  107401. readonly yAxis: TransformNode;
  107402. /** Gets the node hierarchy used to render z-axis */
  107403. readonly zAxis: TransformNode;
  107404. /**
  107405. * Creates a new AxesViewer
  107406. * @param scene defines the hosting scene
  107407. * @param scaleLines defines a number used to scale line length (1 by default)
  107408. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  107409. * @param xAxis defines the node hierarchy used to render the x-axis
  107410. * @param yAxis defines the node hierarchy used to render the y-axis
  107411. * @param zAxis defines the node hierarchy used to render the z-axis
  107412. */
  107413. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  107414. /**
  107415. * Force the viewer to update
  107416. * @param position defines the position of the viewer
  107417. * @param xaxis defines the x axis of the viewer
  107418. * @param yaxis defines the y axis of the viewer
  107419. * @param zaxis defines the z axis of the viewer
  107420. */
  107421. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  107422. /**
  107423. * Creates an instance of this axes viewer.
  107424. * @returns a new axes viewer with instanced meshes
  107425. */
  107426. createInstance(): AxesViewer;
  107427. /** Releases resources */
  107428. dispose(): void;
  107429. private static _SetRenderingGroupId;
  107430. }
  107431. }
  107432. declare module BABYLON.Debug {
  107433. /**
  107434. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  107435. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  107436. */
  107437. export class BoneAxesViewer extends AxesViewer {
  107438. /**
  107439. * Gets or sets the target mesh where to display the axes viewer
  107440. */
  107441. mesh: Nullable<Mesh>;
  107442. /**
  107443. * Gets or sets the target bone where to display the axes viewer
  107444. */
  107445. bone: Nullable<Bone>;
  107446. /** Gets current position */
  107447. pos: Vector3;
  107448. /** Gets direction of X axis */
  107449. xaxis: Vector3;
  107450. /** Gets direction of Y axis */
  107451. yaxis: Vector3;
  107452. /** Gets direction of Z axis */
  107453. zaxis: Vector3;
  107454. /**
  107455. * Creates a new BoneAxesViewer
  107456. * @param scene defines the hosting scene
  107457. * @param bone defines the target bone
  107458. * @param mesh defines the target mesh
  107459. * @param scaleLines defines a scaling factor for line length (1 by default)
  107460. */
  107461. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  107462. /**
  107463. * Force the viewer to update
  107464. */
  107465. update(): void;
  107466. /** Releases resources */
  107467. dispose(): void;
  107468. }
  107469. }
  107470. declare module BABYLON {
  107471. /**
  107472. * Interface used to define scene explorer extensibility option
  107473. */
  107474. export interface IExplorerExtensibilityOption {
  107475. /**
  107476. * Define the option label
  107477. */
  107478. label: string;
  107479. /**
  107480. * Defines the action to execute on click
  107481. */
  107482. action: (entity: any) => void;
  107483. }
  107484. /**
  107485. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  107486. */
  107487. export interface IExplorerExtensibilityGroup {
  107488. /**
  107489. * Defines a predicate to test if a given type mut be extended
  107490. */
  107491. predicate: (entity: any) => boolean;
  107492. /**
  107493. * Gets the list of options added to a type
  107494. */
  107495. entries: IExplorerExtensibilityOption[];
  107496. }
  107497. /**
  107498. * Interface used to define the options to use to create the Inspector
  107499. */
  107500. export interface IInspectorOptions {
  107501. /**
  107502. * Display in overlay mode (default: false)
  107503. */
  107504. overlay?: boolean;
  107505. /**
  107506. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  107507. */
  107508. globalRoot?: HTMLElement;
  107509. /**
  107510. * Display the Scene explorer
  107511. */
  107512. showExplorer?: boolean;
  107513. /**
  107514. * Display the property inspector
  107515. */
  107516. showInspector?: boolean;
  107517. /**
  107518. * Display in embed mode (both panes on the right)
  107519. */
  107520. embedMode?: boolean;
  107521. /**
  107522. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  107523. */
  107524. handleResize?: boolean;
  107525. /**
  107526. * Allow the panes to popup (default: true)
  107527. */
  107528. enablePopup?: boolean;
  107529. /**
  107530. * Allow the panes to be closed by users (default: true)
  107531. */
  107532. enableClose?: boolean;
  107533. /**
  107534. * Optional list of extensibility entries
  107535. */
  107536. explorerExtensibility?: IExplorerExtensibilityGroup[];
  107537. /**
  107538. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  107539. */
  107540. inspectorURL?: string;
  107541. }
  107542. interface Scene {
  107543. /**
  107544. * @hidden
  107545. * Backing field
  107546. */
  107547. _debugLayer: DebugLayer;
  107548. /**
  107549. * Gets the debug layer (aka Inspector) associated with the scene
  107550. * @see http://doc.babylonjs.com/features/playground_debuglayer
  107551. */
  107552. debugLayer: DebugLayer;
  107553. }
  107554. /**
  107555. * The debug layer (aka Inspector) is the go to tool in order to better understand
  107556. * what is happening in your scene
  107557. * @see http://doc.babylonjs.com/features/playground_debuglayer
  107558. */
  107559. export class DebugLayer {
  107560. /**
  107561. * Define the url to get the inspector script from.
  107562. * By default it uses the babylonjs CDN.
  107563. * @ignoreNaming
  107564. */
  107565. static InspectorURL: string;
  107566. private _scene;
  107567. private BJSINSPECTOR;
  107568. private _onPropertyChangedObservable?;
  107569. /**
  107570. * Observable triggered when a property is changed through the inspector.
  107571. */
  107572. readonly onPropertyChangedObservable: any;
  107573. /**
  107574. * Instantiates a new debug layer.
  107575. * The debug layer (aka Inspector) is the go to tool in order to better understand
  107576. * what is happening in your scene
  107577. * @see http://doc.babylonjs.com/features/playground_debuglayer
  107578. * @param scene Defines the scene to inspect
  107579. */
  107580. constructor(scene: Scene);
  107581. /** Creates the inspector window. */
  107582. private _createInspector;
  107583. /**
  107584. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  107585. * @param entity defines the entity to select
  107586. * @param lineContainerTitle defines the specific block to highlight
  107587. */
  107588. select(entity: any, lineContainerTitle?: string): void;
  107589. /** Get the inspector from bundle or global */
  107590. private _getGlobalInspector;
  107591. /**
  107592. * Get if the inspector is visible or not.
  107593. * @returns true if visible otherwise, false
  107594. */
  107595. isVisible(): boolean;
  107596. /**
  107597. * Hide the inspector and close its window.
  107598. */
  107599. hide(): void;
  107600. /**
  107601. * Launch the debugLayer.
  107602. * @param config Define the configuration of the inspector
  107603. * @return a promise fulfilled when the debug layer is visible
  107604. */
  107605. show(config?: IInspectorOptions): Promise<DebugLayer>;
  107606. }
  107607. }
  107608. declare module BABYLON {
  107609. /**
  107610. * Class containing static functions to help procedurally build meshes
  107611. */
  107612. export class BoxBuilder {
  107613. /**
  107614. * Creates a box mesh
  107615. * * The parameter `size` sets the size (float) of each box side (default 1)
  107616. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  107617. * * 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)
  107618. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  107619. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  107620. * * If you create a double-sided mesh, you can choose what parts of 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
  107621. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107622. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  107623. * @param name defines the name of the mesh
  107624. * @param options defines the options used to create the mesh
  107625. * @param scene defines the hosting scene
  107626. * @returns the box mesh
  107627. */
  107628. static CreateBox(name: string, options: {
  107629. size?: number;
  107630. width?: number;
  107631. height?: number;
  107632. depth?: number;
  107633. faceUV?: Vector4[];
  107634. faceColors?: Color4[];
  107635. sideOrientation?: number;
  107636. frontUVs?: Vector4;
  107637. backUVs?: Vector4;
  107638. wrap?: boolean;
  107639. topBaseAt?: number;
  107640. bottomBaseAt?: number;
  107641. updatable?: boolean;
  107642. }, scene?: Nullable<Scene>): Mesh;
  107643. }
  107644. }
  107645. declare module BABYLON {
  107646. /**
  107647. * Class containing static functions to help procedurally build meshes
  107648. */
  107649. export class SphereBuilder {
  107650. /**
  107651. * Creates a sphere mesh
  107652. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  107653. * * 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`)
  107654. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  107655. * * 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
  107656. * * 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)
  107657. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  107658. * * If you create a double-sided mesh, you can choose what parts of 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
  107659. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107660. * @param name defines the name of the mesh
  107661. * @param options defines the options used to create the mesh
  107662. * @param scene defines the hosting scene
  107663. * @returns the sphere mesh
  107664. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  107665. */
  107666. static CreateSphere(name: string, options: {
  107667. segments?: number;
  107668. diameter?: number;
  107669. diameterX?: number;
  107670. diameterY?: number;
  107671. diameterZ?: number;
  107672. arc?: number;
  107673. slice?: number;
  107674. sideOrientation?: number;
  107675. frontUVs?: Vector4;
  107676. backUVs?: Vector4;
  107677. updatable?: boolean;
  107678. }, scene: any): Mesh;
  107679. }
  107680. }
  107681. declare module BABYLON.Debug {
  107682. /**
  107683. * Used to show the physics impostor around the specific mesh
  107684. */
  107685. export class PhysicsViewer {
  107686. /** @hidden */
  107687. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  107688. /** @hidden */
  107689. protected _meshes: Array<Nullable<AbstractMesh>>;
  107690. /** @hidden */
  107691. protected _scene: Nullable<Scene>;
  107692. /** @hidden */
  107693. protected _numMeshes: number;
  107694. /** @hidden */
  107695. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  107696. private _renderFunction;
  107697. private _utilityLayer;
  107698. private _debugBoxMesh;
  107699. private _debugSphereMesh;
  107700. private _debugCylinderMesh;
  107701. private _debugMaterial;
  107702. private _debugMeshMeshes;
  107703. /**
  107704. * Creates a new PhysicsViewer
  107705. * @param scene defines the hosting scene
  107706. */
  107707. constructor(scene: Scene);
  107708. /** @hidden */
  107709. protected _updateDebugMeshes(): void;
  107710. /**
  107711. * Renders a specified physic impostor
  107712. * @param impostor defines the impostor to render
  107713. * @param targetMesh defines the mesh represented by the impostor
  107714. * @returns the new debug mesh used to render the impostor
  107715. */
  107716. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  107717. /**
  107718. * Hides a specified physic impostor
  107719. * @param impostor defines the impostor to hide
  107720. */
  107721. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  107722. private _getDebugMaterial;
  107723. private _getDebugBoxMesh;
  107724. private _getDebugSphereMesh;
  107725. private _getDebugCylinderMesh;
  107726. private _getDebugMeshMesh;
  107727. private _getDebugMesh;
  107728. /** Releases all resources */
  107729. dispose(): void;
  107730. }
  107731. }
  107732. declare module BABYLON {
  107733. /**
  107734. * Class containing static functions to help procedurally build meshes
  107735. */
  107736. export class LinesBuilder {
  107737. /**
  107738. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  107739. * * 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
  107740. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  107741. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  107742. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  107743. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  107744. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  107745. * * 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
  107746. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  107747. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107748. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  107749. * @param name defines the name of the new line system
  107750. * @param options defines the options used to create the line system
  107751. * @param scene defines the hosting scene
  107752. * @returns a new line system mesh
  107753. */
  107754. static CreateLineSystem(name: string, options: {
  107755. lines: Vector3[][];
  107756. updatable?: boolean;
  107757. instance?: Nullable<LinesMesh>;
  107758. colors?: Nullable<Color4[][]>;
  107759. useVertexAlpha?: boolean;
  107760. }, scene: Nullable<Scene>): LinesMesh;
  107761. /**
  107762. * Creates a line mesh
  107763. * 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
  107764. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  107765. * * The parameter `points` is an array successive Vector3
  107766. * * 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
  107767. * * The optional parameter `colors` is an array of successive Color4, one per line point
  107768. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  107769. * * When updating an instance, remember that only point positions can change, not the number of points
  107770. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107771. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  107772. * @param name defines the name of the new line system
  107773. * @param options defines the options used to create the line system
  107774. * @param scene defines the hosting scene
  107775. * @returns a new line mesh
  107776. */
  107777. static CreateLines(name: string, options: {
  107778. points: Vector3[];
  107779. updatable?: boolean;
  107780. instance?: Nullable<LinesMesh>;
  107781. colors?: Color4[];
  107782. useVertexAlpha?: boolean;
  107783. }, scene?: Nullable<Scene>): LinesMesh;
  107784. /**
  107785. * Creates a dashed line mesh
  107786. * * 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
  107787. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  107788. * * The parameter `points` is an array successive Vector3
  107789. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  107790. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  107791. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  107792. * * 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
  107793. * * When updating an instance, remember that only point positions can change, not the number of points
  107794. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107795. * @param name defines the name of the mesh
  107796. * @param options defines the options used to create the mesh
  107797. * @param scene defines the hosting scene
  107798. * @returns the dashed line mesh
  107799. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  107800. */
  107801. static CreateDashedLines(name: string, options: {
  107802. points: Vector3[];
  107803. dashSize?: number;
  107804. gapSize?: number;
  107805. dashNb?: number;
  107806. updatable?: boolean;
  107807. instance?: LinesMesh;
  107808. }, scene?: Nullable<Scene>): LinesMesh;
  107809. }
  107810. }
  107811. declare module BABYLON {
  107812. /**
  107813. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  107814. * in order to better appreciate the issue one might have.
  107815. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  107816. */
  107817. export class RayHelper {
  107818. /**
  107819. * Defines the ray we are currently tryin to visualize.
  107820. */
  107821. ray: Nullable<Ray>;
  107822. private _renderPoints;
  107823. private _renderLine;
  107824. private _renderFunction;
  107825. private _scene;
  107826. private _updateToMeshFunction;
  107827. private _attachedToMesh;
  107828. private _meshSpaceDirection;
  107829. private _meshSpaceOrigin;
  107830. /**
  107831. * Helper function to create a colored helper in a scene in one line.
  107832. * @param ray Defines the ray we are currently tryin to visualize
  107833. * @param scene Defines the scene the ray is used in
  107834. * @param color Defines the color we want to see the ray in
  107835. * @returns The newly created ray helper.
  107836. */
  107837. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  107838. /**
  107839. * Instantiate a new ray helper.
  107840. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  107841. * in order to better appreciate the issue one might have.
  107842. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  107843. * @param ray Defines the ray we are currently tryin to visualize
  107844. */
  107845. constructor(ray: Ray);
  107846. /**
  107847. * Shows the ray we are willing to debug.
  107848. * @param scene Defines the scene the ray needs to be rendered in
  107849. * @param color Defines the color the ray needs to be rendered in
  107850. */
  107851. show(scene: Scene, color?: Color3): void;
  107852. /**
  107853. * Hides the ray we are debugging.
  107854. */
  107855. hide(): void;
  107856. private _render;
  107857. /**
  107858. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  107859. * @param mesh Defines the mesh we want the helper attached to
  107860. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  107861. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  107862. * @param length Defines the length of the ray
  107863. */
  107864. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  107865. /**
  107866. * Detach the ray helper from the mesh it has previously been attached to.
  107867. */
  107868. detachFromMesh(): void;
  107869. private _updateToMesh;
  107870. /**
  107871. * Dispose the helper and release its associated resources.
  107872. */
  107873. dispose(): void;
  107874. }
  107875. }
  107876. declare module BABYLON.Debug {
  107877. /**
  107878. * Class used to render a debug view of a given skeleton
  107879. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  107880. */
  107881. export class SkeletonViewer {
  107882. /** defines the skeleton to render */
  107883. skeleton: Skeleton;
  107884. /** defines the mesh attached to the skeleton */
  107885. mesh: AbstractMesh;
  107886. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  107887. autoUpdateBonesMatrices: boolean;
  107888. /** defines the rendering group id to use with the viewer */
  107889. renderingGroupId: number;
  107890. /** Gets or sets the color used to render the skeleton */
  107891. color: Color3;
  107892. private _scene;
  107893. private _debugLines;
  107894. private _debugMesh;
  107895. private _isEnabled;
  107896. private _renderFunction;
  107897. private _utilityLayer;
  107898. /**
  107899. * Returns the mesh used to render the bones
  107900. */
  107901. readonly debugMesh: Nullable<LinesMesh>;
  107902. /**
  107903. * Creates a new SkeletonViewer
  107904. * @param skeleton defines the skeleton to render
  107905. * @param mesh defines the mesh attached to the skeleton
  107906. * @param scene defines the hosting scene
  107907. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  107908. * @param renderingGroupId defines the rendering group id to use with the viewer
  107909. */
  107910. constructor(
  107911. /** defines the skeleton to render */
  107912. skeleton: Skeleton,
  107913. /** defines the mesh attached to the skeleton */
  107914. mesh: AbstractMesh, scene: Scene,
  107915. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  107916. autoUpdateBonesMatrices?: boolean,
  107917. /** defines the rendering group id to use with the viewer */
  107918. renderingGroupId?: number);
  107919. /** Gets or sets a boolean indicating if the viewer is enabled */
  107920. isEnabled: boolean;
  107921. private _getBonePosition;
  107922. private _getLinesForBonesWithLength;
  107923. private _getLinesForBonesNoLength;
  107924. /** Update the viewer to sync with current skeleton state */
  107925. update(): void;
  107926. /** Release associated resources */
  107927. dispose(): void;
  107928. }
  107929. }
  107930. declare module BABYLON {
  107931. /**
  107932. * Options to create the null engine
  107933. */
  107934. export class NullEngineOptions {
  107935. /**
  107936. * Render width (Default: 512)
  107937. */
  107938. renderWidth: number;
  107939. /**
  107940. * Render height (Default: 256)
  107941. */
  107942. renderHeight: number;
  107943. /**
  107944. * Texture size (Default: 512)
  107945. */
  107946. textureSize: number;
  107947. /**
  107948. * If delta time between frames should be constant
  107949. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  107950. */
  107951. deterministicLockstep: boolean;
  107952. /**
  107953. * Maximum about of steps between frames (Default: 4)
  107954. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  107955. */
  107956. lockstepMaxSteps: number;
  107957. }
  107958. /**
  107959. * The null engine class provides support for headless version of babylon.js.
  107960. * This can be used in server side scenario or for testing purposes
  107961. */
  107962. export class NullEngine extends Engine {
  107963. private _options;
  107964. /**
  107965. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  107966. */
  107967. isDeterministicLockStep(): boolean;
  107968. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  107969. getLockstepMaxSteps(): number;
  107970. /**
  107971. * Sets hardware scaling, used to save performance if needed
  107972. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  107973. */
  107974. getHardwareScalingLevel(): number;
  107975. constructor(options?: NullEngineOptions);
  107976. createVertexBuffer(vertices: FloatArray): DataBuffer;
  107977. createIndexBuffer(indices: IndicesArray): DataBuffer;
  107978. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  107979. getRenderWidth(useScreen?: boolean): number;
  107980. getRenderHeight(useScreen?: boolean): number;
  107981. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  107982. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  107983. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  107984. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  107985. bindSamplers(effect: Effect): void;
  107986. enableEffect(effect: Effect): void;
  107987. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  107988. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  107989. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  107990. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  107991. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  107992. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  107993. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  107994. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  107995. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  107996. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  107997. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  107998. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  107999. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  108000. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  108001. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  108002. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  108003. setFloat(uniform: WebGLUniformLocation, value: number): void;
  108004. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  108005. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  108006. setBool(uniform: WebGLUniformLocation, bool: number): void;
  108007. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  108008. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  108009. bindBuffers(vertexBuffers: {
  108010. [key: string]: VertexBuffer;
  108011. }, indexBuffer: DataBuffer, effect: Effect): void;
  108012. wipeCaches(bruteForce?: boolean): void;
  108013. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  108014. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  108015. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  108016. /** @hidden */
  108017. _createTexture(): WebGLTexture;
  108018. /** @hidden */
  108019. _releaseTexture(texture: InternalTexture): void;
  108020. 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;
  108021. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  108022. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  108023. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  108024. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  108025. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  108026. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  108027. areAllEffectsReady(): boolean;
  108028. /**
  108029. * @hidden
  108030. * Get the current error code of the webGL context
  108031. * @returns the error code
  108032. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  108033. */
  108034. getError(): number;
  108035. /** @hidden */
  108036. _getUnpackAlignement(): number;
  108037. /** @hidden */
  108038. _unpackFlipY(value: boolean): void;
  108039. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  108040. /**
  108041. * Updates a dynamic vertex buffer.
  108042. * @param vertexBuffer the vertex buffer to update
  108043. * @param data the data used to update the vertex buffer
  108044. * @param byteOffset the byte offset of the data (optional)
  108045. * @param byteLength the byte length of the data (optional)
  108046. */
  108047. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  108048. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  108049. /** @hidden */
  108050. _bindTexture(channel: number, texture: InternalTexture): void;
  108051. /** @hidden */
  108052. _releaseBuffer(buffer: DataBuffer): boolean;
  108053. releaseEffects(): void;
  108054. displayLoadingUI(): void;
  108055. hideLoadingUI(): void;
  108056. /** @hidden */
  108057. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  108058. /** @hidden */
  108059. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  108060. /** @hidden */
  108061. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  108062. /** @hidden */
  108063. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  108064. }
  108065. }
  108066. declare module BABYLON {
  108067. /** @hidden */
  108068. export class _OcclusionDataStorage {
  108069. /** @hidden */
  108070. occlusionInternalRetryCounter: number;
  108071. /** @hidden */
  108072. isOcclusionQueryInProgress: boolean;
  108073. /** @hidden */
  108074. isOccluded: boolean;
  108075. /** @hidden */
  108076. occlusionRetryCount: number;
  108077. /** @hidden */
  108078. occlusionType: number;
  108079. /** @hidden */
  108080. occlusionQueryAlgorithmType: number;
  108081. }
  108082. interface Engine {
  108083. /**
  108084. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  108085. * @return the new query
  108086. */
  108087. createQuery(): WebGLQuery;
  108088. /**
  108089. * Delete and release a webGL query
  108090. * @param query defines the query to delete
  108091. * @return the current engine
  108092. */
  108093. deleteQuery(query: WebGLQuery): Engine;
  108094. /**
  108095. * Check if a given query has resolved and got its value
  108096. * @param query defines the query to check
  108097. * @returns true if the query got its value
  108098. */
  108099. isQueryResultAvailable(query: WebGLQuery): boolean;
  108100. /**
  108101. * Gets the value of a given query
  108102. * @param query defines the query to check
  108103. * @returns the value of the query
  108104. */
  108105. getQueryResult(query: WebGLQuery): number;
  108106. /**
  108107. * Initiates an occlusion query
  108108. * @param algorithmType defines the algorithm to use
  108109. * @param query defines the query to use
  108110. * @returns the current engine
  108111. * @see http://doc.babylonjs.com/features/occlusionquery
  108112. */
  108113. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  108114. /**
  108115. * Ends an occlusion query
  108116. * @see http://doc.babylonjs.com/features/occlusionquery
  108117. * @param algorithmType defines the algorithm to use
  108118. * @returns the current engine
  108119. */
  108120. endOcclusionQuery(algorithmType: number): Engine;
  108121. /**
  108122. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  108123. * Please note that only one query can be issued at a time
  108124. * @returns a time token used to track the time span
  108125. */
  108126. startTimeQuery(): Nullable<_TimeToken>;
  108127. /**
  108128. * Ends a time query
  108129. * @param token defines the token used to measure the time span
  108130. * @returns the time spent (in ns)
  108131. */
  108132. endTimeQuery(token: _TimeToken): int;
  108133. /** @hidden */
  108134. _currentNonTimestampToken: Nullable<_TimeToken>;
  108135. /** @hidden */
  108136. _createTimeQuery(): WebGLQuery;
  108137. /** @hidden */
  108138. _deleteTimeQuery(query: WebGLQuery): void;
  108139. /** @hidden */
  108140. _getGlAlgorithmType(algorithmType: number): number;
  108141. /** @hidden */
  108142. _getTimeQueryResult(query: WebGLQuery): any;
  108143. /** @hidden */
  108144. _getTimeQueryAvailability(query: WebGLQuery): any;
  108145. }
  108146. interface AbstractMesh {
  108147. /**
  108148. * Backing filed
  108149. * @hidden
  108150. */
  108151. __occlusionDataStorage: _OcclusionDataStorage;
  108152. /**
  108153. * Access property
  108154. * @hidden
  108155. */
  108156. _occlusionDataStorage: _OcclusionDataStorage;
  108157. /**
  108158. * 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.
  108159. * The default value is -1 which means don't break the query and wait till the result
  108160. * @see http://doc.babylonjs.com/features/occlusionquery
  108161. */
  108162. occlusionRetryCount: number;
  108163. /**
  108164. * 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:
  108165. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  108166. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  108167. * * 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.
  108168. * @see http://doc.babylonjs.com/features/occlusionquery
  108169. */
  108170. occlusionType: number;
  108171. /**
  108172. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  108173. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  108174. * * 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.
  108175. * @see http://doc.babylonjs.com/features/occlusionquery
  108176. */
  108177. occlusionQueryAlgorithmType: number;
  108178. /**
  108179. * 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
  108180. * @see http://doc.babylonjs.com/features/occlusionquery
  108181. */
  108182. isOccluded: boolean;
  108183. /**
  108184. * Flag to check the progress status of the query
  108185. * @see http://doc.babylonjs.com/features/occlusionquery
  108186. */
  108187. isOcclusionQueryInProgress: boolean;
  108188. }
  108189. }
  108190. declare module BABYLON {
  108191. /** @hidden */
  108192. export var _forceTransformFeedbackToBundle: boolean;
  108193. interface Engine {
  108194. /**
  108195. * Creates a webGL transform feedback object
  108196. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  108197. * @returns the webGL transform feedback object
  108198. */
  108199. createTransformFeedback(): WebGLTransformFeedback;
  108200. /**
  108201. * Delete a webGL transform feedback object
  108202. * @param value defines the webGL transform feedback object to delete
  108203. */
  108204. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  108205. /**
  108206. * Bind a webGL transform feedback object to the webgl context
  108207. * @param value defines the webGL transform feedback object to bind
  108208. */
  108209. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  108210. /**
  108211. * Begins a transform feedback operation
  108212. * @param usePoints defines if points or triangles must be used
  108213. */
  108214. beginTransformFeedback(usePoints: boolean): void;
  108215. /**
  108216. * Ends a transform feedback operation
  108217. */
  108218. endTransformFeedback(): void;
  108219. /**
  108220. * Specify the varyings to use with transform feedback
  108221. * @param program defines the associated webGL program
  108222. * @param value defines the list of strings representing the varying names
  108223. */
  108224. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  108225. /**
  108226. * Bind a webGL buffer for a transform feedback operation
  108227. * @param value defines the webGL buffer to bind
  108228. */
  108229. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  108230. }
  108231. }
  108232. declare module BABYLON {
  108233. /**
  108234. * Creation options of the multi render target texture.
  108235. */
  108236. export interface IMultiRenderTargetOptions {
  108237. /**
  108238. * Define if the texture needs to create mip maps after render.
  108239. */
  108240. generateMipMaps?: boolean;
  108241. /**
  108242. * Define the types of all the draw buffers we want to create
  108243. */
  108244. types?: number[];
  108245. /**
  108246. * Define the sampling modes of all the draw buffers we want to create
  108247. */
  108248. samplingModes?: number[];
  108249. /**
  108250. * Define if a depth buffer is required
  108251. */
  108252. generateDepthBuffer?: boolean;
  108253. /**
  108254. * Define if a stencil buffer is required
  108255. */
  108256. generateStencilBuffer?: boolean;
  108257. /**
  108258. * Define if a depth texture is required instead of a depth buffer
  108259. */
  108260. generateDepthTexture?: boolean;
  108261. /**
  108262. * Define the number of desired draw buffers
  108263. */
  108264. textureCount?: number;
  108265. /**
  108266. * Define if aspect ratio should be adapted to the texture or stay the scene one
  108267. */
  108268. doNotChangeAspectRatio?: boolean;
  108269. /**
  108270. * Define the default type of the buffers we are creating
  108271. */
  108272. defaultType?: number;
  108273. }
  108274. /**
  108275. * A multi render target, like a render target provides the ability to render to a texture.
  108276. * Unlike the render target, it can render to several draw buffers in one draw.
  108277. * This is specially interesting in deferred rendering or for any effects requiring more than
  108278. * just one color from a single pass.
  108279. */
  108280. export class MultiRenderTarget extends RenderTargetTexture {
  108281. private _internalTextures;
  108282. private _textures;
  108283. private _multiRenderTargetOptions;
  108284. /**
  108285. * Get if draw buffers are currently supported by the used hardware and browser.
  108286. */
  108287. readonly isSupported: boolean;
  108288. /**
  108289. * Get the list of textures generated by the multi render target.
  108290. */
  108291. readonly textures: Texture[];
  108292. /**
  108293. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  108294. */
  108295. readonly depthTexture: Texture;
  108296. /**
  108297. * Set the wrapping mode on U of all the textures we are rendering to.
  108298. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  108299. */
  108300. wrapU: number;
  108301. /**
  108302. * Set the wrapping mode on V of all the textures we are rendering to.
  108303. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  108304. */
  108305. wrapV: number;
  108306. /**
  108307. * Instantiate a new multi render target texture.
  108308. * A multi render target, like a render target provides the ability to render to a texture.
  108309. * Unlike the render target, it can render to several draw buffers in one draw.
  108310. * This is specially interesting in deferred rendering or for any effects requiring more than
  108311. * just one color from a single pass.
  108312. * @param name Define the name of the texture
  108313. * @param size Define the size of the buffers to render to
  108314. * @param count Define the number of target we are rendering into
  108315. * @param scene Define the scene the texture belongs to
  108316. * @param options Define the options used to create the multi render target
  108317. */
  108318. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  108319. /** @hidden */
  108320. _rebuild(): void;
  108321. private _createInternalTextures;
  108322. private _createTextures;
  108323. /**
  108324. * Define the number of samples used if MSAA is enabled.
  108325. */
  108326. samples: number;
  108327. /**
  108328. * Resize all the textures in the multi render target.
  108329. * Be carrefull as it will recreate all the data in the new texture.
  108330. * @param size Define the new size
  108331. */
  108332. resize(size: any): void;
  108333. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  108334. /**
  108335. * Dispose the render targets and their associated resources
  108336. */
  108337. dispose(): void;
  108338. /**
  108339. * Release all the underlying texture used as draw buffers.
  108340. */
  108341. releaseInternalTextures(): void;
  108342. }
  108343. }
  108344. declare module BABYLON {
  108345. interface Engine {
  108346. /**
  108347. * Unbind a list of render target textures from the webGL context
  108348. * This is used only when drawBuffer extension or webGL2 are active
  108349. * @param textures defines the render target textures to unbind
  108350. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  108351. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  108352. */
  108353. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  108354. /**
  108355. * Create a multi render target texture
  108356. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  108357. * @param size defines the size of the texture
  108358. * @param options defines the creation options
  108359. * @returns the cube texture as an InternalTexture
  108360. */
  108361. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  108362. /**
  108363. * Update the sample count for a given multiple render target texture
  108364. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  108365. * @param textures defines the textures to update
  108366. * @param samples defines the sample count to set
  108367. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  108368. */
  108369. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  108370. }
  108371. }
  108372. declare module BABYLON {
  108373. /**
  108374. * Gather the list of clipboard event types as constants.
  108375. */
  108376. export class ClipboardEventTypes {
  108377. /**
  108378. * The clipboard event is fired when a copy command is active (pressed).
  108379. */
  108380. static readonly COPY: number;
  108381. /**
  108382. * The clipboard event is fired when a cut command is active (pressed).
  108383. */
  108384. static readonly CUT: number;
  108385. /**
  108386. * The clipboard event is fired when a paste command is active (pressed).
  108387. */
  108388. static readonly PASTE: number;
  108389. }
  108390. /**
  108391. * This class is used to store clipboard related info for the onClipboardObservable event.
  108392. */
  108393. export class ClipboardInfo {
  108394. /**
  108395. * Defines the type of event (BABYLON.ClipboardEventTypes)
  108396. */
  108397. type: number;
  108398. /**
  108399. * Defines the related dom event
  108400. */
  108401. event: ClipboardEvent;
  108402. /**
  108403. *Creates an instance of ClipboardInfo.
  108404. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  108405. * @param event Defines the related dom event
  108406. */
  108407. constructor(
  108408. /**
  108409. * Defines the type of event (BABYLON.ClipboardEventTypes)
  108410. */
  108411. type: number,
  108412. /**
  108413. * Defines the related dom event
  108414. */
  108415. event: ClipboardEvent);
  108416. /**
  108417. * Get the clipboard event's type from the keycode.
  108418. * @param keyCode Defines the keyCode for the current keyboard event.
  108419. * @return {number}
  108420. */
  108421. static GetTypeFromCharacter(keyCode: number): number;
  108422. }
  108423. }
  108424. declare module BABYLON {
  108425. /**
  108426. * Google Daydream controller
  108427. */
  108428. export class DaydreamController extends WebVRController {
  108429. /**
  108430. * Base Url for the controller model.
  108431. */
  108432. static MODEL_BASE_URL: string;
  108433. /**
  108434. * File name for the controller model.
  108435. */
  108436. static MODEL_FILENAME: string;
  108437. /**
  108438. * Gamepad Id prefix used to identify Daydream Controller.
  108439. */
  108440. static readonly GAMEPAD_ID_PREFIX: string;
  108441. /**
  108442. * Creates a new DaydreamController from a gamepad
  108443. * @param vrGamepad the gamepad that the controller should be created from
  108444. */
  108445. constructor(vrGamepad: any);
  108446. /**
  108447. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  108448. * @param scene scene in which to add meshes
  108449. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  108450. */
  108451. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  108452. /**
  108453. * Called once for each button that changed state since the last frame
  108454. * @param buttonIdx Which button index changed
  108455. * @param state New state of the button
  108456. * @param changes Which properties on the state changed since last frame
  108457. */
  108458. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  108459. }
  108460. }
  108461. declare module BABYLON {
  108462. /**
  108463. * Gear VR Controller
  108464. */
  108465. export class GearVRController extends WebVRController {
  108466. /**
  108467. * Base Url for the controller model.
  108468. */
  108469. static MODEL_BASE_URL: string;
  108470. /**
  108471. * File name for the controller model.
  108472. */
  108473. static MODEL_FILENAME: string;
  108474. /**
  108475. * Gamepad Id prefix used to identify this controller.
  108476. */
  108477. static readonly GAMEPAD_ID_PREFIX: string;
  108478. private readonly _buttonIndexToObservableNameMap;
  108479. /**
  108480. * Creates a new GearVRController from a gamepad
  108481. * @param vrGamepad the gamepad that the controller should be created from
  108482. */
  108483. constructor(vrGamepad: any);
  108484. /**
  108485. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  108486. * @param scene scene in which to add meshes
  108487. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  108488. */
  108489. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  108490. /**
  108491. * Called once for each button that changed state since the last frame
  108492. * @param buttonIdx Which button index changed
  108493. * @param state New state of the button
  108494. * @param changes Which properties on the state changed since last frame
  108495. */
  108496. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  108497. }
  108498. }
  108499. declare module BABYLON {
  108500. /**
  108501. * Class containing static functions to help procedurally build meshes
  108502. */
  108503. export class PolyhedronBuilder {
  108504. /**
  108505. * Creates a polyhedron mesh
  108506. * * 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
  108507. * * The parameter `size` (positive float, default 1) sets the polygon size
  108508. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  108509. * * 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`
  108510. * * 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
  108511. * * 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)`)
  108512. * * 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
  108513. * * 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
  108514. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108515. * * If you create a double-sided mesh, you can choose what parts of 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
  108516. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108517. * @param name defines the name of the mesh
  108518. * @param options defines the options used to create the mesh
  108519. * @param scene defines the hosting scene
  108520. * @returns the polyhedron mesh
  108521. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  108522. */
  108523. static CreatePolyhedron(name: string, options: {
  108524. type?: number;
  108525. size?: number;
  108526. sizeX?: number;
  108527. sizeY?: number;
  108528. sizeZ?: number;
  108529. custom?: any;
  108530. faceUV?: Vector4[];
  108531. faceColors?: Color4[];
  108532. flat?: boolean;
  108533. updatable?: boolean;
  108534. sideOrientation?: number;
  108535. frontUVs?: Vector4;
  108536. backUVs?: Vector4;
  108537. }, scene?: Nullable<Scene>): Mesh;
  108538. }
  108539. }
  108540. declare module BABYLON {
  108541. /**
  108542. * Gizmo that enables scaling a mesh along 3 axis
  108543. */
  108544. export class ScaleGizmo extends Gizmo {
  108545. /**
  108546. * Internal gizmo used for interactions on the x axis
  108547. */
  108548. xGizmo: AxisScaleGizmo;
  108549. /**
  108550. * Internal gizmo used for interactions on the y axis
  108551. */
  108552. yGizmo: AxisScaleGizmo;
  108553. /**
  108554. * Internal gizmo used for interactions on the z axis
  108555. */
  108556. zGizmo: AxisScaleGizmo;
  108557. /**
  108558. * Internal gizmo used to scale all axis equally
  108559. */
  108560. uniformScaleGizmo: AxisScaleGizmo;
  108561. private _meshAttached;
  108562. private _updateGizmoRotationToMatchAttachedMesh;
  108563. private _snapDistance;
  108564. private _scaleRatio;
  108565. private _uniformScalingMesh;
  108566. private _octahedron;
  108567. /** Fires an event when any of it's sub gizmos are dragged */
  108568. onDragStartObservable: Observable<unknown>;
  108569. /** Fires an event when any of it's sub gizmos are released from dragging */
  108570. onDragEndObservable: Observable<unknown>;
  108571. attachedMesh: Nullable<AbstractMesh>;
  108572. /**
  108573. * Creates a ScaleGizmo
  108574. * @param gizmoLayer The utility layer the gizmo will be added to
  108575. */
  108576. constructor(gizmoLayer?: UtilityLayerRenderer);
  108577. updateGizmoRotationToMatchAttachedMesh: boolean;
  108578. /**
  108579. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108580. */
  108581. snapDistance: number;
  108582. /**
  108583. * Ratio for the scale of the gizmo (Default: 1)
  108584. */
  108585. scaleRatio: number;
  108586. /**
  108587. * Disposes of the gizmo
  108588. */
  108589. dispose(): void;
  108590. }
  108591. }
  108592. declare module BABYLON {
  108593. /**
  108594. * Single axis scale gizmo
  108595. */
  108596. export class AxisScaleGizmo extends Gizmo {
  108597. /**
  108598. * Drag behavior responsible for the gizmos dragging interactions
  108599. */
  108600. dragBehavior: PointerDragBehavior;
  108601. private _pointerObserver;
  108602. /**
  108603. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108604. */
  108605. snapDistance: number;
  108606. /**
  108607. * Event that fires each time the gizmo snaps to a new location.
  108608. * * snapDistance is the the change in distance
  108609. */
  108610. onSnapObservable: Observable<{
  108611. snapDistance: number;
  108612. }>;
  108613. /**
  108614. * If the scaling operation should be done on all axis (default: false)
  108615. */
  108616. uniformScaling: boolean;
  108617. private _isEnabled;
  108618. private _parent;
  108619. private _arrow;
  108620. private _coloredMaterial;
  108621. private _hoverMaterial;
  108622. /**
  108623. * Creates an AxisScaleGizmo
  108624. * @param gizmoLayer The utility layer the gizmo will be added to
  108625. * @param dragAxis The axis which the gizmo will be able to scale on
  108626. * @param color The color of the gizmo
  108627. */
  108628. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  108629. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108630. /**
  108631. * If the gizmo is enabled
  108632. */
  108633. isEnabled: boolean;
  108634. /**
  108635. * Disposes of the gizmo
  108636. */
  108637. dispose(): void;
  108638. /**
  108639. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  108640. * @param mesh The mesh to replace the default mesh of the gizmo
  108641. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  108642. */
  108643. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  108644. }
  108645. }
  108646. declare module BABYLON {
  108647. /**
  108648. * Bounding box gizmo
  108649. */
  108650. export class BoundingBoxGizmo extends Gizmo {
  108651. private _lineBoundingBox;
  108652. private _rotateSpheresParent;
  108653. private _scaleBoxesParent;
  108654. private _boundingDimensions;
  108655. private _renderObserver;
  108656. private _pointerObserver;
  108657. private _scaleDragSpeed;
  108658. private _tmpQuaternion;
  108659. private _tmpVector;
  108660. private _tmpRotationMatrix;
  108661. /**
  108662. * 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)
  108663. */
  108664. ignoreChildren: boolean;
  108665. /**
  108666. * 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)
  108667. */
  108668. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  108669. /**
  108670. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  108671. */
  108672. rotationSphereSize: number;
  108673. /**
  108674. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  108675. */
  108676. scaleBoxSize: number;
  108677. /**
  108678. * 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)
  108679. */
  108680. fixedDragMeshScreenSize: boolean;
  108681. /**
  108682. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  108683. */
  108684. fixedDragMeshScreenSizeDistanceFactor: number;
  108685. /**
  108686. * Fired when a rotation sphere or scale box is dragged
  108687. */
  108688. onDragStartObservable: Observable<{}>;
  108689. /**
  108690. * Fired when a scale box is dragged
  108691. */
  108692. onScaleBoxDragObservable: Observable<{}>;
  108693. /**
  108694. * Fired when a scale box drag is ended
  108695. */
  108696. onScaleBoxDragEndObservable: Observable<{}>;
  108697. /**
  108698. * Fired when a rotation sphere is dragged
  108699. */
  108700. onRotationSphereDragObservable: Observable<{}>;
  108701. /**
  108702. * Fired when a rotation sphere drag is ended
  108703. */
  108704. onRotationSphereDragEndObservable: Observable<{}>;
  108705. /**
  108706. * 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)
  108707. */
  108708. scalePivot: Nullable<Vector3>;
  108709. /**
  108710. * Mesh used as a pivot to rotate the attached mesh
  108711. */
  108712. private _anchorMesh;
  108713. private _existingMeshScale;
  108714. private _dragMesh;
  108715. private pointerDragBehavior;
  108716. private coloredMaterial;
  108717. private hoverColoredMaterial;
  108718. /**
  108719. * Sets the color of the bounding box gizmo
  108720. * @param color the color to set
  108721. */
  108722. setColor(color: Color3): void;
  108723. /**
  108724. * Creates an BoundingBoxGizmo
  108725. * @param gizmoLayer The utility layer the gizmo will be added to
  108726. * @param color The color of the gizmo
  108727. */
  108728. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  108729. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108730. private _selectNode;
  108731. /**
  108732. * Updates the bounding box information for the Gizmo
  108733. */
  108734. updateBoundingBox(): void;
  108735. private _updateRotationSpheres;
  108736. private _updateScaleBoxes;
  108737. /**
  108738. * Enables rotation on the specified axis and disables rotation on the others
  108739. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  108740. */
  108741. setEnabledRotationAxis(axis: string): void;
  108742. /**
  108743. * Enables/disables scaling
  108744. * @param enable if scaling should be enabled
  108745. */
  108746. setEnabledScaling(enable: boolean): void;
  108747. private _updateDummy;
  108748. /**
  108749. * Enables a pointer drag behavior on the bounding box of the gizmo
  108750. */
  108751. enableDragBehavior(): void;
  108752. /**
  108753. * Disposes of the gizmo
  108754. */
  108755. dispose(): void;
  108756. /**
  108757. * 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)
  108758. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  108759. * @returns the bounding box mesh with the passed in mesh as a child
  108760. */
  108761. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  108762. /**
  108763. * CustomMeshes are not supported by this gizmo
  108764. * @param mesh The mesh to replace the default mesh of the gizmo
  108765. */
  108766. setCustomMesh(mesh: Mesh): void;
  108767. }
  108768. }
  108769. declare module BABYLON {
  108770. /**
  108771. * Single plane rotation gizmo
  108772. */
  108773. export class PlaneRotationGizmo extends Gizmo {
  108774. /**
  108775. * Drag behavior responsible for the gizmos dragging interactions
  108776. */
  108777. dragBehavior: PointerDragBehavior;
  108778. private _pointerObserver;
  108779. /**
  108780. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  108781. */
  108782. snapDistance: number;
  108783. /**
  108784. * Event that fires each time the gizmo snaps to a new location.
  108785. * * snapDistance is the the change in distance
  108786. */
  108787. onSnapObservable: Observable<{
  108788. snapDistance: number;
  108789. }>;
  108790. private _isEnabled;
  108791. private _parent;
  108792. /**
  108793. * Creates a PlaneRotationGizmo
  108794. * @param gizmoLayer The utility layer the gizmo will be added to
  108795. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  108796. * @param color The color of the gizmo
  108797. * @param tessellation Amount of tessellation to be used when creating rotation circles
  108798. * @param useEulerRotation Use and update Euler angle instead of quaternion
  108799. */
  108800. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  108801. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108802. /**
  108803. * If the gizmo is enabled
  108804. */
  108805. isEnabled: boolean;
  108806. /**
  108807. * Disposes of the gizmo
  108808. */
  108809. dispose(): void;
  108810. }
  108811. }
  108812. declare module BABYLON {
  108813. /**
  108814. * Gizmo that enables rotating a mesh along 3 axis
  108815. */
  108816. export class RotationGizmo extends Gizmo {
  108817. /**
  108818. * Internal gizmo used for interactions on the x axis
  108819. */
  108820. xGizmo: PlaneRotationGizmo;
  108821. /**
  108822. * Internal gizmo used for interactions on the y axis
  108823. */
  108824. yGizmo: PlaneRotationGizmo;
  108825. /**
  108826. * Internal gizmo used for interactions on the z axis
  108827. */
  108828. zGizmo: PlaneRotationGizmo;
  108829. /** Fires an event when any of it's sub gizmos are dragged */
  108830. onDragStartObservable: Observable<unknown>;
  108831. /** Fires an event when any of it's sub gizmos are released from dragging */
  108832. onDragEndObservable: Observable<unknown>;
  108833. private _meshAttached;
  108834. attachedMesh: Nullable<AbstractMesh>;
  108835. /**
  108836. * Creates a RotationGizmo
  108837. * @param gizmoLayer The utility layer the gizmo will be added to
  108838. * @param tessellation Amount of tessellation to be used when creating rotation circles
  108839. * @param useEulerRotation Use and update Euler angle instead of quaternion
  108840. */
  108841. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  108842. updateGizmoRotationToMatchAttachedMesh: boolean;
  108843. /**
  108844. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108845. */
  108846. snapDistance: number;
  108847. /**
  108848. * Ratio for the scale of the gizmo (Default: 1)
  108849. */
  108850. scaleRatio: number;
  108851. /**
  108852. * Disposes of the gizmo
  108853. */
  108854. dispose(): void;
  108855. /**
  108856. * CustomMeshes are not supported by this gizmo
  108857. * @param mesh The mesh to replace the default mesh of the gizmo
  108858. */
  108859. setCustomMesh(mesh: Mesh): void;
  108860. }
  108861. }
  108862. declare module BABYLON {
  108863. /**
  108864. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  108865. */
  108866. export class GizmoManager implements IDisposable {
  108867. private scene;
  108868. /**
  108869. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  108870. */
  108871. gizmos: {
  108872. positionGizmo: Nullable<PositionGizmo>;
  108873. rotationGizmo: Nullable<RotationGizmo>;
  108874. scaleGizmo: Nullable<ScaleGizmo>;
  108875. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  108876. };
  108877. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  108878. clearGizmoOnEmptyPointerEvent: boolean;
  108879. /** Fires an event when the manager is attached to a mesh */
  108880. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  108881. private _gizmosEnabled;
  108882. private _pointerObserver;
  108883. private _attachedMesh;
  108884. private _boundingBoxColor;
  108885. private _defaultUtilityLayer;
  108886. private _defaultKeepDepthUtilityLayer;
  108887. /**
  108888. * When bounding box gizmo is enabled, this can be used to track drag/end events
  108889. */
  108890. boundingBoxDragBehavior: SixDofDragBehavior;
  108891. /**
  108892. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  108893. */
  108894. attachableMeshes: Nullable<Array<AbstractMesh>>;
  108895. /**
  108896. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  108897. */
  108898. usePointerToAttachGizmos: boolean;
  108899. /**
  108900. * Utility layer that the bounding box gizmo belongs to
  108901. */
  108902. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  108903. /**
  108904. * Utility layer that all gizmos besides bounding box belong to
  108905. */
  108906. readonly utilityLayer: UtilityLayerRenderer;
  108907. /**
  108908. * Instatiates a gizmo manager
  108909. * @param scene the scene to overlay the gizmos on top of
  108910. */
  108911. constructor(scene: Scene);
  108912. /**
  108913. * Attaches a set of gizmos to the specified mesh
  108914. * @param mesh The mesh the gizmo's should be attached to
  108915. */
  108916. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  108917. /**
  108918. * If the position gizmo is enabled
  108919. */
  108920. positionGizmoEnabled: boolean;
  108921. /**
  108922. * If the rotation gizmo is enabled
  108923. */
  108924. rotationGizmoEnabled: boolean;
  108925. /**
  108926. * If the scale gizmo is enabled
  108927. */
  108928. scaleGizmoEnabled: boolean;
  108929. /**
  108930. * If the boundingBox gizmo is enabled
  108931. */
  108932. boundingBoxGizmoEnabled: boolean;
  108933. /**
  108934. * Disposes of the gizmo manager
  108935. */
  108936. dispose(): void;
  108937. }
  108938. }
  108939. declare module BABYLON {
  108940. /**
  108941. * A directional light is defined by a direction (what a surprise!).
  108942. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  108943. * 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.
  108944. * Documentation: https://doc.babylonjs.com/babylon101/lights
  108945. */
  108946. export class DirectionalLight extends ShadowLight {
  108947. private _shadowFrustumSize;
  108948. /**
  108949. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  108950. */
  108951. /**
  108952. * Specifies a fix frustum size for the shadow generation.
  108953. */
  108954. shadowFrustumSize: number;
  108955. private _shadowOrthoScale;
  108956. /**
  108957. * Gets the shadow projection scale against the optimal computed one.
  108958. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  108959. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  108960. */
  108961. /**
  108962. * Sets the shadow projection scale against the optimal computed one.
  108963. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  108964. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  108965. */
  108966. shadowOrthoScale: number;
  108967. /**
  108968. * Automatically compute the projection matrix to best fit (including all the casters)
  108969. * on each frame.
  108970. */
  108971. autoUpdateExtends: boolean;
  108972. private _orthoLeft;
  108973. private _orthoRight;
  108974. private _orthoTop;
  108975. private _orthoBottom;
  108976. /**
  108977. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  108978. * The directional light is emitted from everywhere in the given direction.
  108979. * It can cast shadows.
  108980. * Documentation : https://doc.babylonjs.com/babylon101/lights
  108981. * @param name The friendly name of the light
  108982. * @param direction The direction of the light
  108983. * @param scene The scene the light belongs to
  108984. */
  108985. constructor(name: string, direction: Vector3, scene: Scene);
  108986. /**
  108987. * Returns the string "DirectionalLight".
  108988. * @return The class name
  108989. */
  108990. getClassName(): string;
  108991. /**
  108992. * Returns the integer 1.
  108993. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  108994. */
  108995. getTypeID(): number;
  108996. /**
  108997. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  108998. * Returns the DirectionalLight Shadow projection matrix.
  108999. */
  109000. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  109001. /**
  109002. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  109003. * Returns the DirectionalLight Shadow projection matrix.
  109004. */
  109005. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  109006. /**
  109007. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  109008. * Returns the DirectionalLight Shadow projection matrix.
  109009. */
  109010. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  109011. protected _buildUniformLayout(): void;
  109012. /**
  109013. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  109014. * @param effect The effect to update
  109015. * @param lightIndex The index of the light in the effect to update
  109016. * @returns The directional light
  109017. */
  109018. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  109019. /**
  109020. * Gets the minZ used for shadow according to both the scene and the light.
  109021. *
  109022. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  109023. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  109024. * @param activeCamera The camera we are returning the min for
  109025. * @returns the depth min z
  109026. */
  109027. getDepthMinZ(activeCamera: Camera): number;
  109028. /**
  109029. * Gets the maxZ used for shadow according to both the scene and the light.
  109030. *
  109031. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  109032. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  109033. * @param activeCamera The camera we are returning the max for
  109034. * @returns the depth max z
  109035. */
  109036. getDepthMaxZ(activeCamera: Camera): number;
  109037. /**
  109038. * Prepares the list of defines specific to the light type.
  109039. * @param defines the list of defines
  109040. * @param lightIndex defines the index of the light for the effect
  109041. */
  109042. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  109043. }
  109044. }
  109045. declare module BABYLON {
  109046. /**
  109047. * Class containing static functions to help procedurally build meshes
  109048. */
  109049. export class HemisphereBuilder {
  109050. /**
  109051. * Creates a hemisphere mesh
  109052. * @param name defines the name of the mesh
  109053. * @param options defines the options used to create the mesh
  109054. * @param scene defines the hosting scene
  109055. * @returns the hemisphere mesh
  109056. */
  109057. static CreateHemisphere(name: string, options: {
  109058. segments?: number;
  109059. diameter?: number;
  109060. sideOrientation?: number;
  109061. }, scene: any): Mesh;
  109062. }
  109063. }
  109064. declare module BABYLON {
  109065. /**
  109066. * A spot light is defined by a position, a direction, an angle, and an exponent.
  109067. * These values define a cone of light starting from the position, emitting toward the direction.
  109068. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  109069. * and the exponent defines the speed of the decay of the light with distance (reach).
  109070. * Documentation: https://doc.babylonjs.com/babylon101/lights
  109071. */
  109072. export class SpotLight extends ShadowLight {
  109073. private _angle;
  109074. private _innerAngle;
  109075. private _cosHalfAngle;
  109076. private _lightAngleScale;
  109077. private _lightAngleOffset;
  109078. /**
  109079. * Gets the cone angle of the spot light in Radians.
  109080. */
  109081. /**
  109082. * Sets the cone angle of the spot light in Radians.
  109083. */
  109084. angle: number;
  109085. /**
  109086. * Only used in gltf falloff mode, this defines the angle where
  109087. * the directional falloff will start before cutting at angle which could be seen
  109088. * as outer angle.
  109089. */
  109090. /**
  109091. * Only used in gltf falloff mode, this defines the angle where
  109092. * the directional falloff will start before cutting at angle which could be seen
  109093. * as outer angle.
  109094. */
  109095. innerAngle: number;
  109096. private _shadowAngleScale;
  109097. /**
  109098. * Allows scaling the angle of the light for shadow generation only.
  109099. */
  109100. /**
  109101. * Allows scaling the angle of the light for shadow generation only.
  109102. */
  109103. shadowAngleScale: number;
  109104. /**
  109105. * The light decay speed with the distance from the emission spot.
  109106. */
  109107. exponent: number;
  109108. private _projectionTextureMatrix;
  109109. /**
  109110. * Allows reading the projecton texture
  109111. */
  109112. readonly projectionTextureMatrix: Matrix;
  109113. protected _projectionTextureLightNear: number;
  109114. /**
  109115. * Gets the near clip of the Spotlight for texture projection.
  109116. */
  109117. /**
  109118. * Sets the near clip of the Spotlight for texture projection.
  109119. */
  109120. projectionTextureLightNear: number;
  109121. protected _projectionTextureLightFar: number;
  109122. /**
  109123. * Gets the far clip of the Spotlight for texture projection.
  109124. */
  109125. /**
  109126. * Sets the far clip of the Spotlight for texture projection.
  109127. */
  109128. projectionTextureLightFar: number;
  109129. protected _projectionTextureUpDirection: Vector3;
  109130. /**
  109131. * Gets the Up vector of the Spotlight for texture projection.
  109132. */
  109133. /**
  109134. * Sets the Up vector of the Spotlight for texture projection.
  109135. */
  109136. projectionTextureUpDirection: Vector3;
  109137. private _projectionTexture;
  109138. /**
  109139. * Gets the projection texture of the light.
  109140. */
  109141. /**
  109142. * Sets the projection texture of the light.
  109143. */
  109144. projectionTexture: Nullable<BaseTexture>;
  109145. private _projectionTextureViewLightDirty;
  109146. private _projectionTextureProjectionLightDirty;
  109147. private _projectionTextureDirty;
  109148. private _projectionTextureViewTargetVector;
  109149. private _projectionTextureViewLightMatrix;
  109150. private _projectionTextureProjectionLightMatrix;
  109151. private _projectionTextureScalingMatrix;
  109152. /**
  109153. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  109154. * It can cast shadows.
  109155. * Documentation : https://doc.babylonjs.com/babylon101/lights
  109156. * @param name The light friendly name
  109157. * @param position The position of the spot light in the scene
  109158. * @param direction The direction of the light in the scene
  109159. * @param angle The cone angle of the light in Radians
  109160. * @param exponent The light decay speed with the distance from the emission spot
  109161. * @param scene The scene the lights belongs to
  109162. */
  109163. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  109164. /**
  109165. * Returns the string "SpotLight".
  109166. * @returns the class name
  109167. */
  109168. getClassName(): string;
  109169. /**
  109170. * Returns the integer 2.
  109171. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  109172. */
  109173. getTypeID(): number;
  109174. /**
  109175. * Overrides the direction setter to recompute the projection texture view light Matrix.
  109176. */
  109177. protected _setDirection(value: Vector3): void;
  109178. /**
  109179. * Overrides the position setter to recompute the projection texture view light Matrix.
  109180. */
  109181. protected _setPosition(value: Vector3): void;
  109182. /**
  109183. * 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.
  109184. * Returns the SpotLight.
  109185. */
  109186. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  109187. protected _computeProjectionTextureViewLightMatrix(): void;
  109188. protected _computeProjectionTextureProjectionLightMatrix(): void;
  109189. /**
  109190. * Main function for light texture projection matrix computing.
  109191. */
  109192. protected _computeProjectionTextureMatrix(): void;
  109193. protected _buildUniformLayout(): void;
  109194. private _computeAngleValues;
  109195. /**
  109196. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  109197. * @param effect The effect to update
  109198. * @param lightIndex The index of the light in the effect to update
  109199. * @returns The spot light
  109200. */
  109201. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  109202. /**
  109203. * Disposes the light and the associated resources.
  109204. */
  109205. dispose(): void;
  109206. /**
  109207. * Prepares the list of defines specific to the light type.
  109208. * @param defines the list of defines
  109209. * @param lightIndex defines the index of the light for the effect
  109210. */
  109211. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  109212. }
  109213. }
  109214. declare module BABYLON {
  109215. /**
  109216. * Gizmo that enables viewing a light
  109217. */
  109218. export class LightGizmo extends Gizmo {
  109219. private _lightMesh;
  109220. private _material;
  109221. private cachedPosition;
  109222. private cachedForward;
  109223. /**
  109224. * Creates a LightGizmo
  109225. * @param gizmoLayer The utility layer the gizmo will be added to
  109226. */
  109227. constructor(gizmoLayer?: UtilityLayerRenderer);
  109228. private _light;
  109229. /**
  109230. * The light that the gizmo is attached to
  109231. */
  109232. light: Nullable<Light>;
  109233. /**
  109234. * Gets the material used to render the light gizmo
  109235. */
  109236. readonly material: StandardMaterial;
  109237. /**
  109238. * @hidden
  109239. * Updates the gizmo to match the attached mesh's position/rotation
  109240. */
  109241. protected _update(): void;
  109242. private static _Scale;
  109243. /**
  109244. * Creates the lines for a light mesh
  109245. */
  109246. private static _createLightLines;
  109247. /**
  109248. * Disposes of the light gizmo
  109249. */
  109250. dispose(): void;
  109251. private static _CreateHemisphericLightMesh;
  109252. private static _CreatePointLightMesh;
  109253. private static _CreateSpotLightMesh;
  109254. private static _CreateDirectionalLightMesh;
  109255. }
  109256. }
  109257. declare module BABYLON {
  109258. /** @hidden */
  109259. export var backgroundFragmentDeclaration: {
  109260. name: string;
  109261. shader: string;
  109262. };
  109263. }
  109264. declare module BABYLON {
  109265. /** @hidden */
  109266. export var backgroundUboDeclaration: {
  109267. name: string;
  109268. shader: string;
  109269. };
  109270. }
  109271. declare module BABYLON {
  109272. /** @hidden */
  109273. export var backgroundPixelShader: {
  109274. name: string;
  109275. shader: string;
  109276. };
  109277. }
  109278. declare module BABYLON {
  109279. /** @hidden */
  109280. export var backgroundVertexDeclaration: {
  109281. name: string;
  109282. shader: string;
  109283. };
  109284. }
  109285. declare module BABYLON {
  109286. /** @hidden */
  109287. export var backgroundVertexShader: {
  109288. name: string;
  109289. shader: string;
  109290. };
  109291. }
  109292. declare module BABYLON {
  109293. /**
  109294. * Background material used to create an efficient environement around your scene.
  109295. */
  109296. export class BackgroundMaterial extends PushMaterial {
  109297. /**
  109298. * Standard reflectance value at parallel view angle.
  109299. */
  109300. static StandardReflectance0: number;
  109301. /**
  109302. * Standard reflectance value at grazing angle.
  109303. */
  109304. static StandardReflectance90: number;
  109305. protected _primaryColor: Color3;
  109306. /**
  109307. * Key light Color (multiply against the environement texture)
  109308. */
  109309. primaryColor: Color3;
  109310. protected __perceptualColor: Nullable<Color3>;
  109311. /**
  109312. * Experimental Internal Use Only.
  109313. *
  109314. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  109315. * This acts as a helper to set the primary color to a more "human friendly" value.
  109316. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  109317. * output color as close as possible from the chosen value.
  109318. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  109319. * part of lighting setup.)
  109320. */
  109321. _perceptualColor: Nullable<Color3>;
  109322. protected _primaryColorShadowLevel: float;
  109323. /**
  109324. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  109325. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  109326. */
  109327. primaryColorShadowLevel: float;
  109328. protected _primaryColorHighlightLevel: float;
  109329. /**
  109330. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  109331. * The primary color is used at the level chosen to define what the white area would look.
  109332. */
  109333. primaryColorHighlightLevel: float;
  109334. protected _reflectionTexture: Nullable<BaseTexture>;
  109335. /**
  109336. * Reflection Texture used in the material.
  109337. * Should be author in a specific way for the best result (refer to the documentation).
  109338. */
  109339. reflectionTexture: Nullable<BaseTexture>;
  109340. protected _reflectionBlur: float;
  109341. /**
  109342. * Reflection Texture level of blur.
  109343. *
  109344. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  109345. * texture twice.
  109346. */
  109347. reflectionBlur: float;
  109348. protected _diffuseTexture: Nullable<BaseTexture>;
  109349. /**
  109350. * Diffuse Texture used in the material.
  109351. * Should be author in a specific way for the best result (refer to the documentation).
  109352. */
  109353. diffuseTexture: Nullable<BaseTexture>;
  109354. protected _shadowLights: Nullable<IShadowLight[]>;
  109355. /**
  109356. * Specify the list of lights casting shadow on the material.
  109357. * All scene shadow lights will be included if null.
  109358. */
  109359. shadowLights: Nullable<IShadowLight[]>;
  109360. protected _shadowLevel: float;
  109361. /**
  109362. * Helps adjusting the shadow to a softer level if required.
  109363. * 0 means black shadows and 1 means no shadows.
  109364. */
  109365. shadowLevel: float;
  109366. protected _sceneCenter: Vector3;
  109367. /**
  109368. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  109369. * It is usually zero but might be interesting to modify according to your setup.
  109370. */
  109371. sceneCenter: Vector3;
  109372. protected _opacityFresnel: boolean;
  109373. /**
  109374. * This helps specifying that the material is falling off to the sky box at grazing angle.
  109375. * This helps ensuring a nice transition when the camera goes under the ground.
  109376. */
  109377. opacityFresnel: boolean;
  109378. protected _reflectionFresnel: boolean;
  109379. /**
  109380. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  109381. * This helps adding a mirror texture on the ground.
  109382. */
  109383. reflectionFresnel: boolean;
  109384. protected _reflectionFalloffDistance: number;
  109385. /**
  109386. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  109387. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  109388. */
  109389. reflectionFalloffDistance: number;
  109390. protected _reflectionAmount: number;
  109391. /**
  109392. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  109393. */
  109394. reflectionAmount: number;
  109395. protected _reflectionReflectance0: number;
  109396. /**
  109397. * This specifies the weight of the reflection at grazing angle.
  109398. */
  109399. reflectionReflectance0: number;
  109400. protected _reflectionReflectance90: number;
  109401. /**
  109402. * This specifies the weight of the reflection at a perpendicular point of view.
  109403. */
  109404. reflectionReflectance90: number;
  109405. /**
  109406. * Sets the reflection reflectance fresnel values according to the default standard
  109407. * empirically know to work well :-)
  109408. */
  109409. reflectionStandardFresnelWeight: number;
  109410. protected _useRGBColor: boolean;
  109411. /**
  109412. * Helps to directly use the maps channels instead of their level.
  109413. */
  109414. useRGBColor: boolean;
  109415. protected _enableNoise: boolean;
  109416. /**
  109417. * This helps reducing the banding effect that could occur on the background.
  109418. */
  109419. enableNoise: boolean;
  109420. /**
  109421. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  109422. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  109423. * Recommended to be keep at 1.0 except for special cases.
  109424. */
  109425. fovMultiplier: number;
  109426. private _fovMultiplier;
  109427. /**
  109428. * Enable the FOV adjustment feature controlled by fovMultiplier.
  109429. */
  109430. useEquirectangularFOV: boolean;
  109431. private _maxSimultaneousLights;
  109432. /**
  109433. * Number of Simultaneous lights allowed on the material.
  109434. */
  109435. maxSimultaneousLights: int;
  109436. /**
  109437. * Default configuration related to image processing available in the Background Material.
  109438. */
  109439. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  109440. /**
  109441. * Keep track of the image processing observer to allow dispose and replace.
  109442. */
  109443. private _imageProcessingObserver;
  109444. /**
  109445. * Attaches a new image processing configuration to the PBR Material.
  109446. * @param configuration (if null the scene configuration will be use)
  109447. */
  109448. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  109449. /**
  109450. * Gets the image processing configuration used either in this material.
  109451. */
  109452. /**
  109453. * Sets the Default image processing configuration used either in the this material.
  109454. *
  109455. * If sets to null, the scene one is in use.
  109456. */
  109457. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  109458. /**
  109459. * Gets wether the color curves effect is enabled.
  109460. */
  109461. /**
  109462. * Sets wether the color curves effect is enabled.
  109463. */
  109464. cameraColorCurvesEnabled: boolean;
  109465. /**
  109466. * Gets wether the color grading effect is enabled.
  109467. */
  109468. /**
  109469. * Gets wether the color grading effect is enabled.
  109470. */
  109471. cameraColorGradingEnabled: boolean;
  109472. /**
  109473. * Gets wether tonemapping is enabled or not.
  109474. */
  109475. /**
  109476. * Sets wether tonemapping is enabled or not
  109477. */
  109478. cameraToneMappingEnabled: boolean;
  109479. /**
  109480. * The camera exposure used on this material.
  109481. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109482. * This corresponds to a photographic exposure.
  109483. */
  109484. /**
  109485. * The camera exposure used on this material.
  109486. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109487. * This corresponds to a photographic exposure.
  109488. */
  109489. cameraExposure: float;
  109490. /**
  109491. * Gets The camera contrast used on this material.
  109492. */
  109493. /**
  109494. * Sets The camera contrast used on this material.
  109495. */
  109496. cameraContrast: float;
  109497. /**
  109498. * Gets the Color Grading 2D Lookup Texture.
  109499. */
  109500. /**
  109501. * Sets the Color Grading 2D Lookup Texture.
  109502. */
  109503. cameraColorGradingTexture: Nullable<BaseTexture>;
  109504. /**
  109505. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109506. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109507. * 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;
  109508. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109509. */
  109510. /**
  109511. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109512. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109513. * 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;
  109514. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109515. */
  109516. cameraColorCurves: Nullable<ColorCurves>;
  109517. /**
  109518. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  109519. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  109520. */
  109521. switchToBGR: boolean;
  109522. private _renderTargets;
  109523. private _reflectionControls;
  109524. private _white;
  109525. private _primaryShadowColor;
  109526. private _primaryHighlightColor;
  109527. /**
  109528. * Instantiates a Background Material in the given scene
  109529. * @param name The friendly name of the material
  109530. * @param scene The scene to add the material to
  109531. */
  109532. constructor(name: string, scene: Scene);
  109533. /**
  109534. * Gets a boolean indicating that current material needs to register RTT
  109535. */
  109536. readonly hasRenderTargetTextures: boolean;
  109537. /**
  109538. * The entire material has been created in order to prevent overdraw.
  109539. * @returns false
  109540. */
  109541. needAlphaTesting(): boolean;
  109542. /**
  109543. * The entire material has been created in order to prevent overdraw.
  109544. * @returns true if blending is enable
  109545. */
  109546. needAlphaBlending(): boolean;
  109547. /**
  109548. * Checks wether the material is ready to be rendered for a given mesh.
  109549. * @param mesh The mesh to render
  109550. * @param subMesh The submesh to check against
  109551. * @param useInstances Specify wether or not the material is used with instances
  109552. * @returns true if all the dependencies are ready (Textures, Effects...)
  109553. */
  109554. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  109555. /**
  109556. * Compute the primary color according to the chosen perceptual color.
  109557. */
  109558. private _computePrimaryColorFromPerceptualColor;
  109559. /**
  109560. * Compute the highlights and shadow colors according to their chosen levels.
  109561. */
  109562. private _computePrimaryColors;
  109563. /**
  109564. * Build the uniform buffer used in the material.
  109565. */
  109566. buildUniformLayout(): void;
  109567. /**
  109568. * Unbind the material.
  109569. */
  109570. unbind(): void;
  109571. /**
  109572. * Bind only the world matrix to the material.
  109573. * @param world The world matrix to bind.
  109574. */
  109575. bindOnlyWorldMatrix(world: Matrix): void;
  109576. /**
  109577. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  109578. * @param world The world matrix to bind.
  109579. * @param subMesh The submesh to bind for.
  109580. */
  109581. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  109582. /**
  109583. * Dispose the material.
  109584. * @param forceDisposeEffect Force disposal of the associated effect.
  109585. * @param forceDisposeTextures Force disposal of the associated textures.
  109586. */
  109587. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  109588. /**
  109589. * Clones the material.
  109590. * @param name The cloned name.
  109591. * @returns The cloned material.
  109592. */
  109593. clone(name: string): BackgroundMaterial;
  109594. /**
  109595. * Serializes the current material to its JSON representation.
  109596. * @returns The JSON representation.
  109597. */
  109598. serialize(): any;
  109599. /**
  109600. * Gets the class name of the material
  109601. * @returns "BackgroundMaterial"
  109602. */
  109603. getClassName(): string;
  109604. /**
  109605. * Parse a JSON input to create back a background material.
  109606. * @param source The JSON data to parse
  109607. * @param scene The scene to create the parsed material in
  109608. * @param rootUrl The root url of the assets the material depends upon
  109609. * @returns the instantiated BackgroundMaterial.
  109610. */
  109611. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  109612. }
  109613. }
  109614. declare module BABYLON {
  109615. /**
  109616. * Represents the different options available during the creation of
  109617. * a Environment helper.
  109618. *
  109619. * This can control the default ground, skybox and image processing setup of your scene.
  109620. */
  109621. export interface IEnvironmentHelperOptions {
  109622. /**
  109623. * Specifies wether or not to create a ground.
  109624. * True by default.
  109625. */
  109626. createGround: boolean;
  109627. /**
  109628. * Specifies the ground size.
  109629. * 15 by default.
  109630. */
  109631. groundSize: number;
  109632. /**
  109633. * The texture used on the ground for the main color.
  109634. * Comes from the BabylonJS CDN by default.
  109635. *
  109636. * Remarks: Can be either a texture or a url.
  109637. */
  109638. groundTexture: string | BaseTexture;
  109639. /**
  109640. * The color mixed in the ground texture by default.
  109641. * BabylonJS clearColor by default.
  109642. */
  109643. groundColor: Color3;
  109644. /**
  109645. * Specifies the ground opacity.
  109646. * 1 by default.
  109647. */
  109648. groundOpacity: number;
  109649. /**
  109650. * Enables the ground to receive shadows.
  109651. * True by default.
  109652. */
  109653. enableGroundShadow: boolean;
  109654. /**
  109655. * Helps preventing the shadow to be fully black on the ground.
  109656. * 0.5 by default.
  109657. */
  109658. groundShadowLevel: number;
  109659. /**
  109660. * Creates a mirror texture attach to the ground.
  109661. * false by default.
  109662. */
  109663. enableGroundMirror: boolean;
  109664. /**
  109665. * Specifies the ground mirror size ratio.
  109666. * 0.3 by default as the default kernel is 64.
  109667. */
  109668. groundMirrorSizeRatio: number;
  109669. /**
  109670. * Specifies the ground mirror blur kernel size.
  109671. * 64 by default.
  109672. */
  109673. groundMirrorBlurKernel: number;
  109674. /**
  109675. * Specifies the ground mirror visibility amount.
  109676. * 1 by default
  109677. */
  109678. groundMirrorAmount: number;
  109679. /**
  109680. * Specifies the ground mirror reflectance weight.
  109681. * This uses the standard weight of the background material to setup the fresnel effect
  109682. * of the mirror.
  109683. * 1 by default.
  109684. */
  109685. groundMirrorFresnelWeight: number;
  109686. /**
  109687. * Specifies the ground mirror Falloff distance.
  109688. * This can helps reducing the size of the reflection.
  109689. * 0 by Default.
  109690. */
  109691. groundMirrorFallOffDistance: number;
  109692. /**
  109693. * Specifies the ground mirror texture type.
  109694. * Unsigned Int by Default.
  109695. */
  109696. groundMirrorTextureType: number;
  109697. /**
  109698. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  109699. * the shown objects.
  109700. */
  109701. groundYBias: number;
  109702. /**
  109703. * Specifies wether or not to create a skybox.
  109704. * True by default.
  109705. */
  109706. createSkybox: boolean;
  109707. /**
  109708. * Specifies the skybox size.
  109709. * 20 by default.
  109710. */
  109711. skyboxSize: number;
  109712. /**
  109713. * The texture used on the skybox for the main color.
  109714. * Comes from the BabylonJS CDN by default.
  109715. *
  109716. * Remarks: Can be either a texture or a url.
  109717. */
  109718. skyboxTexture: string | BaseTexture;
  109719. /**
  109720. * The color mixed in the skybox texture by default.
  109721. * BabylonJS clearColor by default.
  109722. */
  109723. skyboxColor: Color3;
  109724. /**
  109725. * The background rotation around the Y axis of the scene.
  109726. * This helps aligning the key lights of your scene with the background.
  109727. * 0 by default.
  109728. */
  109729. backgroundYRotation: number;
  109730. /**
  109731. * Compute automatically the size of the elements to best fit with the scene.
  109732. */
  109733. sizeAuto: boolean;
  109734. /**
  109735. * Default position of the rootMesh if autoSize is not true.
  109736. */
  109737. rootPosition: Vector3;
  109738. /**
  109739. * Sets up the image processing in the scene.
  109740. * true by default.
  109741. */
  109742. setupImageProcessing: boolean;
  109743. /**
  109744. * The texture used as your environment texture in the scene.
  109745. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  109746. *
  109747. * Remarks: Can be either a texture or a url.
  109748. */
  109749. environmentTexture: string | BaseTexture;
  109750. /**
  109751. * The value of the exposure to apply to the scene.
  109752. * 0.6 by default if setupImageProcessing is true.
  109753. */
  109754. cameraExposure: number;
  109755. /**
  109756. * The value of the contrast to apply to the scene.
  109757. * 1.6 by default if setupImageProcessing is true.
  109758. */
  109759. cameraContrast: number;
  109760. /**
  109761. * Specifies wether or not tonemapping should be enabled in the scene.
  109762. * true by default if setupImageProcessing is true.
  109763. */
  109764. toneMappingEnabled: boolean;
  109765. }
  109766. /**
  109767. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  109768. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  109769. * It also helps with the default setup of your imageProcessing configuration.
  109770. */
  109771. export class EnvironmentHelper {
  109772. /**
  109773. * Default ground texture URL.
  109774. */
  109775. private static _groundTextureCDNUrl;
  109776. /**
  109777. * Default skybox texture URL.
  109778. */
  109779. private static _skyboxTextureCDNUrl;
  109780. /**
  109781. * Default environment texture URL.
  109782. */
  109783. private static _environmentTextureCDNUrl;
  109784. /**
  109785. * Creates the default options for the helper.
  109786. */
  109787. private static _getDefaultOptions;
  109788. private _rootMesh;
  109789. /**
  109790. * Gets the root mesh created by the helper.
  109791. */
  109792. readonly rootMesh: Mesh;
  109793. private _skybox;
  109794. /**
  109795. * Gets the skybox created by the helper.
  109796. */
  109797. readonly skybox: Nullable<Mesh>;
  109798. private _skyboxTexture;
  109799. /**
  109800. * Gets the skybox texture created by the helper.
  109801. */
  109802. readonly skyboxTexture: Nullable<BaseTexture>;
  109803. private _skyboxMaterial;
  109804. /**
  109805. * Gets the skybox material created by the helper.
  109806. */
  109807. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  109808. private _ground;
  109809. /**
  109810. * Gets the ground mesh created by the helper.
  109811. */
  109812. readonly ground: Nullable<Mesh>;
  109813. private _groundTexture;
  109814. /**
  109815. * Gets the ground texture created by the helper.
  109816. */
  109817. readonly groundTexture: Nullable<BaseTexture>;
  109818. private _groundMirror;
  109819. /**
  109820. * Gets the ground mirror created by the helper.
  109821. */
  109822. readonly groundMirror: Nullable<MirrorTexture>;
  109823. /**
  109824. * Gets the ground mirror render list to helps pushing the meshes
  109825. * you wish in the ground reflection.
  109826. */
  109827. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  109828. private _groundMaterial;
  109829. /**
  109830. * Gets the ground material created by the helper.
  109831. */
  109832. readonly groundMaterial: Nullable<BackgroundMaterial>;
  109833. /**
  109834. * Stores the creation options.
  109835. */
  109836. private readonly _scene;
  109837. private _options;
  109838. /**
  109839. * This observable will be notified with any error during the creation of the environment,
  109840. * mainly texture creation errors.
  109841. */
  109842. onErrorObservable: Observable<{
  109843. message?: string;
  109844. exception?: any;
  109845. }>;
  109846. /**
  109847. * constructor
  109848. * @param options Defines the options we want to customize the helper
  109849. * @param scene The scene to add the material to
  109850. */
  109851. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  109852. /**
  109853. * Updates the background according to the new options
  109854. * @param options
  109855. */
  109856. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  109857. /**
  109858. * Sets the primary color of all the available elements.
  109859. * @param color the main color to affect to the ground and the background
  109860. */
  109861. setMainColor(color: Color3): void;
  109862. /**
  109863. * Setup the image processing according to the specified options.
  109864. */
  109865. private _setupImageProcessing;
  109866. /**
  109867. * Setup the environment texture according to the specified options.
  109868. */
  109869. private _setupEnvironmentTexture;
  109870. /**
  109871. * Setup the background according to the specified options.
  109872. */
  109873. private _setupBackground;
  109874. /**
  109875. * Get the scene sizes according to the setup.
  109876. */
  109877. private _getSceneSize;
  109878. /**
  109879. * Setup the ground according to the specified options.
  109880. */
  109881. private _setupGround;
  109882. /**
  109883. * Setup the ground material according to the specified options.
  109884. */
  109885. private _setupGroundMaterial;
  109886. /**
  109887. * Setup the ground diffuse texture according to the specified options.
  109888. */
  109889. private _setupGroundDiffuseTexture;
  109890. /**
  109891. * Setup the ground mirror texture according to the specified options.
  109892. */
  109893. private _setupGroundMirrorTexture;
  109894. /**
  109895. * Setup the ground to receive the mirror texture.
  109896. */
  109897. private _setupMirrorInGroundMaterial;
  109898. /**
  109899. * Setup the skybox according to the specified options.
  109900. */
  109901. private _setupSkybox;
  109902. /**
  109903. * Setup the skybox material according to the specified options.
  109904. */
  109905. private _setupSkyboxMaterial;
  109906. /**
  109907. * Setup the skybox reflection texture according to the specified options.
  109908. */
  109909. private _setupSkyboxReflectionTexture;
  109910. private _errorHandler;
  109911. /**
  109912. * Dispose all the elements created by the Helper.
  109913. */
  109914. dispose(): void;
  109915. }
  109916. }
  109917. declare module BABYLON {
  109918. /**
  109919. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  109920. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  109921. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  109922. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  109923. */
  109924. export class PhotoDome extends TransformNode {
  109925. /**
  109926. * Define the image as a Monoscopic panoramic 360 image.
  109927. */
  109928. static readonly MODE_MONOSCOPIC: number;
  109929. /**
  109930. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  109931. */
  109932. static readonly MODE_TOPBOTTOM: number;
  109933. /**
  109934. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  109935. */
  109936. static readonly MODE_SIDEBYSIDE: number;
  109937. private _useDirectMapping;
  109938. /**
  109939. * The texture being displayed on the sphere
  109940. */
  109941. protected _photoTexture: Texture;
  109942. /**
  109943. * Gets or sets the texture being displayed on the sphere
  109944. */
  109945. photoTexture: Texture;
  109946. /**
  109947. * Observable raised when an error occured while loading the 360 image
  109948. */
  109949. onLoadErrorObservable: Observable<string>;
  109950. /**
  109951. * The skybox material
  109952. */
  109953. protected _material: BackgroundMaterial;
  109954. /**
  109955. * The surface used for the skybox
  109956. */
  109957. protected _mesh: Mesh;
  109958. /**
  109959. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  109960. * Also see the options.resolution property.
  109961. */
  109962. fovMultiplier: number;
  109963. private _imageMode;
  109964. /**
  109965. * Gets or set the current video mode for the video. It can be:
  109966. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  109967. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  109968. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  109969. */
  109970. imageMode: number;
  109971. /**
  109972. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  109973. * @param name Element's name, child elements will append suffixes for their own names.
  109974. * @param urlsOfPhoto defines the url of the photo to display
  109975. * @param options defines an object containing optional or exposed sub element properties
  109976. * @param onError defines a callback called when an error occured while loading the texture
  109977. */
  109978. constructor(name: string, urlOfPhoto: string, options: {
  109979. resolution?: number;
  109980. size?: number;
  109981. useDirectMapping?: boolean;
  109982. faceForward?: boolean;
  109983. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  109984. private _onBeforeCameraRenderObserver;
  109985. private _changeImageMode;
  109986. /**
  109987. * Releases resources associated with this node.
  109988. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  109989. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  109990. */
  109991. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  109992. }
  109993. }
  109994. declare module BABYLON {
  109995. /** @hidden */
  109996. export var rgbdDecodePixelShader: {
  109997. name: string;
  109998. shader: string;
  109999. };
  110000. }
  110001. declare module BABYLON {
  110002. /**
  110003. * Class used to host texture specific utilities
  110004. */
  110005. export class BRDFTextureTools {
  110006. /**
  110007. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  110008. * @param texture the texture to expand.
  110009. */
  110010. private static _ExpandDefaultBRDFTexture;
  110011. /**
  110012. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  110013. * @param scene defines the hosting scene
  110014. * @returns the environment BRDF texture
  110015. */
  110016. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  110017. private static _environmentBRDFBase64Texture;
  110018. }
  110019. }
  110020. declare module BABYLON {
  110021. /**
  110022. * @hidden
  110023. */
  110024. export interface IMaterialClearCoatDefines {
  110025. CLEARCOAT: boolean;
  110026. CLEARCOAT_DEFAULTIOR: boolean;
  110027. CLEARCOAT_TEXTURE: boolean;
  110028. CLEARCOAT_TEXTUREDIRECTUV: number;
  110029. CLEARCOAT_BUMP: boolean;
  110030. CLEARCOAT_BUMPDIRECTUV: number;
  110031. CLEARCOAT_TINT: boolean;
  110032. CLEARCOAT_TINT_TEXTURE: boolean;
  110033. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  110034. /** @hidden */
  110035. _areTexturesDirty: boolean;
  110036. }
  110037. /**
  110038. * Define the code related to the clear coat parameters of the pbr material.
  110039. */
  110040. export class PBRClearCoatConfiguration {
  110041. /**
  110042. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  110043. * The default fits with a polyurethane material.
  110044. */
  110045. private static readonly _DefaultIndexOfRefraction;
  110046. private _isEnabled;
  110047. /**
  110048. * Defines if the clear coat is enabled in the material.
  110049. */
  110050. isEnabled: boolean;
  110051. /**
  110052. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  110053. */
  110054. intensity: number;
  110055. /**
  110056. * Defines the clear coat layer roughness.
  110057. */
  110058. roughness: number;
  110059. private _indexOfRefraction;
  110060. /**
  110061. * Defines the index of refraction of the clear coat.
  110062. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  110063. * The default fits with a polyurethane material.
  110064. * Changing the default value is more performance intensive.
  110065. */
  110066. indexOfRefraction: number;
  110067. private _texture;
  110068. /**
  110069. * Stores the clear coat values in a texture.
  110070. */
  110071. texture: Nullable<BaseTexture>;
  110072. private _bumpTexture;
  110073. /**
  110074. * Define the clear coat specific bump texture.
  110075. */
  110076. bumpTexture: Nullable<BaseTexture>;
  110077. private _isTintEnabled;
  110078. /**
  110079. * Defines if the clear coat tint is enabled in the material.
  110080. */
  110081. isTintEnabled: boolean;
  110082. /**
  110083. * Defines the clear coat tint of the material.
  110084. * This is only use if tint is enabled
  110085. */
  110086. tintColor: Color3;
  110087. /**
  110088. * Defines the distance at which the tint color should be found in the
  110089. * clear coat media.
  110090. * This is only use if tint is enabled
  110091. */
  110092. tintColorAtDistance: number;
  110093. /**
  110094. * Defines the clear coat layer thickness.
  110095. * This is only use if tint is enabled
  110096. */
  110097. tintThickness: number;
  110098. private _tintTexture;
  110099. /**
  110100. * Stores the clear tint values in a texture.
  110101. * rgb is tint
  110102. * a is a thickness factor
  110103. */
  110104. tintTexture: Nullable<BaseTexture>;
  110105. /** @hidden */
  110106. private _internalMarkAllSubMeshesAsTexturesDirty;
  110107. /** @hidden */
  110108. _markAllSubMeshesAsTexturesDirty(): void;
  110109. /**
  110110. * Instantiate a new istance of clear coat configuration.
  110111. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  110112. */
  110113. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  110114. /**
  110115. * Gets wehter the submesh is ready to be used or not.
  110116. * @param defines the list of "defines" to update.
  110117. * @param scene defines the scene the material belongs to.
  110118. * @param engine defines the engine the material belongs to.
  110119. * @param disableBumpMap defines wether the material disables bump or not.
  110120. * @returns - boolean indicating that the submesh is ready or not.
  110121. */
  110122. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  110123. /**
  110124. * Checks to see if a texture is used in the material.
  110125. * @param defines the list of "defines" to update.
  110126. * @param scene defines the scene to the material belongs to.
  110127. */
  110128. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  110129. /**
  110130. * Binds the material data.
  110131. * @param uniformBuffer defines the Uniform buffer to fill in.
  110132. * @param scene defines the scene the material belongs to.
  110133. * @param engine defines the engine the material belongs to.
  110134. * @param disableBumpMap defines wether the material disables bump or not.
  110135. * @param isFrozen defines wether the material is frozen or not.
  110136. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  110137. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  110138. */
  110139. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  110140. /**
  110141. * Checks to see if a texture is used in the material.
  110142. * @param texture - Base texture to use.
  110143. * @returns - Boolean specifying if a texture is used in the material.
  110144. */
  110145. hasTexture(texture: BaseTexture): boolean;
  110146. /**
  110147. * Returns an array of the actively used textures.
  110148. * @param activeTextures Array of BaseTextures
  110149. */
  110150. getActiveTextures(activeTextures: BaseTexture[]): void;
  110151. /**
  110152. * Returns the animatable textures.
  110153. * @param animatables Array of animatable textures.
  110154. */
  110155. getAnimatables(animatables: IAnimatable[]): void;
  110156. /**
  110157. * Disposes the resources of the material.
  110158. * @param forceDisposeTextures - Forces the disposal of all textures.
  110159. */
  110160. dispose(forceDisposeTextures?: boolean): void;
  110161. /**
  110162. * Get the current class name of the texture useful for serialization or dynamic coding.
  110163. * @returns "PBRClearCoatConfiguration"
  110164. */
  110165. getClassName(): string;
  110166. /**
  110167. * Add fallbacks to the effect fallbacks list.
  110168. * @param defines defines the Base texture to use.
  110169. * @param fallbacks defines the current fallback list.
  110170. * @param currentRank defines the current fallback rank.
  110171. * @returns the new fallback rank.
  110172. */
  110173. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  110174. /**
  110175. * Add the required uniforms to the current list.
  110176. * @param uniforms defines the current uniform list.
  110177. */
  110178. static AddUniforms(uniforms: string[]): void;
  110179. /**
  110180. * Add the required samplers to the current list.
  110181. * @param samplers defines the current sampler list.
  110182. */
  110183. static AddSamplers(samplers: string[]): void;
  110184. /**
  110185. * Add the required uniforms to the current buffer.
  110186. * @param uniformBuffer defines the current uniform buffer.
  110187. */
  110188. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  110189. /**
  110190. * Makes a duplicate of the current configuration into another one.
  110191. * @param clearCoatConfiguration define the config where to copy the info
  110192. */
  110193. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  110194. /**
  110195. * Serializes this clear coat configuration.
  110196. * @returns - An object with the serialized config.
  110197. */
  110198. serialize(): any;
  110199. /**
  110200. * Parses a anisotropy Configuration from a serialized object.
  110201. * @param source - Serialized object.
  110202. * @param scene Defines the scene we are parsing for
  110203. * @param rootUrl Defines the rootUrl to load from
  110204. */
  110205. parse(source: any, scene: Scene, rootUrl: string): void;
  110206. }
  110207. }
  110208. declare module BABYLON {
  110209. /**
  110210. * @hidden
  110211. */
  110212. export interface IMaterialAnisotropicDefines {
  110213. ANISOTROPIC: boolean;
  110214. ANISOTROPIC_TEXTURE: boolean;
  110215. ANISOTROPIC_TEXTUREDIRECTUV: number;
  110216. MAINUV1: boolean;
  110217. _areTexturesDirty: boolean;
  110218. _needUVs: boolean;
  110219. }
  110220. /**
  110221. * Define the code related to the anisotropic parameters of the pbr material.
  110222. */
  110223. export class PBRAnisotropicConfiguration {
  110224. private _isEnabled;
  110225. /**
  110226. * Defines if the anisotropy is enabled in the material.
  110227. */
  110228. isEnabled: boolean;
  110229. /**
  110230. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  110231. */
  110232. intensity: number;
  110233. /**
  110234. * Defines if the effect is along the tangents, bitangents or in between.
  110235. * By default, the effect is "strectching" the highlights along the tangents.
  110236. */
  110237. direction: Vector2;
  110238. private _texture;
  110239. /**
  110240. * Stores the anisotropy values in a texture.
  110241. * rg is direction (like normal from -1 to 1)
  110242. * b is a intensity
  110243. */
  110244. texture: Nullable<BaseTexture>;
  110245. /** @hidden */
  110246. private _internalMarkAllSubMeshesAsTexturesDirty;
  110247. /** @hidden */
  110248. _markAllSubMeshesAsTexturesDirty(): void;
  110249. /**
  110250. * Instantiate a new istance of anisotropy configuration.
  110251. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  110252. */
  110253. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  110254. /**
  110255. * Specifies that the submesh is ready to be used.
  110256. * @param defines the list of "defines" to update.
  110257. * @param scene defines the scene the material belongs to.
  110258. * @returns - boolean indicating that the submesh is ready or not.
  110259. */
  110260. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  110261. /**
  110262. * Checks to see if a texture is used in the material.
  110263. * @param defines the list of "defines" to update.
  110264. * @param mesh the mesh we are preparing the defines for.
  110265. * @param scene defines the scene the material belongs to.
  110266. */
  110267. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  110268. /**
  110269. * Binds the material data.
  110270. * @param uniformBuffer defines the Uniform buffer to fill in.
  110271. * @param scene defines the scene the material belongs to.
  110272. * @param isFrozen defines wether the material is frozen or not.
  110273. */
  110274. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  110275. /**
  110276. * Checks to see if a texture is used in the material.
  110277. * @param texture - Base texture to use.
  110278. * @returns - Boolean specifying if a texture is used in the material.
  110279. */
  110280. hasTexture(texture: BaseTexture): boolean;
  110281. /**
  110282. * Returns an array of the actively used textures.
  110283. * @param activeTextures Array of BaseTextures
  110284. */
  110285. getActiveTextures(activeTextures: BaseTexture[]): void;
  110286. /**
  110287. * Returns the animatable textures.
  110288. * @param animatables Array of animatable textures.
  110289. */
  110290. getAnimatables(animatables: IAnimatable[]): void;
  110291. /**
  110292. * Disposes the resources of the material.
  110293. * @param forceDisposeTextures - Forces the disposal of all textures.
  110294. */
  110295. dispose(forceDisposeTextures?: boolean): void;
  110296. /**
  110297. * Get the current class name of the texture useful for serialization or dynamic coding.
  110298. * @returns "PBRAnisotropicConfiguration"
  110299. */
  110300. getClassName(): string;
  110301. /**
  110302. * Add fallbacks to the effect fallbacks list.
  110303. * @param defines defines the Base texture to use.
  110304. * @param fallbacks defines the current fallback list.
  110305. * @param currentRank defines the current fallback rank.
  110306. * @returns the new fallback rank.
  110307. */
  110308. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  110309. /**
  110310. * Add the required uniforms to the current list.
  110311. * @param uniforms defines the current uniform list.
  110312. */
  110313. static AddUniforms(uniforms: string[]): void;
  110314. /**
  110315. * Add the required uniforms to the current buffer.
  110316. * @param uniformBuffer defines the current uniform buffer.
  110317. */
  110318. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  110319. /**
  110320. * Add the required samplers to the current list.
  110321. * @param samplers defines the current sampler list.
  110322. */
  110323. static AddSamplers(samplers: string[]): void;
  110324. /**
  110325. * Makes a duplicate of the current configuration into another one.
  110326. * @param anisotropicConfiguration define the config where to copy the info
  110327. */
  110328. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  110329. /**
  110330. * Serializes this anisotropy configuration.
  110331. * @returns - An object with the serialized config.
  110332. */
  110333. serialize(): any;
  110334. /**
  110335. * Parses a anisotropy Configuration from a serialized object.
  110336. * @param source - Serialized object.
  110337. * @param scene Defines the scene we are parsing for
  110338. * @param rootUrl Defines the rootUrl to load from
  110339. */
  110340. parse(source: any, scene: Scene, rootUrl: string): void;
  110341. }
  110342. }
  110343. declare module BABYLON {
  110344. /**
  110345. * @hidden
  110346. */
  110347. export interface IMaterialBRDFDefines {
  110348. BRDF_V_HEIGHT_CORRELATED: boolean;
  110349. MS_BRDF_ENERGY_CONSERVATION: boolean;
  110350. SPHERICAL_HARMONICS: boolean;
  110351. /** @hidden */
  110352. _areMiscDirty: boolean;
  110353. }
  110354. /**
  110355. * Define the code related to the BRDF parameters of the pbr material.
  110356. */
  110357. export class PBRBRDFConfiguration {
  110358. /**
  110359. * Default value used for the energy conservation.
  110360. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  110361. */
  110362. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  110363. /**
  110364. * Default value used for the Smith Visibility Height Correlated mode.
  110365. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  110366. */
  110367. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  110368. /**
  110369. * Default value used for the IBL diffuse part.
  110370. * This can help switching back to the polynomials mode globally which is a tiny bit
  110371. * less GPU intensive at the drawback of a lower quality.
  110372. */
  110373. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  110374. private _useEnergyConservation;
  110375. /**
  110376. * Defines if the material uses energy conservation.
  110377. */
  110378. useEnergyConservation: boolean;
  110379. private _useSmithVisibilityHeightCorrelated;
  110380. /**
  110381. * LEGACY Mode set to false
  110382. * Defines if the material uses height smith correlated visibility term.
  110383. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  110384. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  110385. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  110386. * Not relying on height correlated will also disable energy conservation.
  110387. */
  110388. useSmithVisibilityHeightCorrelated: boolean;
  110389. private _useSphericalHarmonics;
  110390. /**
  110391. * LEGACY Mode set to false
  110392. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  110393. * diffuse part of the IBL.
  110394. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  110395. * to the ground truth.
  110396. */
  110397. useSphericalHarmonics: boolean;
  110398. /** @hidden */
  110399. private _internalMarkAllSubMeshesAsMiscDirty;
  110400. /** @hidden */
  110401. _markAllSubMeshesAsMiscDirty(): void;
  110402. /**
  110403. * Instantiate a new istance of clear coat configuration.
  110404. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  110405. */
  110406. constructor(markAllSubMeshesAsMiscDirty: () => void);
  110407. /**
  110408. * Checks to see if a texture is used in the material.
  110409. * @param defines the list of "defines" to update.
  110410. */
  110411. prepareDefines(defines: IMaterialBRDFDefines): void;
  110412. /**
  110413. * Get the current class name of the texture useful for serialization or dynamic coding.
  110414. * @returns "PBRClearCoatConfiguration"
  110415. */
  110416. getClassName(): string;
  110417. /**
  110418. * Makes a duplicate of the current configuration into another one.
  110419. * @param brdfConfiguration define the config where to copy the info
  110420. */
  110421. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  110422. /**
  110423. * Serializes this BRDF configuration.
  110424. * @returns - An object with the serialized config.
  110425. */
  110426. serialize(): any;
  110427. /**
  110428. * Parses a anisotropy Configuration from a serialized object.
  110429. * @param source - Serialized object.
  110430. * @param scene Defines the scene we are parsing for
  110431. * @param rootUrl Defines the rootUrl to load from
  110432. */
  110433. parse(source: any, scene: Scene, rootUrl: string): void;
  110434. }
  110435. }
  110436. declare module BABYLON {
  110437. /**
  110438. * @hidden
  110439. */
  110440. export interface IMaterialSheenDefines {
  110441. SHEEN: boolean;
  110442. SHEEN_TEXTURE: boolean;
  110443. SHEEN_TEXTUREDIRECTUV: number;
  110444. SHEEN_LINKWITHALBEDO: boolean;
  110445. /** @hidden */
  110446. _areTexturesDirty: boolean;
  110447. }
  110448. /**
  110449. * Define the code related to the Sheen parameters of the pbr material.
  110450. */
  110451. export class PBRSheenConfiguration {
  110452. private _isEnabled;
  110453. /**
  110454. * Defines if the material uses sheen.
  110455. */
  110456. isEnabled: boolean;
  110457. private _linkSheenWithAlbedo;
  110458. /**
  110459. * Defines if the sheen is linked to the sheen color.
  110460. */
  110461. linkSheenWithAlbedo: boolean;
  110462. /**
  110463. * Defines the sheen intensity.
  110464. */
  110465. intensity: number;
  110466. /**
  110467. * Defines the sheen color.
  110468. */
  110469. color: Color3;
  110470. private _texture;
  110471. /**
  110472. * Stores the sheen tint values in a texture.
  110473. * rgb is tint
  110474. * a is a intensity
  110475. */
  110476. texture: Nullable<BaseTexture>;
  110477. /** @hidden */
  110478. private _internalMarkAllSubMeshesAsTexturesDirty;
  110479. /** @hidden */
  110480. _markAllSubMeshesAsTexturesDirty(): void;
  110481. /**
  110482. * Instantiate a new istance of clear coat configuration.
  110483. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  110484. */
  110485. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  110486. /**
  110487. * Specifies that the submesh is ready to be used.
  110488. * @param defines the list of "defines" to update.
  110489. * @param scene defines the scene the material belongs to.
  110490. * @returns - boolean indicating that the submesh is ready or not.
  110491. */
  110492. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  110493. /**
  110494. * Checks to see if a texture is used in the material.
  110495. * @param defines the list of "defines" to update.
  110496. * @param scene defines the scene the material belongs to.
  110497. */
  110498. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  110499. /**
  110500. * Binds the material data.
  110501. * @param uniformBuffer defines the Uniform buffer to fill in.
  110502. * @param scene defines the scene the material belongs to.
  110503. * @param isFrozen defines wether the material is frozen or not.
  110504. */
  110505. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  110506. /**
  110507. * Checks to see if a texture is used in the material.
  110508. * @param texture - Base texture to use.
  110509. * @returns - Boolean specifying if a texture is used in the material.
  110510. */
  110511. hasTexture(texture: BaseTexture): boolean;
  110512. /**
  110513. * Returns an array of the actively used textures.
  110514. * @param activeTextures Array of BaseTextures
  110515. */
  110516. getActiveTextures(activeTextures: BaseTexture[]): void;
  110517. /**
  110518. * Returns the animatable textures.
  110519. * @param animatables Array of animatable textures.
  110520. */
  110521. getAnimatables(animatables: IAnimatable[]): void;
  110522. /**
  110523. * Disposes the resources of the material.
  110524. * @param forceDisposeTextures - Forces the disposal of all textures.
  110525. */
  110526. dispose(forceDisposeTextures?: boolean): void;
  110527. /**
  110528. * Get the current class name of the texture useful for serialization or dynamic coding.
  110529. * @returns "PBRSheenConfiguration"
  110530. */
  110531. getClassName(): string;
  110532. /**
  110533. * Add fallbacks to the effect fallbacks list.
  110534. * @param defines defines the Base texture to use.
  110535. * @param fallbacks defines the current fallback list.
  110536. * @param currentRank defines the current fallback rank.
  110537. * @returns the new fallback rank.
  110538. */
  110539. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  110540. /**
  110541. * Add the required uniforms to the current list.
  110542. * @param uniforms defines the current uniform list.
  110543. */
  110544. static AddUniforms(uniforms: string[]): void;
  110545. /**
  110546. * Add the required uniforms to the current buffer.
  110547. * @param uniformBuffer defines the current uniform buffer.
  110548. */
  110549. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  110550. /**
  110551. * Add the required samplers to the current list.
  110552. * @param samplers defines the current sampler list.
  110553. */
  110554. static AddSamplers(samplers: string[]): void;
  110555. /**
  110556. * Makes a duplicate of the current configuration into another one.
  110557. * @param sheenConfiguration define the config where to copy the info
  110558. */
  110559. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  110560. /**
  110561. * Serializes this BRDF configuration.
  110562. * @returns - An object with the serialized config.
  110563. */
  110564. serialize(): any;
  110565. /**
  110566. * Parses a anisotropy Configuration from a serialized object.
  110567. * @param source - Serialized object.
  110568. * @param scene Defines the scene we are parsing for
  110569. * @param rootUrl Defines the rootUrl to load from
  110570. */
  110571. parse(source: any, scene: Scene, rootUrl: string): void;
  110572. }
  110573. }
  110574. declare module BABYLON {
  110575. /**
  110576. * @hidden
  110577. */
  110578. export interface IMaterialSubSurfaceDefines {
  110579. SUBSURFACE: boolean;
  110580. SS_REFRACTION: boolean;
  110581. SS_TRANSLUCENCY: boolean;
  110582. SS_SCATERRING: boolean;
  110583. SS_THICKNESSANDMASK_TEXTURE: boolean;
  110584. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  110585. SS_REFRACTIONMAP_3D: boolean;
  110586. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  110587. SS_LODINREFRACTIONALPHA: boolean;
  110588. SS_GAMMAREFRACTION: boolean;
  110589. SS_RGBDREFRACTION: boolean;
  110590. SS_LINEARSPECULARREFRACTION: boolean;
  110591. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  110592. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  110593. /** @hidden */
  110594. _areTexturesDirty: boolean;
  110595. }
  110596. /**
  110597. * Define the code related to the sub surface parameters of the pbr material.
  110598. */
  110599. export class PBRSubSurfaceConfiguration {
  110600. private _isRefractionEnabled;
  110601. /**
  110602. * Defines if the refraction is enabled in the material.
  110603. */
  110604. isRefractionEnabled: boolean;
  110605. private _isTranslucencyEnabled;
  110606. /**
  110607. * Defines if the translucency is enabled in the material.
  110608. */
  110609. isTranslucencyEnabled: boolean;
  110610. private _isScatteringEnabled;
  110611. /**
  110612. * Defines the refraction intensity of the material.
  110613. * The refraction when enabled replaces the Diffuse part of the material.
  110614. * The intensity helps transitionning between diffuse and refraction.
  110615. */
  110616. refractionIntensity: number;
  110617. /**
  110618. * Defines the translucency intensity of the material.
  110619. * When translucency has been enabled, this defines how much of the "translucency"
  110620. * is addded to the diffuse part of the material.
  110621. */
  110622. translucencyIntensity: number;
  110623. /**
  110624. * Defines the scattering intensity of the material.
  110625. * When scattering has been enabled, this defines how much of the "scattered light"
  110626. * is addded to the diffuse part of the material.
  110627. */
  110628. scatteringIntensity: number;
  110629. private _thicknessTexture;
  110630. /**
  110631. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  110632. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  110633. * 0 would mean minimumThickness
  110634. * 1 would mean maximumThickness
  110635. * The other channels might be use as a mask to vary the different effects intensity.
  110636. */
  110637. thicknessTexture: Nullable<BaseTexture>;
  110638. private _refractionTexture;
  110639. /**
  110640. * Defines the texture to use for refraction.
  110641. */
  110642. refractionTexture: Nullable<BaseTexture>;
  110643. private _indexOfRefraction;
  110644. /**
  110645. * Defines the index of refraction used in the material.
  110646. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  110647. */
  110648. indexOfRefraction: number;
  110649. private _invertRefractionY;
  110650. /**
  110651. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  110652. */
  110653. invertRefractionY: boolean;
  110654. private _linkRefractionWithTransparency;
  110655. /**
  110656. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  110657. * Materials half opaque for instance using refraction could benefit from this control.
  110658. */
  110659. linkRefractionWithTransparency: boolean;
  110660. /**
  110661. * Defines the minimum thickness stored in the thickness map.
  110662. * If no thickness map is defined, this value will be used to simulate thickness.
  110663. */
  110664. minimumThickness: number;
  110665. /**
  110666. * Defines the maximum thickness stored in the thickness map.
  110667. */
  110668. maximumThickness: number;
  110669. /**
  110670. * Defines the volume tint of the material.
  110671. * This is used for both translucency and scattering.
  110672. */
  110673. tintColor: Color3;
  110674. /**
  110675. * Defines the distance at which the tint color should be found in the media.
  110676. * This is used for refraction only.
  110677. */
  110678. tintColorAtDistance: number;
  110679. /**
  110680. * Defines how far each channel transmit through the media.
  110681. * It is defined as a color to simplify it selection.
  110682. */
  110683. diffusionDistance: Color3;
  110684. private _useMaskFromThicknessTexture;
  110685. /**
  110686. * Stores the intensity of the different subsurface effects in the thickness texture.
  110687. * * the green channel is the translucency intensity.
  110688. * * the blue channel is the scattering intensity.
  110689. * * the alpha channel is the refraction intensity.
  110690. */
  110691. useMaskFromThicknessTexture: boolean;
  110692. /** @hidden */
  110693. private _internalMarkAllSubMeshesAsTexturesDirty;
  110694. /** @hidden */
  110695. _markAllSubMeshesAsTexturesDirty(): void;
  110696. /**
  110697. * Instantiate a new istance of sub surface configuration.
  110698. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  110699. */
  110700. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  110701. /**
  110702. * Gets wehter the submesh is ready to be used or not.
  110703. * @param defines the list of "defines" to update.
  110704. * @param scene defines the scene the material belongs to.
  110705. * @returns - boolean indicating that the submesh is ready or not.
  110706. */
  110707. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  110708. /**
  110709. * Checks to see if a texture is used in the material.
  110710. * @param defines the list of "defines" to update.
  110711. * @param scene defines the scene to the material belongs to.
  110712. */
  110713. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  110714. /**
  110715. * Binds the material data.
  110716. * @param uniformBuffer defines the Uniform buffer to fill in.
  110717. * @param scene defines the scene the material belongs to.
  110718. * @param engine defines the engine the material belongs to.
  110719. * @param isFrozen defines wether the material is frozen or not.
  110720. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  110721. */
  110722. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  110723. /**
  110724. * Unbinds the material from the mesh.
  110725. * @param activeEffect defines the effect that should be unbound from.
  110726. * @returns true if unbound, otherwise false
  110727. */
  110728. unbind(activeEffect: Effect): boolean;
  110729. /**
  110730. * Returns the texture used for refraction or null if none is used.
  110731. * @param scene defines the scene the material belongs to.
  110732. * @returns - Refraction texture if present. If no refraction texture and refraction
  110733. * is linked with transparency, returns environment texture. Otherwise, returns null.
  110734. */
  110735. private _getRefractionTexture;
  110736. /**
  110737. * Returns true if alpha blending should be disabled.
  110738. */
  110739. readonly disableAlphaBlending: boolean;
  110740. /**
  110741. * Fills the list of render target textures.
  110742. * @param renderTargets the list of render targets to update
  110743. */
  110744. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  110745. /**
  110746. * Checks to see if a texture is used in the material.
  110747. * @param texture - Base texture to use.
  110748. * @returns - Boolean specifying if a texture is used in the material.
  110749. */
  110750. hasTexture(texture: BaseTexture): boolean;
  110751. /**
  110752. * Gets a boolean indicating that current material needs to register RTT
  110753. * @returns true if this uses a render target otherwise false.
  110754. */
  110755. hasRenderTargetTextures(): boolean;
  110756. /**
  110757. * Returns an array of the actively used textures.
  110758. * @param activeTextures Array of BaseTextures
  110759. */
  110760. getActiveTextures(activeTextures: BaseTexture[]): void;
  110761. /**
  110762. * Returns the animatable textures.
  110763. * @param animatables Array of animatable textures.
  110764. */
  110765. getAnimatables(animatables: IAnimatable[]): void;
  110766. /**
  110767. * Disposes the resources of the material.
  110768. * @param forceDisposeTextures - Forces the disposal of all textures.
  110769. */
  110770. dispose(forceDisposeTextures?: boolean): void;
  110771. /**
  110772. * Get the current class name of the texture useful for serialization or dynamic coding.
  110773. * @returns "PBRSubSurfaceConfiguration"
  110774. */
  110775. getClassName(): string;
  110776. /**
  110777. * Add fallbacks to the effect fallbacks list.
  110778. * @param defines defines the Base texture to use.
  110779. * @param fallbacks defines the current fallback list.
  110780. * @param currentRank defines the current fallback rank.
  110781. * @returns the new fallback rank.
  110782. */
  110783. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  110784. /**
  110785. * Add the required uniforms to the current list.
  110786. * @param uniforms defines the current uniform list.
  110787. */
  110788. static AddUniforms(uniforms: string[]): void;
  110789. /**
  110790. * Add the required samplers to the current list.
  110791. * @param samplers defines the current sampler list.
  110792. */
  110793. static AddSamplers(samplers: string[]): void;
  110794. /**
  110795. * Add the required uniforms to the current buffer.
  110796. * @param uniformBuffer defines the current uniform buffer.
  110797. */
  110798. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  110799. /**
  110800. * Makes a duplicate of the current configuration into another one.
  110801. * @param configuration define the config where to copy the info
  110802. */
  110803. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  110804. /**
  110805. * Serializes this Sub Surface configuration.
  110806. * @returns - An object with the serialized config.
  110807. */
  110808. serialize(): any;
  110809. /**
  110810. * Parses a anisotropy Configuration from a serialized object.
  110811. * @param source - Serialized object.
  110812. * @param scene Defines the scene we are parsing for
  110813. * @param rootUrl Defines the rootUrl to load from
  110814. */
  110815. parse(source: any, scene: Scene, rootUrl: string): void;
  110816. }
  110817. }
  110818. declare module BABYLON {
  110819. /** @hidden */
  110820. export var pbrFragmentDeclaration: {
  110821. name: string;
  110822. shader: string;
  110823. };
  110824. }
  110825. declare module BABYLON {
  110826. /** @hidden */
  110827. export var pbrUboDeclaration: {
  110828. name: string;
  110829. shader: string;
  110830. };
  110831. }
  110832. declare module BABYLON {
  110833. /** @hidden */
  110834. export var pbrFragmentExtraDeclaration: {
  110835. name: string;
  110836. shader: string;
  110837. };
  110838. }
  110839. declare module BABYLON {
  110840. /** @hidden */
  110841. export var pbrFragmentSamplersDeclaration: {
  110842. name: string;
  110843. shader: string;
  110844. };
  110845. }
  110846. declare module BABYLON {
  110847. /** @hidden */
  110848. export var pbrHelperFunctions: {
  110849. name: string;
  110850. shader: string;
  110851. };
  110852. }
  110853. declare module BABYLON {
  110854. /** @hidden */
  110855. export var harmonicsFunctions: {
  110856. name: string;
  110857. shader: string;
  110858. };
  110859. }
  110860. declare module BABYLON {
  110861. /** @hidden */
  110862. export var pbrDirectLightingSetupFunctions: {
  110863. name: string;
  110864. shader: string;
  110865. };
  110866. }
  110867. declare module BABYLON {
  110868. /** @hidden */
  110869. export var pbrDirectLightingFalloffFunctions: {
  110870. name: string;
  110871. shader: string;
  110872. };
  110873. }
  110874. declare module BABYLON {
  110875. /** @hidden */
  110876. export var pbrBRDFFunctions: {
  110877. name: string;
  110878. shader: string;
  110879. };
  110880. }
  110881. declare module BABYLON {
  110882. /** @hidden */
  110883. export var pbrDirectLightingFunctions: {
  110884. name: string;
  110885. shader: string;
  110886. };
  110887. }
  110888. declare module BABYLON {
  110889. /** @hidden */
  110890. export var pbrIBLFunctions: {
  110891. name: string;
  110892. shader: string;
  110893. };
  110894. }
  110895. declare module BABYLON {
  110896. /** @hidden */
  110897. export var pbrDebug: {
  110898. name: string;
  110899. shader: string;
  110900. };
  110901. }
  110902. declare module BABYLON {
  110903. /** @hidden */
  110904. export var pbrPixelShader: {
  110905. name: string;
  110906. shader: string;
  110907. };
  110908. }
  110909. declare module BABYLON {
  110910. /** @hidden */
  110911. export var pbrVertexDeclaration: {
  110912. name: string;
  110913. shader: string;
  110914. };
  110915. }
  110916. declare module BABYLON {
  110917. /** @hidden */
  110918. export var pbrVertexShader: {
  110919. name: string;
  110920. shader: string;
  110921. };
  110922. }
  110923. declare module BABYLON {
  110924. /**
  110925. * Manages the defines for the PBR Material.
  110926. * @hidden
  110927. */
  110928. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  110929. PBR: boolean;
  110930. MAINUV1: boolean;
  110931. MAINUV2: boolean;
  110932. UV1: boolean;
  110933. UV2: boolean;
  110934. ALBEDO: boolean;
  110935. ALBEDODIRECTUV: number;
  110936. VERTEXCOLOR: boolean;
  110937. AMBIENT: boolean;
  110938. AMBIENTDIRECTUV: number;
  110939. AMBIENTINGRAYSCALE: boolean;
  110940. OPACITY: boolean;
  110941. VERTEXALPHA: boolean;
  110942. OPACITYDIRECTUV: number;
  110943. OPACITYRGB: boolean;
  110944. ALPHATEST: boolean;
  110945. DEPTHPREPASS: boolean;
  110946. ALPHABLEND: boolean;
  110947. ALPHAFROMALBEDO: boolean;
  110948. ALPHATESTVALUE: string;
  110949. SPECULAROVERALPHA: boolean;
  110950. RADIANCEOVERALPHA: boolean;
  110951. ALPHAFRESNEL: boolean;
  110952. LINEARALPHAFRESNEL: boolean;
  110953. PREMULTIPLYALPHA: boolean;
  110954. EMISSIVE: boolean;
  110955. EMISSIVEDIRECTUV: number;
  110956. REFLECTIVITY: boolean;
  110957. REFLECTIVITYDIRECTUV: number;
  110958. SPECULARTERM: boolean;
  110959. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  110960. MICROSURFACEAUTOMATIC: boolean;
  110961. LODBASEDMICROSFURACE: boolean;
  110962. MICROSURFACEMAP: boolean;
  110963. MICROSURFACEMAPDIRECTUV: number;
  110964. METALLICWORKFLOW: boolean;
  110965. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  110966. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  110967. METALLNESSSTOREINMETALMAPBLUE: boolean;
  110968. AOSTOREINMETALMAPRED: boolean;
  110969. ENVIRONMENTBRDF: boolean;
  110970. ENVIRONMENTBRDF_RGBD: boolean;
  110971. NORMAL: boolean;
  110972. TANGENT: boolean;
  110973. BUMP: boolean;
  110974. BUMPDIRECTUV: number;
  110975. OBJECTSPACE_NORMALMAP: boolean;
  110976. PARALLAX: boolean;
  110977. PARALLAXOCCLUSION: boolean;
  110978. NORMALXYSCALE: boolean;
  110979. LIGHTMAP: boolean;
  110980. LIGHTMAPDIRECTUV: number;
  110981. USELIGHTMAPASSHADOWMAP: boolean;
  110982. GAMMALIGHTMAP: boolean;
  110983. REFLECTION: boolean;
  110984. REFLECTIONMAP_3D: boolean;
  110985. REFLECTIONMAP_SPHERICAL: boolean;
  110986. REFLECTIONMAP_PLANAR: boolean;
  110987. REFLECTIONMAP_CUBIC: boolean;
  110988. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  110989. REFLECTIONMAP_PROJECTION: boolean;
  110990. REFLECTIONMAP_SKYBOX: boolean;
  110991. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  110992. REFLECTIONMAP_EXPLICIT: boolean;
  110993. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  110994. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  110995. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  110996. INVERTCUBICMAP: boolean;
  110997. USESPHERICALFROMREFLECTIONMAP: boolean;
  110998. USEIRRADIANCEMAP: boolean;
  110999. SPHERICAL_HARMONICS: boolean;
  111000. USESPHERICALINVERTEX: boolean;
  111001. REFLECTIONMAP_OPPOSITEZ: boolean;
  111002. LODINREFLECTIONALPHA: boolean;
  111003. GAMMAREFLECTION: boolean;
  111004. RGBDREFLECTION: boolean;
  111005. LINEARSPECULARREFLECTION: boolean;
  111006. RADIANCEOCCLUSION: boolean;
  111007. HORIZONOCCLUSION: boolean;
  111008. INSTANCES: boolean;
  111009. NUM_BONE_INFLUENCERS: number;
  111010. BonesPerMesh: number;
  111011. BONETEXTURE: boolean;
  111012. NONUNIFORMSCALING: boolean;
  111013. MORPHTARGETS: boolean;
  111014. MORPHTARGETS_NORMAL: boolean;
  111015. MORPHTARGETS_TANGENT: boolean;
  111016. MORPHTARGETS_UV: boolean;
  111017. NUM_MORPH_INFLUENCERS: number;
  111018. IMAGEPROCESSING: boolean;
  111019. VIGNETTE: boolean;
  111020. VIGNETTEBLENDMODEMULTIPLY: boolean;
  111021. VIGNETTEBLENDMODEOPAQUE: boolean;
  111022. TONEMAPPING: boolean;
  111023. TONEMAPPING_ACES: boolean;
  111024. CONTRAST: boolean;
  111025. COLORCURVES: boolean;
  111026. COLORGRADING: boolean;
  111027. COLORGRADING3D: boolean;
  111028. SAMPLER3DGREENDEPTH: boolean;
  111029. SAMPLER3DBGRMAP: boolean;
  111030. IMAGEPROCESSINGPOSTPROCESS: boolean;
  111031. EXPOSURE: boolean;
  111032. MULTIVIEW: boolean;
  111033. USEPHYSICALLIGHTFALLOFF: boolean;
  111034. USEGLTFLIGHTFALLOFF: boolean;
  111035. TWOSIDEDLIGHTING: boolean;
  111036. SHADOWFLOAT: boolean;
  111037. CLIPPLANE: boolean;
  111038. CLIPPLANE2: boolean;
  111039. CLIPPLANE3: boolean;
  111040. CLIPPLANE4: boolean;
  111041. POINTSIZE: boolean;
  111042. FOG: boolean;
  111043. LOGARITHMICDEPTH: boolean;
  111044. FORCENORMALFORWARD: boolean;
  111045. SPECULARAA: boolean;
  111046. CLEARCOAT: boolean;
  111047. CLEARCOAT_DEFAULTIOR: boolean;
  111048. CLEARCOAT_TEXTURE: boolean;
  111049. CLEARCOAT_TEXTUREDIRECTUV: number;
  111050. CLEARCOAT_BUMP: boolean;
  111051. CLEARCOAT_BUMPDIRECTUV: number;
  111052. CLEARCOAT_TINT: boolean;
  111053. CLEARCOAT_TINT_TEXTURE: boolean;
  111054. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  111055. ANISOTROPIC: boolean;
  111056. ANISOTROPIC_TEXTURE: boolean;
  111057. ANISOTROPIC_TEXTUREDIRECTUV: number;
  111058. BRDF_V_HEIGHT_CORRELATED: boolean;
  111059. MS_BRDF_ENERGY_CONSERVATION: boolean;
  111060. SHEEN: boolean;
  111061. SHEEN_TEXTURE: boolean;
  111062. SHEEN_TEXTUREDIRECTUV: number;
  111063. SHEEN_LINKWITHALBEDO: boolean;
  111064. SUBSURFACE: boolean;
  111065. SS_REFRACTION: boolean;
  111066. SS_TRANSLUCENCY: boolean;
  111067. SS_SCATERRING: boolean;
  111068. SS_THICKNESSANDMASK_TEXTURE: boolean;
  111069. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  111070. SS_REFRACTIONMAP_3D: boolean;
  111071. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  111072. SS_LODINREFRACTIONALPHA: boolean;
  111073. SS_GAMMAREFRACTION: boolean;
  111074. SS_RGBDREFRACTION: boolean;
  111075. SS_LINEARSPECULARREFRACTION: boolean;
  111076. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  111077. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  111078. UNLIT: boolean;
  111079. DEBUGMODE: number;
  111080. /**
  111081. * Initializes the PBR Material defines.
  111082. */
  111083. constructor();
  111084. /**
  111085. * Resets the PBR Material defines.
  111086. */
  111087. reset(): void;
  111088. }
  111089. /**
  111090. * The Physically based material base class of BJS.
  111091. *
  111092. * This offers the main features of a standard PBR material.
  111093. * For more information, please refer to the documentation :
  111094. * https://doc.babylonjs.com/how_to/physically_based_rendering
  111095. */
  111096. export abstract class PBRBaseMaterial extends PushMaterial {
  111097. /**
  111098. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  111099. */
  111100. static readonly PBRMATERIAL_OPAQUE: number;
  111101. /**
  111102. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  111103. */
  111104. static readonly PBRMATERIAL_ALPHATEST: number;
  111105. /**
  111106. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  111107. */
  111108. static readonly PBRMATERIAL_ALPHABLEND: number;
  111109. /**
  111110. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  111111. * They are also discarded below the alpha cutoff threshold to improve performances.
  111112. */
  111113. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  111114. /**
  111115. * Defines the default value of how much AO map is occluding the analytical lights
  111116. * (point spot...).
  111117. */
  111118. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  111119. /**
  111120. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  111121. */
  111122. static readonly LIGHTFALLOFF_PHYSICAL: number;
  111123. /**
  111124. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  111125. * to enhance interoperability with other engines.
  111126. */
  111127. static readonly LIGHTFALLOFF_GLTF: number;
  111128. /**
  111129. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  111130. * to enhance interoperability with other materials.
  111131. */
  111132. static readonly LIGHTFALLOFF_STANDARD: number;
  111133. /**
  111134. * Intensity of the direct lights e.g. the four lights available in your scene.
  111135. * This impacts both the direct diffuse and specular highlights.
  111136. */
  111137. protected _directIntensity: number;
  111138. /**
  111139. * Intensity of the emissive part of the material.
  111140. * This helps controlling the emissive effect without modifying the emissive color.
  111141. */
  111142. protected _emissiveIntensity: number;
  111143. /**
  111144. * Intensity of the environment e.g. how much the environment will light the object
  111145. * either through harmonics for rough material or through the refelction for shiny ones.
  111146. */
  111147. protected _environmentIntensity: number;
  111148. /**
  111149. * This is a special control allowing the reduction of the specular highlights coming from the
  111150. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  111151. */
  111152. protected _specularIntensity: number;
  111153. /**
  111154. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  111155. */
  111156. private _lightingInfos;
  111157. /**
  111158. * Debug Control allowing disabling the bump map on this material.
  111159. */
  111160. protected _disableBumpMap: boolean;
  111161. /**
  111162. * AKA Diffuse Texture in standard nomenclature.
  111163. */
  111164. protected _albedoTexture: Nullable<BaseTexture>;
  111165. /**
  111166. * AKA Occlusion Texture in other nomenclature.
  111167. */
  111168. protected _ambientTexture: Nullable<BaseTexture>;
  111169. /**
  111170. * AKA Occlusion Texture Intensity in other nomenclature.
  111171. */
  111172. protected _ambientTextureStrength: number;
  111173. /**
  111174. * Defines how much the AO map is occluding the analytical lights (point spot...).
  111175. * 1 means it completely occludes it
  111176. * 0 mean it has no impact
  111177. */
  111178. protected _ambientTextureImpactOnAnalyticalLights: number;
  111179. /**
  111180. * Stores the alpha values in a texture.
  111181. */
  111182. protected _opacityTexture: Nullable<BaseTexture>;
  111183. /**
  111184. * Stores the reflection values in a texture.
  111185. */
  111186. protected _reflectionTexture: Nullable<BaseTexture>;
  111187. /**
  111188. * Stores the emissive values in a texture.
  111189. */
  111190. protected _emissiveTexture: Nullable<BaseTexture>;
  111191. /**
  111192. * AKA Specular texture in other nomenclature.
  111193. */
  111194. protected _reflectivityTexture: Nullable<BaseTexture>;
  111195. /**
  111196. * Used to switch from specular/glossiness to metallic/roughness workflow.
  111197. */
  111198. protected _metallicTexture: Nullable<BaseTexture>;
  111199. /**
  111200. * Specifies the metallic scalar of the metallic/roughness workflow.
  111201. * Can also be used to scale the metalness values of the metallic texture.
  111202. */
  111203. protected _metallic: Nullable<number>;
  111204. /**
  111205. * Specifies the roughness scalar of the metallic/roughness workflow.
  111206. * Can also be used to scale the roughness values of the metallic texture.
  111207. */
  111208. protected _roughness: Nullable<number>;
  111209. /**
  111210. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  111211. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  111212. */
  111213. protected _microSurfaceTexture: Nullable<BaseTexture>;
  111214. /**
  111215. * Stores surface normal data used to displace a mesh in a texture.
  111216. */
  111217. protected _bumpTexture: Nullable<BaseTexture>;
  111218. /**
  111219. * Stores the pre-calculated light information of a mesh in a texture.
  111220. */
  111221. protected _lightmapTexture: Nullable<BaseTexture>;
  111222. /**
  111223. * The color of a material in ambient lighting.
  111224. */
  111225. protected _ambientColor: Color3;
  111226. /**
  111227. * AKA Diffuse Color in other nomenclature.
  111228. */
  111229. protected _albedoColor: Color3;
  111230. /**
  111231. * AKA Specular Color in other nomenclature.
  111232. */
  111233. protected _reflectivityColor: Color3;
  111234. /**
  111235. * The color applied when light is reflected from a material.
  111236. */
  111237. protected _reflectionColor: Color3;
  111238. /**
  111239. * The color applied when light is emitted from a material.
  111240. */
  111241. protected _emissiveColor: Color3;
  111242. /**
  111243. * AKA Glossiness in other nomenclature.
  111244. */
  111245. protected _microSurface: number;
  111246. /**
  111247. * Specifies that the material will use the light map as a show map.
  111248. */
  111249. protected _useLightmapAsShadowmap: boolean;
  111250. /**
  111251. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  111252. * makes the reflect vector face the model (under horizon).
  111253. */
  111254. protected _useHorizonOcclusion: boolean;
  111255. /**
  111256. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  111257. * too much the area relying on ambient texture to define their ambient occlusion.
  111258. */
  111259. protected _useRadianceOcclusion: boolean;
  111260. /**
  111261. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  111262. */
  111263. protected _useAlphaFromAlbedoTexture: boolean;
  111264. /**
  111265. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  111266. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  111267. */
  111268. protected _useSpecularOverAlpha: boolean;
  111269. /**
  111270. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  111271. */
  111272. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  111273. /**
  111274. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  111275. */
  111276. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  111277. /**
  111278. * Specifies if the metallic texture contains the roughness information in its green channel.
  111279. */
  111280. protected _useRoughnessFromMetallicTextureGreen: boolean;
  111281. /**
  111282. * Specifies if the metallic texture contains the metallness information in its blue channel.
  111283. */
  111284. protected _useMetallnessFromMetallicTextureBlue: boolean;
  111285. /**
  111286. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  111287. */
  111288. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  111289. /**
  111290. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  111291. */
  111292. protected _useAmbientInGrayScale: boolean;
  111293. /**
  111294. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  111295. * The material will try to infer what glossiness each pixel should be.
  111296. */
  111297. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  111298. /**
  111299. * Defines the falloff type used in this material.
  111300. * It by default is Physical.
  111301. */
  111302. protected _lightFalloff: number;
  111303. /**
  111304. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  111305. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  111306. */
  111307. protected _useRadianceOverAlpha: boolean;
  111308. /**
  111309. * Allows using an object space normal map (instead of tangent space).
  111310. */
  111311. protected _useObjectSpaceNormalMap: boolean;
  111312. /**
  111313. * Allows using the bump map in parallax mode.
  111314. */
  111315. protected _useParallax: boolean;
  111316. /**
  111317. * Allows using the bump map in parallax occlusion mode.
  111318. */
  111319. protected _useParallaxOcclusion: boolean;
  111320. /**
  111321. * Controls the scale bias of the parallax mode.
  111322. */
  111323. protected _parallaxScaleBias: number;
  111324. /**
  111325. * If sets to true, disables all the lights affecting the material.
  111326. */
  111327. protected _disableLighting: boolean;
  111328. /**
  111329. * Number of Simultaneous lights allowed on the material.
  111330. */
  111331. protected _maxSimultaneousLights: number;
  111332. /**
  111333. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  111334. */
  111335. protected _invertNormalMapX: boolean;
  111336. /**
  111337. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  111338. */
  111339. protected _invertNormalMapY: boolean;
  111340. /**
  111341. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  111342. */
  111343. protected _twoSidedLighting: boolean;
  111344. /**
  111345. * Defines the alpha limits in alpha test mode.
  111346. */
  111347. protected _alphaCutOff: number;
  111348. /**
  111349. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  111350. */
  111351. protected _forceAlphaTest: boolean;
  111352. /**
  111353. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  111354. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  111355. */
  111356. protected _useAlphaFresnel: boolean;
  111357. /**
  111358. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  111359. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  111360. */
  111361. protected _useLinearAlphaFresnel: boolean;
  111362. /**
  111363. * The transparency mode of the material.
  111364. */
  111365. protected _transparencyMode: Nullable<number>;
  111366. /**
  111367. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  111368. * from cos thetav and roughness:
  111369. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  111370. */
  111371. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  111372. /**
  111373. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  111374. */
  111375. protected _forceIrradianceInFragment: boolean;
  111376. /**
  111377. * Force normal to face away from face.
  111378. */
  111379. protected _forceNormalForward: boolean;
  111380. /**
  111381. * Enables specular anti aliasing in the PBR shader.
  111382. * It will both interacts on the Geometry for analytical and IBL lighting.
  111383. * It also prefilter the roughness map based on the bump values.
  111384. */
  111385. protected _enableSpecularAntiAliasing: boolean;
  111386. /**
  111387. * Default configuration related to image processing available in the PBR Material.
  111388. */
  111389. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  111390. /**
  111391. * Keep track of the image processing observer to allow dispose and replace.
  111392. */
  111393. private _imageProcessingObserver;
  111394. /**
  111395. * Attaches a new image processing configuration to the PBR Material.
  111396. * @param configuration
  111397. */
  111398. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  111399. /**
  111400. * Stores the available render targets.
  111401. */
  111402. private _renderTargets;
  111403. /**
  111404. * Sets the global ambient color for the material used in lighting calculations.
  111405. */
  111406. private _globalAmbientColor;
  111407. /**
  111408. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  111409. */
  111410. private _useLogarithmicDepth;
  111411. /**
  111412. * If set to true, no lighting calculations will be applied.
  111413. */
  111414. private _unlit;
  111415. private _debugMode;
  111416. /**
  111417. * @hidden
  111418. * This is reserved for the inspector.
  111419. * Defines the material debug mode.
  111420. * It helps seeing only some components of the material while troubleshooting.
  111421. */
  111422. debugMode: number;
  111423. /**
  111424. * @hidden
  111425. * This is reserved for the inspector.
  111426. * Specify from where on screen the debug mode should start.
  111427. * The value goes from -1 (full screen) to 1 (not visible)
  111428. * It helps with side by side comparison against the final render
  111429. * This defaults to -1
  111430. */
  111431. private debugLimit;
  111432. /**
  111433. * @hidden
  111434. * This is reserved for the inspector.
  111435. * As the default viewing range might not be enough (if the ambient is really small for instance)
  111436. * You can use the factor to better multiply the final value.
  111437. */
  111438. private debugFactor;
  111439. /**
  111440. * Defines the clear coat layer parameters for the material.
  111441. */
  111442. readonly clearCoat: PBRClearCoatConfiguration;
  111443. /**
  111444. * Defines the anisotropic parameters for the material.
  111445. */
  111446. readonly anisotropy: PBRAnisotropicConfiguration;
  111447. /**
  111448. * Defines the BRDF parameters for the material.
  111449. */
  111450. readonly brdf: PBRBRDFConfiguration;
  111451. /**
  111452. * Defines the Sheen parameters for the material.
  111453. */
  111454. readonly sheen: PBRSheenConfiguration;
  111455. /**
  111456. * Defines the SubSurface parameters for the material.
  111457. */
  111458. readonly subSurface: PBRSubSurfaceConfiguration;
  111459. /**
  111460. * Custom callback helping to override the default shader used in the material.
  111461. */
  111462. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  111463. /**
  111464. * Instantiates a new PBRMaterial instance.
  111465. *
  111466. * @param name The material name
  111467. * @param scene The scene the material will be use in.
  111468. */
  111469. constructor(name: string, scene: Scene);
  111470. /**
  111471. * Gets a boolean indicating that current material needs to register RTT
  111472. */
  111473. readonly hasRenderTargetTextures: boolean;
  111474. /**
  111475. * Gets the name of the material class.
  111476. */
  111477. getClassName(): string;
  111478. /**
  111479. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  111480. */
  111481. /**
  111482. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  111483. */
  111484. useLogarithmicDepth: boolean;
  111485. /**
  111486. * Gets the current transparency mode.
  111487. */
  111488. /**
  111489. * Sets the transparency mode of the material.
  111490. *
  111491. * | Value | Type | Description |
  111492. * | ----- | ----------------------------------- | ----------- |
  111493. * | 0 | OPAQUE | |
  111494. * | 1 | ALPHATEST | |
  111495. * | 2 | ALPHABLEND | |
  111496. * | 3 | ALPHATESTANDBLEND | |
  111497. *
  111498. */
  111499. transparencyMode: Nullable<number>;
  111500. /**
  111501. * Returns true if alpha blending should be disabled.
  111502. */
  111503. private readonly _disableAlphaBlending;
  111504. /**
  111505. * Specifies whether or not this material should be rendered in alpha blend mode.
  111506. */
  111507. needAlphaBlending(): boolean;
  111508. /**
  111509. * Specifies if the mesh will require alpha blending.
  111510. * @param mesh - BJS mesh.
  111511. */
  111512. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  111513. /**
  111514. * Specifies whether or not this material should be rendered in alpha test mode.
  111515. */
  111516. needAlphaTesting(): boolean;
  111517. /**
  111518. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  111519. */
  111520. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  111521. /**
  111522. * Gets the texture used for the alpha test.
  111523. */
  111524. getAlphaTestTexture(): Nullable<BaseTexture>;
  111525. /**
  111526. * Specifies that the submesh is ready to be used.
  111527. * @param mesh - BJS mesh.
  111528. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  111529. * @param useInstances - Specifies that instances should be used.
  111530. * @returns - boolean indicating that the submesh is ready or not.
  111531. */
  111532. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  111533. /**
  111534. * Specifies if the material uses metallic roughness workflow.
  111535. * @returns boolean specifiying if the material uses metallic roughness workflow.
  111536. */
  111537. isMetallicWorkflow(): boolean;
  111538. private _prepareEffect;
  111539. private _prepareDefines;
  111540. /**
  111541. * Force shader compilation
  111542. */
  111543. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  111544. clipPlane: boolean;
  111545. }>): void;
  111546. /**
  111547. * Initializes the uniform buffer layout for the shader.
  111548. */
  111549. buildUniformLayout(): void;
  111550. /**
  111551. * Unbinds the material from the mesh
  111552. */
  111553. unbind(): void;
  111554. /**
  111555. * Binds the submesh data.
  111556. * @param world - The world matrix.
  111557. * @param mesh - The BJS mesh.
  111558. * @param subMesh - A submesh of the BJS mesh.
  111559. */
  111560. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  111561. /**
  111562. * Returns the animatable textures.
  111563. * @returns - Array of animatable textures.
  111564. */
  111565. getAnimatables(): IAnimatable[];
  111566. /**
  111567. * Returns the texture used for reflections.
  111568. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  111569. */
  111570. private _getReflectionTexture;
  111571. /**
  111572. * Returns an array of the actively used textures.
  111573. * @returns - Array of BaseTextures
  111574. */
  111575. getActiveTextures(): BaseTexture[];
  111576. /**
  111577. * Checks to see if a texture is used in the material.
  111578. * @param texture - Base texture to use.
  111579. * @returns - Boolean specifying if a texture is used in the material.
  111580. */
  111581. hasTexture(texture: BaseTexture): boolean;
  111582. /**
  111583. * Disposes the resources of the material.
  111584. * @param forceDisposeEffect - Forces the disposal of effects.
  111585. * @param forceDisposeTextures - Forces the disposal of all textures.
  111586. */
  111587. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  111588. }
  111589. }
  111590. declare module BABYLON {
  111591. /**
  111592. * The Physically based material of BJS.
  111593. *
  111594. * This offers the main features of a standard PBR material.
  111595. * For more information, please refer to the documentation :
  111596. * https://doc.babylonjs.com/how_to/physically_based_rendering
  111597. */
  111598. export class PBRMaterial extends PBRBaseMaterial {
  111599. /**
  111600. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  111601. */
  111602. static readonly PBRMATERIAL_OPAQUE: number;
  111603. /**
  111604. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  111605. */
  111606. static readonly PBRMATERIAL_ALPHATEST: number;
  111607. /**
  111608. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  111609. */
  111610. static readonly PBRMATERIAL_ALPHABLEND: number;
  111611. /**
  111612. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  111613. * They are also discarded below the alpha cutoff threshold to improve performances.
  111614. */
  111615. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  111616. /**
  111617. * Defines the default value of how much AO map is occluding the analytical lights
  111618. * (point spot...).
  111619. */
  111620. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  111621. /**
  111622. * Intensity of the direct lights e.g. the four lights available in your scene.
  111623. * This impacts both the direct diffuse and specular highlights.
  111624. */
  111625. directIntensity: number;
  111626. /**
  111627. * Intensity of the emissive part of the material.
  111628. * This helps controlling the emissive effect without modifying the emissive color.
  111629. */
  111630. emissiveIntensity: number;
  111631. /**
  111632. * Intensity of the environment e.g. how much the environment will light the object
  111633. * either through harmonics for rough material or through the refelction for shiny ones.
  111634. */
  111635. environmentIntensity: number;
  111636. /**
  111637. * This is a special control allowing the reduction of the specular highlights coming from the
  111638. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  111639. */
  111640. specularIntensity: number;
  111641. /**
  111642. * Debug Control allowing disabling the bump map on this material.
  111643. */
  111644. disableBumpMap: boolean;
  111645. /**
  111646. * AKA Diffuse Texture in standard nomenclature.
  111647. */
  111648. albedoTexture: BaseTexture;
  111649. /**
  111650. * AKA Occlusion Texture in other nomenclature.
  111651. */
  111652. ambientTexture: BaseTexture;
  111653. /**
  111654. * AKA Occlusion Texture Intensity in other nomenclature.
  111655. */
  111656. ambientTextureStrength: number;
  111657. /**
  111658. * Defines how much the AO map is occluding the analytical lights (point spot...).
  111659. * 1 means it completely occludes it
  111660. * 0 mean it has no impact
  111661. */
  111662. ambientTextureImpactOnAnalyticalLights: number;
  111663. /**
  111664. * Stores the alpha values in a texture.
  111665. */
  111666. opacityTexture: BaseTexture;
  111667. /**
  111668. * Stores the reflection values in a texture.
  111669. */
  111670. reflectionTexture: Nullable<BaseTexture>;
  111671. /**
  111672. * Stores the emissive values in a texture.
  111673. */
  111674. emissiveTexture: BaseTexture;
  111675. /**
  111676. * AKA Specular texture in other nomenclature.
  111677. */
  111678. reflectivityTexture: BaseTexture;
  111679. /**
  111680. * Used to switch from specular/glossiness to metallic/roughness workflow.
  111681. */
  111682. metallicTexture: BaseTexture;
  111683. /**
  111684. * Specifies the metallic scalar of the metallic/roughness workflow.
  111685. * Can also be used to scale the metalness values of the metallic texture.
  111686. */
  111687. metallic: Nullable<number>;
  111688. /**
  111689. * Specifies the roughness scalar of the metallic/roughness workflow.
  111690. * Can also be used to scale the roughness values of the metallic texture.
  111691. */
  111692. roughness: Nullable<number>;
  111693. /**
  111694. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  111695. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  111696. */
  111697. microSurfaceTexture: BaseTexture;
  111698. /**
  111699. * Stores surface normal data used to displace a mesh in a texture.
  111700. */
  111701. bumpTexture: BaseTexture;
  111702. /**
  111703. * Stores the pre-calculated light information of a mesh in a texture.
  111704. */
  111705. lightmapTexture: BaseTexture;
  111706. /**
  111707. * Stores the refracted light information in a texture.
  111708. */
  111709. refractionTexture: Nullable<BaseTexture>;
  111710. /**
  111711. * The color of a material in ambient lighting.
  111712. */
  111713. ambientColor: Color3;
  111714. /**
  111715. * AKA Diffuse Color in other nomenclature.
  111716. */
  111717. albedoColor: Color3;
  111718. /**
  111719. * AKA Specular Color in other nomenclature.
  111720. */
  111721. reflectivityColor: Color3;
  111722. /**
  111723. * The color reflected from the material.
  111724. */
  111725. reflectionColor: Color3;
  111726. /**
  111727. * The color emitted from the material.
  111728. */
  111729. emissiveColor: Color3;
  111730. /**
  111731. * AKA Glossiness in other nomenclature.
  111732. */
  111733. microSurface: number;
  111734. /**
  111735. * source material index of refraction (IOR)' / 'destination material IOR.
  111736. */
  111737. indexOfRefraction: number;
  111738. /**
  111739. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  111740. */
  111741. invertRefractionY: boolean;
  111742. /**
  111743. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  111744. * Materials half opaque for instance using refraction could benefit from this control.
  111745. */
  111746. linkRefractionWithTransparency: boolean;
  111747. /**
  111748. * If true, the light map contains occlusion information instead of lighting info.
  111749. */
  111750. useLightmapAsShadowmap: boolean;
  111751. /**
  111752. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  111753. */
  111754. useAlphaFromAlbedoTexture: boolean;
  111755. /**
  111756. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  111757. */
  111758. forceAlphaTest: boolean;
  111759. /**
  111760. * Defines the alpha limits in alpha test mode.
  111761. */
  111762. alphaCutOff: number;
  111763. /**
  111764. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  111765. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  111766. */
  111767. useSpecularOverAlpha: boolean;
  111768. /**
  111769. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  111770. */
  111771. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  111772. /**
  111773. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  111774. */
  111775. useRoughnessFromMetallicTextureAlpha: boolean;
  111776. /**
  111777. * Specifies if the metallic texture contains the roughness information in its green channel.
  111778. */
  111779. useRoughnessFromMetallicTextureGreen: boolean;
  111780. /**
  111781. * Specifies if the metallic texture contains the metallness information in its blue channel.
  111782. */
  111783. useMetallnessFromMetallicTextureBlue: boolean;
  111784. /**
  111785. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  111786. */
  111787. useAmbientOcclusionFromMetallicTextureRed: boolean;
  111788. /**
  111789. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  111790. */
  111791. useAmbientInGrayScale: boolean;
  111792. /**
  111793. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  111794. * The material will try to infer what glossiness each pixel should be.
  111795. */
  111796. useAutoMicroSurfaceFromReflectivityMap: boolean;
  111797. /**
  111798. * BJS is using an harcoded light falloff based on a manually sets up range.
  111799. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  111800. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  111801. */
  111802. /**
  111803. * BJS is using an harcoded light falloff based on a manually sets up range.
  111804. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  111805. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  111806. */
  111807. usePhysicalLightFalloff: boolean;
  111808. /**
  111809. * In order to support the falloff compatibility with gltf, a special mode has been added
  111810. * to reproduce the gltf light falloff.
  111811. */
  111812. /**
  111813. * In order to support the falloff compatibility with gltf, a special mode has been added
  111814. * to reproduce the gltf light falloff.
  111815. */
  111816. useGLTFLightFalloff: boolean;
  111817. /**
  111818. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  111819. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  111820. */
  111821. useRadianceOverAlpha: boolean;
  111822. /**
  111823. * Allows using an object space normal map (instead of tangent space).
  111824. */
  111825. useObjectSpaceNormalMap: boolean;
  111826. /**
  111827. * Allows using the bump map in parallax mode.
  111828. */
  111829. useParallax: boolean;
  111830. /**
  111831. * Allows using the bump map in parallax occlusion mode.
  111832. */
  111833. useParallaxOcclusion: boolean;
  111834. /**
  111835. * Controls the scale bias of the parallax mode.
  111836. */
  111837. parallaxScaleBias: number;
  111838. /**
  111839. * If sets to true, disables all the lights affecting the material.
  111840. */
  111841. disableLighting: boolean;
  111842. /**
  111843. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  111844. */
  111845. forceIrradianceInFragment: boolean;
  111846. /**
  111847. * Number of Simultaneous lights allowed on the material.
  111848. */
  111849. maxSimultaneousLights: number;
  111850. /**
  111851. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  111852. */
  111853. invertNormalMapX: boolean;
  111854. /**
  111855. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  111856. */
  111857. invertNormalMapY: boolean;
  111858. /**
  111859. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  111860. */
  111861. twoSidedLighting: boolean;
  111862. /**
  111863. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  111864. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  111865. */
  111866. useAlphaFresnel: boolean;
  111867. /**
  111868. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  111869. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  111870. */
  111871. useLinearAlphaFresnel: boolean;
  111872. /**
  111873. * Let user defines the brdf lookup texture used for IBL.
  111874. * A default 8bit version is embedded but you could point at :
  111875. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  111876. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  111877. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  111878. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  111879. */
  111880. environmentBRDFTexture: Nullable<BaseTexture>;
  111881. /**
  111882. * Force normal to face away from face.
  111883. */
  111884. forceNormalForward: boolean;
  111885. /**
  111886. * Enables specular anti aliasing in the PBR shader.
  111887. * It will both interacts on the Geometry for analytical and IBL lighting.
  111888. * It also prefilter the roughness map based on the bump values.
  111889. */
  111890. enableSpecularAntiAliasing: boolean;
  111891. /**
  111892. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  111893. * makes the reflect vector face the model (under horizon).
  111894. */
  111895. useHorizonOcclusion: boolean;
  111896. /**
  111897. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  111898. * too much the area relying on ambient texture to define their ambient occlusion.
  111899. */
  111900. useRadianceOcclusion: boolean;
  111901. /**
  111902. * If set to true, no lighting calculations will be applied.
  111903. */
  111904. unlit: boolean;
  111905. /**
  111906. * Gets the image processing configuration used either in this material.
  111907. */
  111908. /**
  111909. * Sets the Default image processing configuration used either in the this material.
  111910. *
  111911. * If sets to null, the scene one is in use.
  111912. */
  111913. imageProcessingConfiguration: ImageProcessingConfiguration;
  111914. /**
  111915. * Gets wether the color curves effect is enabled.
  111916. */
  111917. /**
  111918. * Sets wether the color curves effect is enabled.
  111919. */
  111920. cameraColorCurvesEnabled: boolean;
  111921. /**
  111922. * Gets wether the color grading effect is enabled.
  111923. */
  111924. /**
  111925. * Gets wether the color grading effect is enabled.
  111926. */
  111927. cameraColorGradingEnabled: boolean;
  111928. /**
  111929. * Gets wether tonemapping is enabled or not.
  111930. */
  111931. /**
  111932. * Sets wether tonemapping is enabled or not
  111933. */
  111934. cameraToneMappingEnabled: boolean;
  111935. /**
  111936. * The camera exposure used on this material.
  111937. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  111938. * This corresponds to a photographic exposure.
  111939. */
  111940. /**
  111941. * The camera exposure used on this material.
  111942. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  111943. * This corresponds to a photographic exposure.
  111944. */
  111945. cameraExposure: number;
  111946. /**
  111947. * Gets The camera contrast used on this material.
  111948. */
  111949. /**
  111950. * Sets The camera contrast used on this material.
  111951. */
  111952. cameraContrast: number;
  111953. /**
  111954. * Gets the Color Grading 2D Lookup Texture.
  111955. */
  111956. /**
  111957. * Sets the Color Grading 2D Lookup Texture.
  111958. */
  111959. cameraColorGradingTexture: Nullable<BaseTexture>;
  111960. /**
  111961. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  111962. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  111963. * 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;
  111964. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  111965. */
  111966. /**
  111967. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  111968. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  111969. * 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;
  111970. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  111971. */
  111972. cameraColorCurves: Nullable<ColorCurves>;
  111973. /**
  111974. * Instantiates a new PBRMaterial instance.
  111975. *
  111976. * @param name The material name
  111977. * @param scene The scene the material will be use in.
  111978. */
  111979. constructor(name: string, scene: Scene);
  111980. /**
  111981. * Returns the name of this material class.
  111982. */
  111983. getClassName(): string;
  111984. /**
  111985. * Makes a duplicate of the current material.
  111986. * @param name - name to use for the new material.
  111987. */
  111988. clone(name: string): PBRMaterial;
  111989. /**
  111990. * Serializes this PBR Material.
  111991. * @returns - An object with the serialized material.
  111992. */
  111993. serialize(): any;
  111994. /**
  111995. * Parses a PBR Material from a serialized object.
  111996. * @param source - Serialized object.
  111997. * @param scene - BJS scene instance.
  111998. * @param rootUrl - url for the scene object
  111999. * @returns - PBRMaterial
  112000. */
  112001. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  112002. }
  112003. }
  112004. declare module BABYLON {
  112005. /**
  112006. * Direct draw surface info
  112007. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  112008. */
  112009. export interface DDSInfo {
  112010. /**
  112011. * Width of the texture
  112012. */
  112013. width: number;
  112014. /**
  112015. * Width of the texture
  112016. */
  112017. height: number;
  112018. /**
  112019. * Number of Mipmaps for the texture
  112020. * @see https://en.wikipedia.org/wiki/Mipmap
  112021. */
  112022. mipmapCount: number;
  112023. /**
  112024. * If the textures format is a known fourCC format
  112025. * @see https://www.fourcc.org/
  112026. */
  112027. isFourCC: boolean;
  112028. /**
  112029. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  112030. */
  112031. isRGB: boolean;
  112032. /**
  112033. * If the texture is a lumincance format
  112034. */
  112035. isLuminance: boolean;
  112036. /**
  112037. * If this is a cube texture
  112038. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  112039. */
  112040. isCube: boolean;
  112041. /**
  112042. * If the texture is a compressed format eg. FOURCC_DXT1
  112043. */
  112044. isCompressed: boolean;
  112045. /**
  112046. * The dxgiFormat of the texture
  112047. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  112048. */
  112049. dxgiFormat: number;
  112050. /**
  112051. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  112052. */
  112053. textureType: number;
  112054. /**
  112055. * Sphericle polynomial created for the dds texture
  112056. */
  112057. sphericalPolynomial?: SphericalPolynomial;
  112058. }
  112059. /**
  112060. * Class used to provide DDS decompression tools
  112061. */
  112062. export class DDSTools {
  112063. /**
  112064. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  112065. */
  112066. static StoreLODInAlphaChannel: boolean;
  112067. /**
  112068. * Gets DDS information from an array buffer
  112069. * @param arrayBuffer defines the array buffer to read data from
  112070. * @returns the DDS information
  112071. */
  112072. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  112073. private static _FloatView;
  112074. private static _Int32View;
  112075. private static _ToHalfFloat;
  112076. private static _FromHalfFloat;
  112077. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  112078. private static _GetHalfFloatRGBAArrayBuffer;
  112079. private static _GetFloatRGBAArrayBuffer;
  112080. private static _GetFloatAsUIntRGBAArrayBuffer;
  112081. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  112082. private static _GetRGBAArrayBuffer;
  112083. private static _ExtractLongWordOrder;
  112084. private static _GetRGBArrayBuffer;
  112085. private static _GetLuminanceArrayBuffer;
  112086. /**
  112087. * Uploads DDS Levels to a Babylon Texture
  112088. * @hidden
  112089. */
  112090. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  112091. }
  112092. interface Engine {
  112093. /**
  112094. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  112095. * @param rootUrl defines the url where the file to load is located
  112096. * @param scene defines the current scene
  112097. * @param lodScale defines scale to apply to the mip map selection
  112098. * @param lodOffset defines offset to apply to the mip map selection
  112099. * @param onLoad defines an optional callback raised when the texture is loaded
  112100. * @param onError defines an optional callback raised if there is an issue to load the texture
  112101. * @param format defines the format of the data
  112102. * @param forcedExtension defines the extension to use to pick the right loader
  112103. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  112104. * @returns the cube texture as an InternalTexture
  112105. */
  112106. 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;
  112107. }
  112108. }
  112109. declare module BABYLON {
  112110. /**
  112111. * Implementation of the DDS Texture Loader.
  112112. * @hidden
  112113. */
  112114. export class _DDSTextureLoader implements IInternalTextureLoader {
  112115. /**
  112116. * Defines wether the loader supports cascade loading the different faces.
  112117. */
  112118. readonly supportCascades: boolean;
  112119. /**
  112120. * This returns if the loader support the current file information.
  112121. * @param extension defines the file extension of the file being loaded
  112122. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112123. * @param fallback defines the fallback internal texture if any
  112124. * @param isBase64 defines whether the texture is encoded as a base64
  112125. * @param isBuffer defines whether the texture data are stored as a buffer
  112126. * @returns true if the loader can load the specified file
  112127. */
  112128. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  112129. /**
  112130. * Transform the url before loading if required.
  112131. * @param rootUrl the url of the texture
  112132. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112133. * @returns the transformed texture
  112134. */
  112135. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  112136. /**
  112137. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  112138. * @param rootUrl the url of the texture
  112139. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112140. * @returns the fallback texture
  112141. */
  112142. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  112143. /**
  112144. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  112145. * @param data contains the texture data
  112146. * @param texture defines the BabylonJS internal texture
  112147. * @param createPolynomials will be true if polynomials have been requested
  112148. * @param onLoad defines the callback to trigger once the texture is ready
  112149. * @param onError defines the callback to trigger in case of error
  112150. */
  112151. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  112152. /**
  112153. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  112154. * @param data contains the texture data
  112155. * @param texture defines the BabylonJS internal texture
  112156. * @param callback defines the method to call once ready to upload
  112157. */
  112158. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  112159. }
  112160. }
  112161. declare module BABYLON {
  112162. /** @hidden */
  112163. export var rgbdEncodePixelShader: {
  112164. name: string;
  112165. shader: string;
  112166. };
  112167. }
  112168. declare module BABYLON {
  112169. /**
  112170. * Raw texture data and descriptor sufficient for WebGL texture upload
  112171. */
  112172. export interface EnvironmentTextureInfo {
  112173. /**
  112174. * Version of the environment map
  112175. */
  112176. version: number;
  112177. /**
  112178. * Width of image
  112179. */
  112180. width: number;
  112181. /**
  112182. * Irradiance information stored in the file.
  112183. */
  112184. irradiance: any;
  112185. /**
  112186. * Specular information stored in the file.
  112187. */
  112188. specular: any;
  112189. }
  112190. /**
  112191. * Sets of helpers addressing the serialization and deserialization of environment texture
  112192. * stored in a BabylonJS env file.
  112193. * Those files are usually stored as .env files.
  112194. */
  112195. export class EnvironmentTextureTools {
  112196. /**
  112197. * Magic number identifying the env file.
  112198. */
  112199. private static _MagicBytes;
  112200. /**
  112201. * Gets the environment info from an env file.
  112202. * @param data The array buffer containing the .env bytes.
  112203. * @returns the environment file info (the json header) if successfully parsed.
  112204. */
  112205. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  112206. /**
  112207. * Creates an environment texture from a loaded cube texture.
  112208. * @param texture defines the cube texture to convert in env file
  112209. * @return a promise containing the environment data if succesfull.
  112210. */
  112211. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  112212. /**
  112213. * Creates a JSON representation of the spherical data.
  112214. * @param texture defines the texture containing the polynomials
  112215. * @return the JSON representation of the spherical info
  112216. */
  112217. private static _CreateEnvTextureIrradiance;
  112218. /**
  112219. * Uploads the texture info contained in the env file to the GPU.
  112220. * @param texture defines the internal texture to upload to
  112221. * @param arrayBuffer defines the buffer cotaining the data to load
  112222. * @param info defines the texture info retrieved through the GetEnvInfo method
  112223. * @returns a promise
  112224. */
  112225. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  112226. /**
  112227. * Uploads the levels of image data to the GPU.
  112228. * @param texture defines the internal texture to upload to
  112229. * @param imageData defines the array buffer views of image data [mipmap][face]
  112230. * @returns a promise
  112231. */
  112232. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  112233. /**
  112234. * Uploads spherical polynomials information to the texture.
  112235. * @param texture defines the texture we are trying to upload the information to
  112236. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  112237. */
  112238. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  112239. /** @hidden */
  112240. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  112241. }
  112242. }
  112243. declare module BABYLON {
  112244. /**
  112245. * Implementation of the ENV Texture Loader.
  112246. * @hidden
  112247. */
  112248. export class _ENVTextureLoader implements IInternalTextureLoader {
  112249. /**
  112250. * Defines wether the loader supports cascade loading the different faces.
  112251. */
  112252. readonly supportCascades: boolean;
  112253. /**
  112254. * This returns if the loader support the current file information.
  112255. * @param extension defines the file extension of the file being loaded
  112256. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112257. * @param fallback defines the fallback internal texture if any
  112258. * @param isBase64 defines whether the texture is encoded as a base64
  112259. * @param isBuffer defines whether the texture data are stored as a buffer
  112260. * @returns true if the loader can load the specified file
  112261. */
  112262. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  112263. /**
  112264. * Transform the url before loading if required.
  112265. * @param rootUrl the url of the texture
  112266. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112267. * @returns the transformed texture
  112268. */
  112269. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  112270. /**
  112271. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  112272. * @param rootUrl the url of the texture
  112273. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112274. * @returns the fallback texture
  112275. */
  112276. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  112277. /**
  112278. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  112279. * @param data contains the texture data
  112280. * @param texture defines the BabylonJS internal texture
  112281. * @param createPolynomials will be true if polynomials have been requested
  112282. * @param onLoad defines the callback to trigger once the texture is ready
  112283. * @param onError defines the callback to trigger in case of error
  112284. */
  112285. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  112286. /**
  112287. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  112288. * @param data contains the texture data
  112289. * @param texture defines the BabylonJS internal texture
  112290. * @param callback defines the method to call once ready to upload
  112291. */
  112292. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  112293. }
  112294. }
  112295. declare module BABYLON {
  112296. /**
  112297. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  112298. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  112299. */
  112300. export class KhronosTextureContainer {
  112301. /** contents of the KTX container file */
  112302. arrayBuffer: any;
  112303. private static HEADER_LEN;
  112304. private static COMPRESSED_2D;
  112305. private static COMPRESSED_3D;
  112306. private static TEX_2D;
  112307. private static TEX_3D;
  112308. /**
  112309. * Gets the openGL type
  112310. */
  112311. glType: number;
  112312. /**
  112313. * Gets the openGL type size
  112314. */
  112315. glTypeSize: number;
  112316. /**
  112317. * Gets the openGL format
  112318. */
  112319. glFormat: number;
  112320. /**
  112321. * Gets the openGL internal format
  112322. */
  112323. glInternalFormat: number;
  112324. /**
  112325. * Gets the base internal format
  112326. */
  112327. glBaseInternalFormat: number;
  112328. /**
  112329. * Gets image width in pixel
  112330. */
  112331. pixelWidth: number;
  112332. /**
  112333. * Gets image height in pixel
  112334. */
  112335. pixelHeight: number;
  112336. /**
  112337. * Gets image depth in pixels
  112338. */
  112339. pixelDepth: number;
  112340. /**
  112341. * Gets the number of array elements
  112342. */
  112343. numberOfArrayElements: number;
  112344. /**
  112345. * Gets the number of faces
  112346. */
  112347. numberOfFaces: number;
  112348. /**
  112349. * Gets the number of mipmap levels
  112350. */
  112351. numberOfMipmapLevels: number;
  112352. /**
  112353. * Gets the bytes of key value data
  112354. */
  112355. bytesOfKeyValueData: number;
  112356. /**
  112357. * Gets the load type
  112358. */
  112359. loadType: number;
  112360. /**
  112361. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  112362. */
  112363. isInvalid: boolean;
  112364. /**
  112365. * Creates a new KhronosTextureContainer
  112366. * @param arrayBuffer contents of the KTX container file
  112367. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  112368. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  112369. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  112370. */
  112371. constructor(
  112372. /** contents of the KTX container file */
  112373. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  112374. /**
  112375. * Uploads KTX content to a Babylon Texture.
  112376. * It is assumed that the texture has already been created & is currently bound
  112377. * @hidden
  112378. */
  112379. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  112380. private _upload2DCompressedLevels;
  112381. }
  112382. }
  112383. declare module BABYLON {
  112384. /**
  112385. * Implementation of the KTX Texture Loader.
  112386. * @hidden
  112387. */
  112388. export class _KTXTextureLoader implements IInternalTextureLoader {
  112389. /**
  112390. * Defines wether the loader supports cascade loading the different faces.
  112391. */
  112392. readonly supportCascades: boolean;
  112393. /**
  112394. * This returns if the loader support the current file information.
  112395. * @param extension defines the file extension of the file being loaded
  112396. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112397. * @param fallback defines the fallback internal texture if any
  112398. * @param isBase64 defines whether the texture is encoded as a base64
  112399. * @param isBuffer defines whether the texture data are stored as a buffer
  112400. * @returns true if the loader can load the specified file
  112401. */
  112402. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  112403. /**
  112404. * Transform the url before loading if required.
  112405. * @param rootUrl the url of the texture
  112406. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112407. * @returns the transformed texture
  112408. */
  112409. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  112410. /**
  112411. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  112412. * @param rootUrl the url of the texture
  112413. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112414. * @returns the fallback texture
  112415. */
  112416. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  112417. /**
  112418. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  112419. * @param data contains the texture data
  112420. * @param texture defines the BabylonJS internal texture
  112421. * @param createPolynomials will be true if polynomials have been requested
  112422. * @param onLoad defines the callback to trigger once the texture is ready
  112423. * @param onError defines the callback to trigger in case of error
  112424. */
  112425. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  112426. /**
  112427. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  112428. * @param data contains the texture data
  112429. * @param texture defines the BabylonJS internal texture
  112430. * @param callback defines the method to call once ready to upload
  112431. */
  112432. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  112433. }
  112434. }
  112435. declare module BABYLON {
  112436. /**
  112437. * Options for the default xr helper
  112438. */
  112439. export class WebXRDefaultExperienceOptions {
  112440. /**
  112441. * Floor meshes that should be used for teleporting
  112442. */
  112443. floorMeshes: Array<AbstractMesh>;
  112444. }
  112445. /**
  112446. * Default experience which provides a similar setup to the previous webVRExperience
  112447. */
  112448. export class WebXRDefaultExperience {
  112449. /**
  112450. * Base experience
  112451. */
  112452. baseExperience: WebXRExperienceHelper;
  112453. /**
  112454. * Input experience extension
  112455. */
  112456. input: WebXRInput;
  112457. /**
  112458. * Loads the controller models
  112459. */
  112460. controllerModelLoader: WebXRControllerModelLoader;
  112461. /**
  112462. * Enables laser pointer and selection
  112463. */
  112464. pointerSelection: WebXRControllerPointerSelection;
  112465. /**
  112466. * Enables teleportation
  112467. */
  112468. teleportation: WebXRControllerTeleportation;
  112469. /**
  112470. * Enables ui for enetering/exiting xr
  112471. */
  112472. enterExitUI: WebXREnterExitUI;
  112473. /**
  112474. * Default output canvas xr should render to
  112475. */
  112476. outputCanvas: WebXRManagedOutputCanvas;
  112477. /**
  112478. * Creates the default xr experience
  112479. * @param scene scene
  112480. * @param options options for basic configuration
  112481. * @returns resulting WebXRDefaultExperience
  112482. */
  112483. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  112484. private constructor();
  112485. /**
  112486. * DIsposes of the experience helper
  112487. */
  112488. dispose(): void;
  112489. }
  112490. }
  112491. declare module BABYLON {
  112492. /** @hidden */
  112493. export var _forceSceneHelpersToBundle: boolean;
  112494. interface Scene {
  112495. /**
  112496. * Creates a default light for the scene.
  112497. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  112498. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  112499. */
  112500. createDefaultLight(replace?: boolean): void;
  112501. /**
  112502. * Creates a default camera for the scene.
  112503. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  112504. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  112505. * @param replace has default false, when true replaces the active camera in the scene
  112506. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  112507. */
  112508. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  112509. /**
  112510. * Creates a default camera and a default light.
  112511. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  112512. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  112513. * @param replace has the default false, when true replaces the active camera/light in the scene
  112514. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  112515. */
  112516. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  112517. /**
  112518. * Creates a new sky box
  112519. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  112520. * @param environmentTexture defines the texture to use as environment texture
  112521. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  112522. * @param scale defines the overall scale of the skybox
  112523. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  112524. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  112525. * @returns a new mesh holding the sky box
  112526. */
  112527. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  112528. /**
  112529. * Creates a new environment
  112530. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  112531. * @param options defines the options you can use to configure the environment
  112532. * @returns the new EnvironmentHelper
  112533. */
  112534. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  112535. /**
  112536. * Creates a new VREXperienceHelper
  112537. * @see http://doc.babylonjs.com/how_to/webvr_helper
  112538. * @param webVROptions defines the options used to create the new VREXperienceHelper
  112539. * @returns a new VREXperienceHelper
  112540. */
  112541. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  112542. /**
  112543. * Creates a new WebXRDefaultExperience
  112544. * @see http://doc.babylonjs.com/how_to/webxr
  112545. * @param options experience options
  112546. * @returns a promise for a new WebXRDefaultExperience
  112547. */
  112548. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  112549. }
  112550. }
  112551. declare module BABYLON {
  112552. /**
  112553. * Contains position and normal vectors for a vertex
  112554. */
  112555. export class PositionNormalVertex {
  112556. /** the position of the vertex (defaut: 0,0,0) */
  112557. position: Vector3;
  112558. /** the normal of the vertex (defaut: 0,1,0) */
  112559. normal: Vector3;
  112560. /**
  112561. * Creates a PositionNormalVertex
  112562. * @param position the position of the vertex (defaut: 0,0,0)
  112563. * @param normal the normal of the vertex (defaut: 0,1,0)
  112564. */
  112565. constructor(
  112566. /** the position of the vertex (defaut: 0,0,0) */
  112567. position?: Vector3,
  112568. /** the normal of the vertex (defaut: 0,1,0) */
  112569. normal?: Vector3);
  112570. /**
  112571. * Clones the PositionNormalVertex
  112572. * @returns the cloned PositionNormalVertex
  112573. */
  112574. clone(): PositionNormalVertex;
  112575. }
  112576. /**
  112577. * Contains position, normal and uv vectors for a vertex
  112578. */
  112579. export class PositionNormalTextureVertex {
  112580. /** the position of the vertex (defaut: 0,0,0) */
  112581. position: Vector3;
  112582. /** the normal of the vertex (defaut: 0,1,0) */
  112583. normal: Vector3;
  112584. /** the uv of the vertex (default: 0,0) */
  112585. uv: Vector2;
  112586. /**
  112587. * Creates a PositionNormalTextureVertex
  112588. * @param position the position of the vertex (defaut: 0,0,0)
  112589. * @param normal the normal of the vertex (defaut: 0,1,0)
  112590. * @param uv the uv of the vertex (default: 0,0)
  112591. */
  112592. constructor(
  112593. /** the position of the vertex (defaut: 0,0,0) */
  112594. position?: Vector3,
  112595. /** the normal of the vertex (defaut: 0,1,0) */
  112596. normal?: Vector3,
  112597. /** the uv of the vertex (default: 0,0) */
  112598. uv?: Vector2);
  112599. /**
  112600. * Clones the PositionNormalTextureVertex
  112601. * @returns the cloned PositionNormalTextureVertex
  112602. */
  112603. clone(): PositionNormalTextureVertex;
  112604. }
  112605. }
  112606. declare module BABYLON {
  112607. /**
  112608. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  112609. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  112610. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  112611. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  112612. */
  112613. export class VideoDome extends TransformNode {
  112614. /**
  112615. * Define the video source as a Monoscopic panoramic 360 video.
  112616. */
  112617. static readonly MODE_MONOSCOPIC: number;
  112618. /**
  112619. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  112620. */
  112621. static readonly MODE_TOPBOTTOM: number;
  112622. /**
  112623. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  112624. */
  112625. static readonly MODE_SIDEBYSIDE: number;
  112626. private _halfDome;
  112627. private _useDirectMapping;
  112628. /**
  112629. * The video texture being displayed on the sphere
  112630. */
  112631. protected _videoTexture: VideoTexture;
  112632. /**
  112633. * Gets the video texture being displayed on the sphere
  112634. */
  112635. readonly videoTexture: VideoTexture;
  112636. /**
  112637. * The skybox material
  112638. */
  112639. protected _material: BackgroundMaterial;
  112640. /**
  112641. * The surface used for the skybox
  112642. */
  112643. protected _mesh: Mesh;
  112644. /**
  112645. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  112646. */
  112647. private _halfDomeMask;
  112648. /**
  112649. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  112650. * Also see the options.resolution property.
  112651. */
  112652. fovMultiplier: number;
  112653. private _videoMode;
  112654. /**
  112655. * Gets or set the current video mode for the video. It can be:
  112656. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  112657. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  112658. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  112659. */
  112660. videoMode: number;
  112661. /**
  112662. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  112663. *
  112664. */
  112665. /**
  112666. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  112667. */
  112668. halfDome: boolean;
  112669. /**
  112670. * Oberserver used in Stereoscopic VR Mode.
  112671. */
  112672. private _onBeforeCameraRenderObserver;
  112673. /**
  112674. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  112675. * @param name Element's name, child elements will append suffixes for their own names.
  112676. * @param urlsOrVideo defines the url(s) or the video element to use
  112677. * @param options An object containing optional or exposed sub element properties
  112678. */
  112679. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  112680. resolution?: number;
  112681. clickToPlay?: boolean;
  112682. autoPlay?: boolean;
  112683. loop?: boolean;
  112684. size?: number;
  112685. poster?: string;
  112686. faceForward?: boolean;
  112687. useDirectMapping?: boolean;
  112688. halfDomeMode?: boolean;
  112689. }, scene: Scene);
  112690. private _changeVideoMode;
  112691. /**
  112692. * Releases resources associated with this node.
  112693. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  112694. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  112695. */
  112696. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  112697. }
  112698. }
  112699. declare module BABYLON {
  112700. /**
  112701. * This class can be used to get instrumentation data from a Babylon engine
  112702. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  112703. */
  112704. export class EngineInstrumentation implements IDisposable {
  112705. /**
  112706. * Define the instrumented engine.
  112707. */
  112708. engine: Engine;
  112709. private _captureGPUFrameTime;
  112710. private _gpuFrameTimeToken;
  112711. private _gpuFrameTime;
  112712. private _captureShaderCompilationTime;
  112713. private _shaderCompilationTime;
  112714. private _onBeginFrameObserver;
  112715. private _onEndFrameObserver;
  112716. private _onBeforeShaderCompilationObserver;
  112717. private _onAfterShaderCompilationObserver;
  112718. /**
  112719. * Gets the perf counter used for GPU frame time
  112720. */
  112721. readonly gpuFrameTimeCounter: PerfCounter;
  112722. /**
  112723. * Gets the GPU frame time capture status
  112724. */
  112725. /**
  112726. * Enable or disable the GPU frame time capture
  112727. */
  112728. captureGPUFrameTime: boolean;
  112729. /**
  112730. * Gets the perf counter used for shader compilation time
  112731. */
  112732. readonly shaderCompilationTimeCounter: PerfCounter;
  112733. /**
  112734. * Gets the shader compilation time capture status
  112735. */
  112736. /**
  112737. * Enable or disable the shader compilation time capture
  112738. */
  112739. captureShaderCompilationTime: boolean;
  112740. /**
  112741. * Instantiates a new engine instrumentation.
  112742. * This class can be used to get instrumentation data from a Babylon engine
  112743. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  112744. * @param engine Defines the engine to instrument
  112745. */
  112746. constructor(
  112747. /**
  112748. * Define the instrumented engine.
  112749. */
  112750. engine: Engine);
  112751. /**
  112752. * Dispose and release associated resources.
  112753. */
  112754. dispose(): void;
  112755. }
  112756. }
  112757. declare module BABYLON {
  112758. /**
  112759. * This class can be used to get instrumentation data from a Babylon engine
  112760. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  112761. */
  112762. export class SceneInstrumentation implements IDisposable {
  112763. /**
  112764. * Defines the scene to instrument
  112765. */
  112766. scene: Scene;
  112767. private _captureActiveMeshesEvaluationTime;
  112768. private _activeMeshesEvaluationTime;
  112769. private _captureRenderTargetsRenderTime;
  112770. private _renderTargetsRenderTime;
  112771. private _captureFrameTime;
  112772. private _frameTime;
  112773. private _captureRenderTime;
  112774. private _renderTime;
  112775. private _captureInterFrameTime;
  112776. private _interFrameTime;
  112777. private _captureParticlesRenderTime;
  112778. private _particlesRenderTime;
  112779. private _captureSpritesRenderTime;
  112780. private _spritesRenderTime;
  112781. private _capturePhysicsTime;
  112782. private _physicsTime;
  112783. private _captureAnimationsTime;
  112784. private _animationsTime;
  112785. private _captureCameraRenderTime;
  112786. private _cameraRenderTime;
  112787. private _onBeforeActiveMeshesEvaluationObserver;
  112788. private _onAfterActiveMeshesEvaluationObserver;
  112789. private _onBeforeRenderTargetsRenderObserver;
  112790. private _onAfterRenderTargetsRenderObserver;
  112791. private _onAfterRenderObserver;
  112792. private _onBeforeDrawPhaseObserver;
  112793. private _onAfterDrawPhaseObserver;
  112794. private _onBeforeAnimationsObserver;
  112795. private _onBeforeParticlesRenderingObserver;
  112796. private _onAfterParticlesRenderingObserver;
  112797. private _onBeforeSpritesRenderingObserver;
  112798. private _onAfterSpritesRenderingObserver;
  112799. private _onBeforePhysicsObserver;
  112800. private _onAfterPhysicsObserver;
  112801. private _onAfterAnimationsObserver;
  112802. private _onBeforeCameraRenderObserver;
  112803. private _onAfterCameraRenderObserver;
  112804. /**
  112805. * Gets the perf counter used for active meshes evaluation time
  112806. */
  112807. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  112808. /**
  112809. * Gets the active meshes evaluation time capture status
  112810. */
  112811. /**
  112812. * Enable or disable the active meshes evaluation time capture
  112813. */
  112814. captureActiveMeshesEvaluationTime: boolean;
  112815. /**
  112816. * Gets the perf counter used for render targets render time
  112817. */
  112818. readonly renderTargetsRenderTimeCounter: PerfCounter;
  112819. /**
  112820. * Gets the render targets render time capture status
  112821. */
  112822. /**
  112823. * Enable or disable the render targets render time capture
  112824. */
  112825. captureRenderTargetsRenderTime: boolean;
  112826. /**
  112827. * Gets the perf counter used for particles render time
  112828. */
  112829. readonly particlesRenderTimeCounter: PerfCounter;
  112830. /**
  112831. * Gets the particles render time capture status
  112832. */
  112833. /**
  112834. * Enable or disable the particles render time capture
  112835. */
  112836. captureParticlesRenderTime: boolean;
  112837. /**
  112838. * Gets the perf counter used for sprites render time
  112839. */
  112840. readonly spritesRenderTimeCounter: PerfCounter;
  112841. /**
  112842. * Gets the sprites render time capture status
  112843. */
  112844. /**
  112845. * Enable or disable the sprites render time capture
  112846. */
  112847. captureSpritesRenderTime: boolean;
  112848. /**
  112849. * Gets the perf counter used for physics time
  112850. */
  112851. readonly physicsTimeCounter: PerfCounter;
  112852. /**
  112853. * Gets the physics time capture status
  112854. */
  112855. /**
  112856. * Enable or disable the physics time capture
  112857. */
  112858. capturePhysicsTime: boolean;
  112859. /**
  112860. * Gets the perf counter used for animations time
  112861. */
  112862. readonly animationsTimeCounter: PerfCounter;
  112863. /**
  112864. * Gets the animations time capture status
  112865. */
  112866. /**
  112867. * Enable or disable the animations time capture
  112868. */
  112869. captureAnimationsTime: boolean;
  112870. /**
  112871. * Gets the perf counter used for frame time capture
  112872. */
  112873. readonly frameTimeCounter: PerfCounter;
  112874. /**
  112875. * Gets the frame time capture status
  112876. */
  112877. /**
  112878. * Enable or disable the frame time capture
  112879. */
  112880. captureFrameTime: boolean;
  112881. /**
  112882. * Gets the perf counter used for inter-frames time capture
  112883. */
  112884. readonly interFrameTimeCounter: PerfCounter;
  112885. /**
  112886. * Gets the inter-frames time capture status
  112887. */
  112888. /**
  112889. * Enable or disable the inter-frames time capture
  112890. */
  112891. captureInterFrameTime: boolean;
  112892. /**
  112893. * Gets the perf counter used for render time capture
  112894. */
  112895. readonly renderTimeCounter: PerfCounter;
  112896. /**
  112897. * Gets the render time capture status
  112898. */
  112899. /**
  112900. * Enable or disable the render time capture
  112901. */
  112902. captureRenderTime: boolean;
  112903. /**
  112904. * Gets the perf counter used for camera render time capture
  112905. */
  112906. readonly cameraRenderTimeCounter: PerfCounter;
  112907. /**
  112908. * Gets the camera render time capture status
  112909. */
  112910. /**
  112911. * Enable or disable the camera render time capture
  112912. */
  112913. captureCameraRenderTime: boolean;
  112914. /**
  112915. * Gets the perf counter used for draw calls
  112916. */
  112917. readonly drawCallsCounter: PerfCounter;
  112918. /**
  112919. * Instantiates a new scene instrumentation.
  112920. * This class can be used to get instrumentation data from a Babylon engine
  112921. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  112922. * @param scene Defines the scene to instrument
  112923. */
  112924. constructor(
  112925. /**
  112926. * Defines the scene to instrument
  112927. */
  112928. scene: Scene);
  112929. /**
  112930. * Dispose and release associated resources.
  112931. */
  112932. dispose(): void;
  112933. }
  112934. }
  112935. declare module BABYLON {
  112936. /** @hidden */
  112937. export var glowMapGenerationPixelShader: {
  112938. name: string;
  112939. shader: string;
  112940. };
  112941. }
  112942. declare module BABYLON {
  112943. /** @hidden */
  112944. export var glowMapGenerationVertexShader: {
  112945. name: string;
  112946. shader: string;
  112947. };
  112948. }
  112949. declare module BABYLON {
  112950. /**
  112951. * Effect layer options. This helps customizing the behaviour
  112952. * of the effect layer.
  112953. */
  112954. export interface IEffectLayerOptions {
  112955. /**
  112956. * Multiplication factor apply to the canvas size to compute the render target size
  112957. * used to generated the objects (the smaller the faster).
  112958. */
  112959. mainTextureRatio: number;
  112960. /**
  112961. * Enforces a fixed size texture to ensure effect stability across devices.
  112962. */
  112963. mainTextureFixedSize?: number;
  112964. /**
  112965. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  112966. */
  112967. alphaBlendingMode: number;
  112968. /**
  112969. * The camera attached to the layer.
  112970. */
  112971. camera: Nullable<Camera>;
  112972. /**
  112973. * The rendering group to draw the layer in.
  112974. */
  112975. renderingGroupId: number;
  112976. }
  112977. /**
  112978. * The effect layer Helps adding post process effect blended with the main pass.
  112979. *
  112980. * This can be for instance use to generate glow or higlight effects on the scene.
  112981. *
  112982. * The effect layer class can not be used directly and is intented to inherited from to be
  112983. * customized per effects.
  112984. */
  112985. export abstract class EffectLayer {
  112986. private _vertexBuffers;
  112987. private _indexBuffer;
  112988. private _cachedDefines;
  112989. private _effectLayerMapGenerationEffect;
  112990. private _effectLayerOptions;
  112991. private _mergeEffect;
  112992. protected _scene: Scene;
  112993. protected _engine: Engine;
  112994. protected _maxSize: number;
  112995. protected _mainTextureDesiredSize: ISize;
  112996. protected _mainTexture: RenderTargetTexture;
  112997. protected _shouldRender: boolean;
  112998. protected _postProcesses: PostProcess[];
  112999. protected _textures: BaseTexture[];
  113000. protected _emissiveTextureAndColor: {
  113001. texture: Nullable<BaseTexture>;
  113002. color: Color4;
  113003. };
  113004. /**
  113005. * The name of the layer
  113006. */
  113007. name: string;
  113008. /**
  113009. * The clear color of the texture used to generate the glow map.
  113010. */
  113011. neutralColor: Color4;
  113012. /**
  113013. * Specifies wether the highlight layer is enabled or not.
  113014. */
  113015. isEnabled: boolean;
  113016. /**
  113017. * Gets the camera attached to the layer.
  113018. */
  113019. readonly camera: Nullable<Camera>;
  113020. /**
  113021. * Gets the rendering group id the layer should render in.
  113022. */
  113023. renderingGroupId: number;
  113024. /**
  113025. * An event triggered when the effect layer has been disposed.
  113026. */
  113027. onDisposeObservable: Observable<EffectLayer>;
  113028. /**
  113029. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  113030. */
  113031. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  113032. /**
  113033. * An event triggered when the generated texture is being merged in the scene.
  113034. */
  113035. onBeforeComposeObservable: Observable<EffectLayer>;
  113036. /**
  113037. * An event triggered when the generated texture has been merged in the scene.
  113038. */
  113039. onAfterComposeObservable: Observable<EffectLayer>;
  113040. /**
  113041. * An event triggered when the efffect layer changes its size.
  113042. */
  113043. onSizeChangedObservable: Observable<EffectLayer>;
  113044. /** @hidden */
  113045. static _SceneComponentInitialization: (scene: Scene) => void;
  113046. /**
  113047. * Instantiates a new effect Layer and references it in the scene.
  113048. * @param name The name of the layer
  113049. * @param scene The scene to use the layer in
  113050. */
  113051. constructor(
  113052. /** The Friendly of the effect in the scene */
  113053. name: string, scene: Scene);
  113054. /**
  113055. * Get the effect name of the layer.
  113056. * @return The effect name
  113057. */
  113058. abstract getEffectName(): string;
  113059. /**
  113060. * Checks for the readiness of the element composing the layer.
  113061. * @param subMesh the mesh to check for
  113062. * @param useInstances specify wether or not to use instances to render the mesh
  113063. * @return true if ready otherwise, false
  113064. */
  113065. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  113066. /**
  113067. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113068. * @returns true if the effect requires stencil during the main canvas render pass.
  113069. */
  113070. abstract needStencil(): boolean;
  113071. /**
  113072. * Create the merge effect. This is the shader use to blit the information back
  113073. * to the main canvas at the end of the scene rendering.
  113074. * @returns The effect containing the shader used to merge the effect on the main canvas
  113075. */
  113076. protected abstract _createMergeEffect(): Effect;
  113077. /**
  113078. * Creates the render target textures and post processes used in the effect layer.
  113079. */
  113080. protected abstract _createTextureAndPostProcesses(): void;
  113081. /**
  113082. * Implementation specific of rendering the generating effect on the main canvas.
  113083. * @param effect The effect used to render through
  113084. */
  113085. protected abstract _internalRender(effect: Effect): void;
  113086. /**
  113087. * Sets the required values for both the emissive texture and and the main color.
  113088. */
  113089. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  113090. /**
  113091. * Free any resources and references associated to a mesh.
  113092. * Internal use
  113093. * @param mesh The mesh to free.
  113094. */
  113095. abstract _disposeMesh(mesh: Mesh): void;
  113096. /**
  113097. * Serializes this layer (Glow or Highlight for example)
  113098. * @returns a serialized layer object
  113099. */
  113100. abstract serialize?(): any;
  113101. /**
  113102. * Initializes the effect layer with the required options.
  113103. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  113104. */
  113105. protected _init(options: Partial<IEffectLayerOptions>): void;
  113106. /**
  113107. * Generates the index buffer of the full screen quad blending to the main canvas.
  113108. */
  113109. private _generateIndexBuffer;
  113110. /**
  113111. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  113112. */
  113113. private _generateVertexBuffer;
  113114. /**
  113115. * Sets the main texture desired size which is the closest power of two
  113116. * of the engine canvas size.
  113117. */
  113118. private _setMainTextureSize;
  113119. /**
  113120. * Creates the main texture for the effect layer.
  113121. */
  113122. protected _createMainTexture(): void;
  113123. /**
  113124. * Adds specific effects defines.
  113125. * @param defines The defines to add specifics to.
  113126. */
  113127. protected _addCustomEffectDefines(defines: string[]): void;
  113128. /**
  113129. * Checks for the readiness of the element composing the layer.
  113130. * @param subMesh the mesh to check for
  113131. * @param useInstances specify wether or not to use instances to render the mesh
  113132. * @param emissiveTexture the associated emissive texture used to generate the glow
  113133. * @return true if ready otherwise, false
  113134. */
  113135. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  113136. /**
  113137. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  113138. */
  113139. render(): void;
  113140. /**
  113141. * Determine if a given mesh will be used in the current effect.
  113142. * @param mesh mesh to test
  113143. * @returns true if the mesh will be used
  113144. */
  113145. hasMesh(mesh: AbstractMesh): boolean;
  113146. /**
  113147. * Returns true if the layer contains information to display, otherwise false.
  113148. * @returns true if the glow layer should be rendered
  113149. */
  113150. shouldRender(): boolean;
  113151. /**
  113152. * Returns true if the mesh should render, otherwise false.
  113153. * @param mesh The mesh to render
  113154. * @returns true if it should render otherwise false
  113155. */
  113156. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  113157. /**
  113158. * Returns true if the mesh can be rendered, otherwise false.
  113159. * @param mesh The mesh to render
  113160. * @param material The material used on the mesh
  113161. * @returns true if it can be rendered otherwise false
  113162. */
  113163. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  113164. /**
  113165. * Returns true if the mesh should render, otherwise false.
  113166. * @param mesh The mesh to render
  113167. * @returns true if it should render otherwise false
  113168. */
  113169. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  113170. /**
  113171. * Renders the submesh passed in parameter to the generation map.
  113172. */
  113173. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  113174. /**
  113175. * Rebuild the required buffers.
  113176. * @hidden Internal use only.
  113177. */
  113178. _rebuild(): void;
  113179. /**
  113180. * Dispose only the render target textures and post process.
  113181. */
  113182. private _disposeTextureAndPostProcesses;
  113183. /**
  113184. * Dispose the highlight layer and free resources.
  113185. */
  113186. dispose(): void;
  113187. /**
  113188. * Gets the class name of the effect layer
  113189. * @returns the string with the class name of the effect layer
  113190. */
  113191. getClassName(): string;
  113192. /**
  113193. * Creates an effect layer from parsed effect layer data
  113194. * @param parsedEffectLayer defines effect layer data
  113195. * @param scene defines the current scene
  113196. * @param rootUrl defines the root URL containing the effect layer information
  113197. * @returns a parsed effect Layer
  113198. */
  113199. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  113200. }
  113201. }
  113202. declare module BABYLON {
  113203. interface AbstractScene {
  113204. /**
  113205. * The list of effect layers (highlights/glow) added to the scene
  113206. * @see http://doc.babylonjs.com/how_to/highlight_layer
  113207. * @see http://doc.babylonjs.com/how_to/glow_layer
  113208. */
  113209. effectLayers: Array<EffectLayer>;
  113210. /**
  113211. * Removes the given effect layer from this scene.
  113212. * @param toRemove defines the effect layer to remove
  113213. * @returns the index of the removed effect layer
  113214. */
  113215. removeEffectLayer(toRemove: EffectLayer): number;
  113216. /**
  113217. * Adds the given effect layer to this scene
  113218. * @param newEffectLayer defines the effect layer to add
  113219. */
  113220. addEffectLayer(newEffectLayer: EffectLayer): void;
  113221. }
  113222. /**
  113223. * Defines the layer scene component responsible to manage any effect layers
  113224. * in a given scene.
  113225. */
  113226. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  113227. /**
  113228. * The component name helpfull to identify the component in the list of scene components.
  113229. */
  113230. readonly name: string;
  113231. /**
  113232. * The scene the component belongs to.
  113233. */
  113234. scene: Scene;
  113235. private _engine;
  113236. private _renderEffects;
  113237. private _needStencil;
  113238. private _previousStencilState;
  113239. /**
  113240. * Creates a new instance of the component for the given scene
  113241. * @param scene Defines the scene to register the component in
  113242. */
  113243. constructor(scene: Scene);
  113244. /**
  113245. * Registers the component in a given scene
  113246. */
  113247. register(): void;
  113248. /**
  113249. * Rebuilds the elements related to this component in case of
  113250. * context lost for instance.
  113251. */
  113252. rebuild(): void;
  113253. /**
  113254. * Serializes the component data to the specified json object
  113255. * @param serializationObject The object to serialize to
  113256. */
  113257. serialize(serializationObject: any): void;
  113258. /**
  113259. * Adds all the elements from the container to the scene
  113260. * @param container the container holding the elements
  113261. */
  113262. addFromContainer(container: AbstractScene): void;
  113263. /**
  113264. * Removes all the elements in the container from the scene
  113265. * @param container contains the elements to remove
  113266. * @param dispose if the removed element should be disposed (default: false)
  113267. */
  113268. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  113269. /**
  113270. * Disposes the component and the associated ressources.
  113271. */
  113272. dispose(): void;
  113273. private _isReadyForMesh;
  113274. private _renderMainTexture;
  113275. private _setStencil;
  113276. private _setStencilBack;
  113277. private _draw;
  113278. private _drawCamera;
  113279. private _drawRenderingGroup;
  113280. }
  113281. }
  113282. declare module BABYLON {
  113283. /** @hidden */
  113284. export var glowMapMergePixelShader: {
  113285. name: string;
  113286. shader: string;
  113287. };
  113288. }
  113289. declare module BABYLON {
  113290. /** @hidden */
  113291. export var glowMapMergeVertexShader: {
  113292. name: string;
  113293. shader: string;
  113294. };
  113295. }
  113296. declare module BABYLON {
  113297. interface AbstractScene {
  113298. /**
  113299. * Return a the first highlight layer of the scene with a given name.
  113300. * @param name The name of the highlight layer to look for.
  113301. * @return The highlight layer if found otherwise null.
  113302. */
  113303. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  113304. }
  113305. /**
  113306. * Glow layer options. This helps customizing the behaviour
  113307. * of the glow layer.
  113308. */
  113309. export interface IGlowLayerOptions {
  113310. /**
  113311. * Multiplication factor apply to the canvas size to compute the render target size
  113312. * used to generated the glowing objects (the smaller the faster).
  113313. */
  113314. mainTextureRatio: number;
  113315. /**
  113316. * Enforces a fixed size texture to ensure resize independant blur.
  113317. */
  113318. mainTextureFixedSize?: number;
  113319. /**
  113320. * How big is the kernel of the blur texture.
  113321. */
  113322. blurKernelSize: number;
  113323. /**
  113324. * The camera attached to the layer.
  113325. */
  113326. camera: Nullable<Camera>;
  113327. /**
  113328. * Enable MSAA by chosing the number of samples.
  113329. */
  113330. mainTextureSamples?: number;
  113331. /**
  113332. * The rendering group to draw the layer in.
  113333. */
  113334. renderingGroupId: number;
  113335. }
  113336. /**
  113337. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  113338. *
  113339. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  113340. * glowy meshes to your scene.
  113341. *
  113342. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  113343. */
  113344. export class GlowLayer extends EffectLayer {
  113345. /**
  113346. * Effect Name of the layer.
  113347. */
  113348. static readonly EffectName: string;
  113349. /**
  113350. * The default blur kernel size used for the glow.
  113351. */
  113352. static DefaultBlurKernelSize: number;
  113353. /**
  113354. * The default texture size ratio used for the glow.
  113355. */
  113356. static DefaultTextureRatio: number;
  113357. /**
  113358. * Sets the kernel size of the blur.
  113359. */
  113360. /**
  113361. * Gets the kernel size of the blur.
  113362. */
  113363. blurKernelSize: number;
  113364. /**
  113365. * Sets the glow intensity.
  113366. */
  113367. /**
  113368. * Gets the glow intensity.
  113369. */
  113370. intensity: number;
  113371. private _options;
  113372. private _intensity;
  113373. private _horizontalBlurPostprocess1;
  113374. private _verticalBlurPostprocess1;
  113375. private _horizontalBlurPostprocess2;
  113376. private _verticalBlurPostprocess2;
  113377. private _blurTexture1;
  113378. private _blurTexture2;
  113379. private _postProcesses1;
  113380. private _postProcesses2;
  113381. private _includedOnlyMeshes;
  113382. private _excludedMeshes;
  113383. /**
  113384. * Callback used to let the user override the color selection on a per mesh basis
  113385. */
  113386. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  113387. /**
  113388. * Callback used to let the user override the texture selection on a per mesh basis
  113389. */
  113390. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  113391. /**
  113392. * Instantiates a new glow Layer and references it to the scene.
  113393. * @param name The name of the layer
  113394. * @param scene The scene to use the layer in
  113395. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  113396. */
  113397. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  113398. /**
  113399. * Get the effect name of the layer.
  113400. * @return The effect name
  113401. */
  113402. getEffectName(): string;
  113403. /**
  113404. * Create the merge effect. This is the shader use to blit the information back
  113405. * to the main canvas at the end of the scene rendering.
  113406. */
  113407. protected _createMergeEffect(): Effect;
  113408. /**
  113409. * Creates the render target textures and post processes used in the glow layer.
  113410. */
  113411. protected _createTextureAndPostProcesses(): void;
  113412. /**
  113413. * Checks for the readiness of the element composing the layer.
  113414. * @param subMesh the mesh to check for
  113415. * @param useInstances specify wether or not to use instances to render the mesh
  113416. * @param emissiveTexture the associated emissive texture used to generate the glow
  113417. * @return true if ready otherwise, false
  113418. */
  113419. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  113420. /**
  113421. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113422. */
  113423. needStencil(): boolean;
  113424. /**
  113425. * Returns true if the mesh can be rendered, otherwise false.
  113426. * @param mesh The mesh to render
  113427. * @param material The material used on the mesh
  113428. * @returns true if it can be rendered otherwise false
  113429. */
  113430. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  113431. /**
  113432. * Implementation specific of rendering the generating effect on the main canvas.
  113433. * @param effect The effect used to render through
  113434. */
  113435. protected _internalRender(effect: Effect): void;
  113436. /**
  113437. * Sets the required values for both the emissive texture and and the main color.
  113438. */
  113439. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  113440. /**
  113441. * Returns true if the mesh should render, otherwise false.
  113442. * @param mesh The mesh to render
  113443. * @returns true if it should render otherwise false
  113444. */
  113445. protected _shouldRenderMesh(mesh: Mesh): boolean;
  113446. /**
  113447. * Adds specific effects defines.
  113448. * @param defines The defines to add specifics to.
  113449. */
  113450. protected _addCustomEffectDefines(defines: string[]): void;
  113451. /**
  113452. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  113453. * @param mesh The mesh to exclude from the glow layer
  113454. */
  113455. addExcludedMesh(mesh: Mesh): void;
  113456. /**
  113457. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  113458. * @param mesh The mesh to remove
  113459. */
  113460. removeExcludedMesh(mesh: Mesh): void;
  113461. /**
  113462. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  113463. * @param mesh The mesh to include in the glow layer
  113464. */
  113465. addIncludedOnlyMesh(mesh: Mesh): void;
  113466. /**
  113467. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  113468. * @param mesh The mesh to remove
  113469. */
  113470. removeIncludedOnlyMesh(mesh: Mesh): void;
  113471. /**
  113472. * Determine if a given mesh will be used in the glow layer
  113473. * @param mesh The mesh to test
  113474. * @returns true if the mesh will be highlighted by the current glow layer
  113475. */
  113476. hasMesh(mesh: AbstractMesh): boolean;
  113477. /**
  113478. * Free any resources and references associated to a mesh.
  113479. * Internal use
  113480. * @param mesh The mesh to free.
  113481. * @hidden
  113482. */
  113483. _disposeMesh(mesh: Mesh): void;
  113484. /**
  113485. * Gets the class name of the effect layer
  113486. * @returns the string with the class name of the effect layer
  113487. */
  113488. getClassName(): string;
  113489. /**
  113490. * Serializes this glow layer
  113491. * @returns a serialized glow layer object
  113492. */
  113493. serialize(): any;
  113494. /**
  113495. * Creates a Glow Layer from parsed glow layer data
  113496. * @param parsedGlowLayer defines glow layer data
  113497. * @param scene defines the current scene
  113498. * @param rootUrl defines the root URL containing the glow layer information
  113499. * @returns a parsed Glow Layer
  113500. */
  113501. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  113502. }
  113503. }
  113504. declare module BABYLON {
  113505. /** @hidden */
  113506. export var glowBlurPostProcessPixelShader: {
  113507. name: string;
  113508. shader: string;
  113509. };
  113510. }
  113511. declare module BABYLON {
  113512. interface AbstractScene {
  113513. /**
  113514. * Return a the first highlight layer of the scene with a given name.
  113515. * @param name The name of the highlight layer to look for.
  113516. * @return The highlight layer if found otherwise null.
  113517. */
  113518. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  113519. }
  113520. /**
  113521. * Highlight layer options. This helps customizing the behaviour
  113522. * of the highlight layer.
  113523. */
  113524. export interface IHighlightLayerOptions {
  113525. /**
  113526. * Multiplication factor apply to the canvas size to compute the render target size
  113527. * used to generated the glowing objects (the smaller the faster).
  113528. */
  113529. mainTextureRatio: number;
  113530. /**
  113531. * Enforces a fixed size texture to ensure resize independant blur.
  113532. */
  113533. mainTextureFixedSize?: number;
  113534. /**
  113535. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  113536. * of the picture to blur (the smaller the faster).
  113537. */
  113538. blurTextureSizeRatio: number;
  113539. /**
  113540. * How big in texel of the blur texture is the vertical blur.
  113541. */
  113542. blurVerticalSize: number;
  113543. /**
  113544. * How big in texel of the blur texture is the horizontal blur.
  113545. */
  113546. blurHorizontalSize: number;
  113547. /**
  113548. * Alpha blending mode used to apply the blur. Default is combine.
  113549. */
  113550. alphaBlendingMode: number;
  113551. /**
  113552. * The camera attached to the layer.
  113553. */
  113554. camera: Nullable<Camera>;
  113555. /**
  113556. * Should we display highlight as a solid stroke?
  113557. */
  113558. isStroke?: boolean;
  113559. /**
  113560. * The rendering group to draw the layer in.
  113561. */
  113562. renderingGroupId: number;
  113563. }
  113564. /**
  113565. * The highlight layer Helps adding a glow effect around a mesh.
  113566. *
  113567. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  113568. * glowy meshes to your scene.
  113569. *
  113570. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  113571. */
  113572. export class HighlightLayer extends EffectLayer {
  113573. name: string;
  113574. /**
  113575. * Effect Name of the highlight layer.
  113576. */
  113577. static readonly EffectName: string;
  113578. /**
  113579. * The neutral color used during the preparation of the glow effect.
  113580. * This is black by default as the blend operation is a blend operation.
  113581. */
  113582. static NeutralColor: Color4;
  113583. /**
  113584. * Stencil value used for glowing meshes.
  113585. */
  113586. static GlowingMeshStencilReference: number;
  113587. /**
  113588. * Stencil value used for the other meshes in the scene.
  113589. */
  113590. static NormalMeshStencilReference: number;
  113591. /**
  113592. * Specifies whether or not the inner glow is ACTIVE in the layer.
  113593. */
  113594. innerGlow: boolean;
  113595. /**
  113596. * Specifies whether or not the outer glow is ACTIVE in the layer.
  113597. */
  113598. outerGlow: boolean;
  113599. /**
  113600. * Specifies the horizontal size of the blur.
  113601. */
  113602. /**
  113603. * Gets the horizontal size of the blur.
  113604. */
  113605. blurHorizontalSize: number;
  113606. /**
  113607. * Specifies the vertical size of the blur.
  113608. */
  113609. /**
  113610. * Gets the vertical size of the blur.
  113611. */
  113612. blurVerticalSize: number;
  113613. /**
  113614. * An event triggered when the highlight layer is being blurred.
  113615. */
  113616. onBeforeBlurObservable: Observable<HighlightLayer>;
  113617. /**
  113618. * An event triggered when the highlight layer has been blurred.
  113619. */
  113620. onAfterBlurObservable: Observable<HighlightLayer>;
  113621. private _instanceGlowingMeshStencilReference;
  113622. private _options;
  113623. private _downSamplePostprocess;
  113624. private _horizontalBlurPostprocess;
  113625. private _verticalBlurPostprocess;
  113626. private _blurTexture;
  113627. private _meshes;
  113628. private _excludedMeshes;
  113629. /**
  113630. * Instantiates a new highlight Layer and references it to the scene..
  113631. * @param name The name of the layer
  113632. * @param scene The scene to use the layer in
  113633. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  113634. */
  113635. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  113636. /**
  113637. * Get the effect name of the layer.
  113638. * @return The effect name
  113639. */
  113640. getEffectName(): string;
  113641. /**
  113642. * Create the merge effect. This is the shader use to blit the information back
  113643. * to the main canvas at the end of the scene rendering.
  113644. */
  113645. protected _createMergeEffect(): Effect;
  113646. /**
  113647. * Creates the render target textures and post processes used in the highlight layer.
  113648. */
  113649. protected _createTextureAndPostProcesses(): void;
  113650. /**
  113651. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113652. */
  113653. needStencil(): boolean;
  113654. /**
  113655. * Checks for the readiness of the element composing the layer.
  113656. * @param subMesh the mesh to check for
  113657. * @param useInstances specify wether or not to use instances to render the mesh
  113658. * @param emissiveTexture the associated emissive texture used to generate the glow
  113659. * @return true if ready otherwise, false
  113660. */
  113661. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  113662. /**
  113663. * Implementation specific of rendering the generating effect on the main canvas.
  113664. * @param effect The effect used to render through
  113665. */
  113666. protected _internalRender(effect: Effect): void;
  113667. /**
  113668. * Returns true if the layer contains information to display, otherwise false.
  113669. */
  113670. shouldRender(): boolean;
  113671. /**
  113672. * Returns true if the mesh should render, otherwise false.
  113673. * @param mesh The mesh to render
  113674. * @returns true if it should render otherwise false
  113675. */
  113676. protected _shouldRenderMesh(mesh: Mesh): boolean;
  113677. /**
  113678. * Sets the required values for both the emissive texture and and the main color.
  113679. */
  113680. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  113681. /**
  113682. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  113683. * @param mesh The mesh to exclude from the highlight layer
  113684. */
  113685. addExcludedMesh(mesh: Mesh): void;
  113686. /**
  113687. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  113688. * @param mesh The mesh to highlight
  113689. */
  113690. removeExcludedMesh(mesh: Mesh): void;
  113691. /**
  113692. * Determine if a given mesh will be highlighted by the current HighlightLayer
  113693. * @param mesh mesh to test
  113694. * @returns true if the mesh will be highlighted by the current HighlightLayer
  113695. */
  113696. hasMesh(mesh: AbstractMesh): boolean;
  113697. /**
  113698. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  113699. * @param mesh The mesh to highlight
  113700. * @param color The color of the highlight
  113701. * @param glowEmissiveOnly Extract the glow from the emissive texture
  113702. */
  113703. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  113704. /**
  113705. * Remove a mesh from the highlight layer in order to make it stop glowing.
  113706. * @param mesh The mesh to highlight
  113707. */
  113708. removeMesh(mesh: Mesh): void;
  113709. /**
  113710. * Force the stencil to the normal expected value for none glowing parts
  113711. */
  113712. private _defaultStencilReference;
  113713. /**
  113714. * Free any resources and references associated to a mesh.
  113715. * Internal use
  113716. * @param mesh The mesh to free.
  113717. * @hidden
  113718. */
  113719. _disposeMesh(mesh: Mesh): void;
  113720. /**
  113721. * Dispose the highlight layer and free resources.
  113722. */
  113723. dispose(): void;
  113724. /**
  113725. * Gets the class name of the effect layer
  113726. * @returns the string with the class name of the effect layer
  113727. */
  113728. getClassName(): string;
  113729. /**
  113730. * Serializes this Highlight layer
  113731. * @returns a serialized Highlight layer object
  113732. */
  113733. serialize(): any;
  113734. /**
  113735. * Creates a Highlight layer from parsed Highlight layer data
  113736. * @param parsedHightlightLayer defines the Highlight layer data
  113737. * @param scene defines the current scene
  113738. * @param rootUrl defines the root URL containing the Highlight layer information
  113739. * @returns a parsed Highlight layer
  113740. */
  113741. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  113742. }
  113743. }
  113744. declare module BABYLON {
  113745. interface AbstractScene {
  113746. /**
  113747. * The list of layers (background and foreground) of the scene
  113748. */
  113749. layers: Array<Layer>;
  113750. }
  113751. /**
  113752. * Defines the layer scene component responsible to manage any layers
  113753. * in a given scene.
  113754. */
  113755. export class LayerSceneComponent implements ISceneComponent {
  113756. /**
  113757. * The component name helpfull to identify the component in the list of scene components.
  113758. */
  113759. readonly name: string;
  113760. /**
  113761. * The scene the component belongs to.
  113762. */
  113763. scene: Scene;
  113764. private _engine;
  113765. /**
  113766. * Creates a new instance of the component for the given scene
  113767. * @param scene Defines the scene to register the component in
  113768. */
  113769. constructor(scene: Scene);
  113770. /**
  113771. * Registers the component in a given scene
  113772. */
  113773. register(): void;
  113774. /**
  113775. * Rebuilds the elements related to this component in case of
  113776. * context lost for instance.
  113777. */
  113778. rebuild(): void;
  113779. /**
  113780. * Disposes the component and the associated ressources.
  113781. */
  113782. dispose(): void;
  113783. private _draw;
  113784. private _drawCameraPredicate;
  113785. private _drawCameraBackground;
  113786. private _drawCameraForeground;
  113787. private _drawRenderTargetPredicate;
  113788. private _drawRenderTargetBackground;
  113789. private _drawRenderTargetForeground;
  113790. /**
  113791. * Adds all the elements from the container to the scene
  113792. * @param container the container holding the elements
  113793. */
  113794. addFromContainer(container: AbstractScene): void;
  113795. /**
  113796. * Removes all the elements in the container from the scene
  113797. * @param container contains the elements to remove
  113798. * @param dispose if the removed element should be disposed (default: false)
  113799. */
  113800. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  113801. }
  113802. }
  113803. declare module BABYLON {
  113804. /** @hidden */
  113805. export var layerPixelShader: {
  113806. name: string;
  113807. shader: string;
  113808. };
  113809. }
  113810. declare module BABYLON {
  113811. /** @hidden */
  113812. export var layerVertexShader: {
  113813. name: string;
  113814. shader: string;
  113815. };
  113816. }
  113817. declare module BABYLON {
  113818. /**
  113819. * This represents a full screen 2d layer.
  113820. * This can be useful to display a picture in the background of your scene for instance.
  113821. * @see https://www.babylonjs-playground.com/#08A2BS#1
  113822. */
  113823. export class Layer {
  113824. /**
  113825. * Define the name of the layer.
  113826. */
  113827. name: string;
  113828. /**
  113829. * Define the texture the layer should display.
  113830. */
  113831. texture: Nullable<Texture>;
  113832. /**
  113833. * Is the layer in background or foreground.
  113834. */
  113835. isBackground: boolean;
  113836. /**
  113837. * Define the color of the layer (instead of texture).
  113838. */
  113839. color: Color4;
  113840. /**
  113841. * Define the scale of the layer in order to zoom in out of the texture.
  113842. */
  113843. scale: Vector2;
  113844. /**
  113845. * Define an offset for the layer in order to shift the texture.
  113846. */
  113847. offset: Vector2;
  113848. /**
  113849. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  113850. */
  113851. alphaBlendingMode: number;
  113852. /**
  113853. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  113854. * Alpha test will not mix with the background color in case of transparency.
  113855. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  113856. */
  113857. alphaTest: boolean;
  113858. /**
  113859. * Define a mask to restrict the layer to only some of the scene cameras.
  113860. */
  113861. layerMask: number;
  113862. /**
  113863. * Define the list of render target the layer is visible into.
  113864. */
  113865. renderTargetTextures: RenderTargetTexture[];
  113866. /**
  113867. * Define if the layer is only used in renderTarget or if it also
  113868. * renders in the main frame buffer of the canvas.
  113869. */
  113870. renderOnlyInRenderTargetTextures: boolean;
  113871. private _scene;
  113872. private _vertexBuffers;
  113873. private _indexBuffer;
  113874. private _effect;
  113875. private _alphaTestEffect;
  113876. /**
  113877. * An event triggered when the layer is disposed.
  113878. */
  113879. onDisposeObservable: Observable<Layer>;
  113880. private _onDisposeObserver;
  113881. /**
  113882. * Back compatibility with callback before the onDisposeObservable existed.
  113883. * The set callback will be triggered when the layer has been disposed.
  113884. */
  113885. onDispose: () => void;
  113886. /**
  113887. * An event triggered before rendering the scene
  113888. */
  113889. onBeforeRenderObservable: Observable<Layer>;
  113890. private _onBeforeRenderObserver;
  113891. /**
  113892. * Back compatibility with callback before the onBeforeRenderObservable existed.
  113893. * The set callback will be triggered just before rendering the layer.
  113894. */
  113895. onBeforeRender: () => void;
  113896. /**
  113897. * An event triggered after rendering the scene
  113898. */
  113899. onAfterRenderObservable: Observable<Layer>;
  113900. private _onAfterRenderObserver;
  113901. /**
  113902. * Back compatibility with callback before the onAfterRenderObservable existed.
  113903. * The set callback will be triggered just after rendering the layer.
  113904. */
  113905. onAfterRender: () => void;
  113906. /**
  113907. * Instantiates a new layer.
  113908. * This represents a full screen 2d layer.
  113909. * This can be useful to display a picture in the background of your scene for instance.
  113910. * @see https://www.babylonjs-playground.com/#08A2BS#1
  113911. * @param name Define the name of the layer in the scene
  113912. * @param imgUrl Define the url of the texture to display in the layer
  113913. * @param scene Define the scene the layer belongs to
  113914. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  113915. * @param color Defines a color for the layer
  113916. */
  113917. constructor(
  113918. /**
  113919. * Define the name of the layer.
  113920. */
  113921. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  113922. private _createIndexBuffer;
  113923. /** @hidden */
  113924. _rebuild(): void;
  113925. /**
  113926. * Renders the layer in the scene.
  113927. */
  113928. render(): void;
  113929. /**
  113930. * Disposes and releases the associated ressources.
  113931. */
  113932. dispose(): void;
  113933. }
  113934. }
  113935. declare module BABYLON {
  113936. /** @hidden */
  113937. export var lensFlarePixelShader: {
  113938. name: string;
  113939. shader: string;
  113940. };
  113941. }
  113942. declare module BABYLON {
  113943. /** @hidden */
  113944. export var lensFlareVertexShader: {
  113945. name: string;
  113946. shader: string;
  113947. };
  113948. }
  113949. declare module BABYLON {
  113950. /**
  113951. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  113952. * It is usually composed of several `lensFlare`.
  113953. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  113954. */
  113955. export class LensFlareSystem {
  113956. /**
  113957. * Define the name of the lens flare system
  113958. */
  113959. name: string;
  113960. /**
  113961. * List of lens flares used in this system.
  113962. */
  113963. lensFlares: LensFlare[];
  113964. /**
  113965. * Define a limit from the border the lens flare can be visible.
  113966. */
  113967. borderLimit: number;
  113968. /**
  113969. * Define a viewport border we do not want to see the lens flare in.
  113970. */
  113971. viewportBorder: number;
  113972. /**
  113973. * Define a predicate which could limit the list of meshes able to occlude the effect.
  113974. */
  113975. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  113976. /**
  113977. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  113978. */
  113979. layerMask: number;
  113980. /**
  113981. * Define the id of the lens flare system in the scene.
  113982. * (equal to name by default)
  113983. */
  113984. id: string;
  113985. private _scene;
  113986. private _emitter;
  113987. private _vertexBuffers;
  113988. private _indexBuffer;
  113989. private _effect;
  113990. private _positionX;
  113991. private _positionY;
  113992. private _isEnabled;
  113993. /** @hidden */
  113994. static _SceneComponentInitialization: (scene: Scene) => void;
  113995. /**
  113996. * Instantiates a lens flare system.
  113997. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  113998. * It is usually composed of several `lensFlare`.
  113999. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114000. * @param name Define the name of the lens flare system in the scene
  114001. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  114002. * @param scene Define the scene the lens flare system belongs to
  114003. */
  114004. constructor(
  114005. /**
  114006. * Define the name of the lens flare system
  114007. */
  114008. name: string, emitter: any, scene: Scene);
  114009. /**
  114010. * Define if the lens flare system is enabled.
  114011. */
  114012. isEnabled: boolean;
  114013. /**
  114014. * Get the scene the effects belongs to.
  114015. * @returns the scene holding the lens flare system
  114016. */
  114017. getScene(): Scene;
  114018. /**
  114019. * Get the emitter of the lens flare system.
  114020. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  114021. * @returns the emitter of the lens flare system
  114022. */
  114023. getEmitter(): any;
  114024. /**
  114025. * Set the emitter of the lens flare system.
  114026. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  114027. * @param newEmitter Define the new emitter of the system
  114028. */
  114029. setEmitter(newEmitter: any): void;
  114030. /**
  114031. * Get the lens flare system emitter position.
  114032. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  114033. * @returns the position
  114034. */
  114035. getEmitterPosition(): Vector3;
  114036. /**
  114037. * @hidden
  114038. */
  114039. computeEffectivePosition(globalViewport: Viewport): boolean;
  114040. /** @hidden */
  114041. _isVisible(): boolean;
  114042. /**
  114043. * @hidden
  114044. */
  114045. render(): boolean;
  114046. /**
  114047. * Dispose and release the lens flare with its associated resources.
  114048. */
  114049. dispose(): void;
  114050. /**
  114051. * Parse a lens flare system from a JSON repressentation
  114052. * @param parsedLensFlareSystem Define the JSON to parse
  114053. * @param scene Define the scene the parsed system should be instantiated in
  114054. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  114055. * @returns the parsed system
  114056. */
  114057. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  114058. /**
  114059. * Serialize the current Lens Flare System into a JSON representation.
  114060. * @returns the serialized JSON
  114061. */
  114062. serialize(): any;
  114063. }
  114064. }
  114065. declare module BABYLON {
  114066. /**
  114067. * This represents one of the lens effect in a `lensFlareSystem`.
  114068. * It controls one of the indiviual texture used in the effect.
  114069. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114070. */
  114071. export class LensFlare {
  114072. /**
  114073. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  114074. */
  114075. size: number;
  114076. /**
  114077. * 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.
  114078. */
  114079. position: number;
  114080. /**
  114081. * Define the lens color.
  114082. */
  114083. color: Color3;
  114084. /**
  114085. * Define the lens texture.
  114086. */
  114087. texture: Nullable<Texture>;
  114088. /**
  114089. * Define the alpha mode to render this particular lens.
  114090. */
  114091. alphaMode: number;
  114092. private _system;
  114093. /**
  114094. * Creates a new Lens Flare.
  114095. * This represents one of the lens effect in a `lensFlareSystem`.
  114096. * It controls one of the indiviual texture used in the effect.
  114097. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114098. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  114099. * @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.
  114100. * @param color Define the lens color
  114101. * @param imgUrl Define the lens texture url
  114102. * @param system Define the `lensFlareSystem` this flare is part of
  114103. * @returns The newly created Lens Flare
  114104. */
  114105. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  114106. /**
  114107. * Instantiates a new Lens Flare.
  114108. * This represents one of the lens effect in a `lensFlareSystem`.
  114109. * It controls one of the indiviual texture used in the effect.
  114110. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114111. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  114112. * @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.
  114113. * @param color Define the lens color
  114114. * @param imgUrl Define the lens texture url
  114115. * @param system Define the `lensFlareSystem` this flare is part of
  114116. */
  114117. constructor(
  114118. /**
  114119. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  114120. */
  114121. size: number,
  114122. /**
  114123. * 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.
  114124. */
  114125. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  114126. /**
  114127. * Dispose and release the lens flare with its associated resources.
  114128. */
  114129. dispose(): void;
  114130. }
  114131. }
  114132. declare module BABYLON {
  114133. interface AbstractScene {
  114134. /**
  114135. * The list of lens flare system added to the scene
  114136. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114137. */
  114138. lensFlareSystems: Array<LensFlareSystem>;
  114139. /**
  114140. * Removes the given lens flare system from this scene.
  114141. * @param toRemove The lens flare system to remove
  114142. * @returns The index of the removed lens flare system
  114143. */
  114144. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  114145. /**
  114146. * Adds the given lens flare system to this scene
  114147. * @param newLensFlareSystem The lens flare system to add
  114148. */
  114149. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  114150. /**
  114151. * Gets a lens flare system using its name
  114152. * @param name defines the name to look for
  114153. * @returns the lens flare system or null if not found
  114154. */
  114155. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  114156. /**
  114157. * Gets a lens flare system using its id
  114158. * @param id defines the id to look for
  114159. * @returns the lens flare system or null if not found
  114160. */
  114161. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  114162. }
  114163. /**
  114164. * Defines the lens flare scene component responsible to manage any lens flares
  114165. * in a given scene.
  114166. */
  114167. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  114168. /**
  114169. * The component name helpfull to identify the component in the list of scene components.
  114170. */
  114171. readonly name: string;
  114172. /**
  114173. * The scene the component belongs to.
  114174. */
  114175. scene: Scene;
  114176. /**
  114177. * Creates a new instance of the component for the given scene
  114178. * @param scene Defines the scene to register the component in
  114179. */
  114180. constructor(scene: Scene);
  114181. /**
  114182. * Registers the component in a given scene
  114183. */
  114184. register(): void;
  114185. /**
  114186. * Rebuilds the elements related to this component in case of
  114187. * context lost for instance.
  114188. */
  114189. rebuild(): void;
  114190. /**
  114191. * Adds all the elements from the container to the scene
  114192. * @param container the container holding the elements
  114193. */
  114194. addFromContainer(container: AbstractScene): void;
  114195. /**
  114196. * Removes all the elements in the container from the scene
  114197. * @param container contains the elements to remove
  114198. * @param dispose if the removed element should be disposed (default: false)
  114199. */
  114200. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  114201. /**
  114202. * Serializes the component data to the specified json object
  114203. * @param serializationObject The object to serialize to
  114204. */
  114205. serialize(serializationObject: any): void;
  114206. /**
  114207. * Disposes the component and the associated ressources.
  114208. */
  114209. dispose(): void;
  114210. private _draw;
  114211. }
  114212. }
  114213. declare module BABYLON {
  114214. /**
  114215. * Defines the shadow generator component responsible to manage any shadow generators
  114216. * in a given scene.
  114217. */
  114218. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  114219. /**
  114220. * The component name helpfull to identify the component in the list of scene components.
  114221. */
  114222. readonly name: string;
  114223. /**
  114224. * The scene the component belongs to.
  114225. */
  114226. scene: Scene;
  114227. /**
  114228. * Creates a new instance of the component for the given scene
  114229. * @param scene Defines the scene to register the component in
  114230. */
  114231. constructor(scene: Scene);
  114232. /**
  114233. * Registers the component in a given scene
  114234. */
  114235. register(): void;
  114236. /**
  114237. * Rebuilds the elements related to this component in case of
  114238. * context lost for instance.
  114239. */
  114240. rebuild(): void;
  114241. /**
  114242. * Serializes the component data to the specified json object
  114243. * @param serializationObject The object to serialize to
  114244. */
  114245. serialize(serializationObject: any): void;
  114246. /**
  114247. * Adds all the elements from the container to the scene
  114248. * @param container the container holding the elements
  114249. */
  114250. addFromContainer(container: AbstractScene): void;
  114251. /**
  114252. * Removes all the elements in the container from the scene
  114253. * @param container contains the elements to remove
  114254. * @param dispose if the removed element should be disposed (default: false)
  114255. */
  114256. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  114257. /**
  114258. * Rebuilds the elements related to this component in case of
  114259. * context lost for instance.
  114260. */
  114261. dispose(): void;
  114262. private _gatherRenderTargets;
  114263. }
  114264. }
  114265. declare module BABYLON {
  114266. /**
  114267. * A point light is a light defined by an unique point in world space.
  114268. * The light is emitted in every direction from this point.
  114269. * A good example of a point light is a standard light bulb.
  114270. * Documentation: https://doc.babylonjs.com/babylon101/lights
  114271. */
  114272. export class PointLight extends ShadowLight {
  114273. private _shadowAngle;
  114274. /**
  114275. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  114276. * This specifies what angle the shadow will use to be created.
  114277. *
  114278. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  114279. */
  114280. /**
  114281. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  114282. * This specifies what angle the shadow will use to be created.
  114283. *
  114284. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  114285. */
  114286. shadowAngle: number;
  114287. /**
  114288. * Gets the direction if it has been set.
  114289. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  114290. */
  114291. /**
  114292. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  114293. */
  114294. direction: Vector3;
  114295. /**
  114296. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  114297. * A PointLight emits the light in every direction.
  114298. * It can cast shadows.
  114299. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  114300. * ```javascript
  114301. * var pointLight = new PointLight("pl", camera.position, scene);
  114302. * ```
  114303. * Documentation : https://doc.babylonjs.com/babylon101/lights
  114304. * @param name The light friendly name
  114305. * @param position The position of the point light in the scene
  114306. * @param scene The scene the lights belongs to
  114307. */
  114308. constructor(name: string, position: Vector3, scene: Scene);
  114309. /**
  114310. * Returns the string "PointLight"
  114311. * @returns the class name
  114312. */
  114313. getClassName(): string;
  114314. /**
  114315. * Returns the integer 0.
  114316. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  114317. */
  114318. getTypeID(): number;
  114319. /**
  114320. * Specifies wether or not the shadowmap should be a cube texture.
  114321. * @returns true if the shadowmap needs to be a cube texture.
  114322. */
  114323. needCube(): boolean;
  114324. /**
  114325. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  114326. * @param faceIndex The index of the face we are computed the direction to generate shadow
  114327. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  114328. */
  114329. getShadowDirection(faceIndex?: number): Vector3;
  114330. /**
  114331. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  114332. * - fov = PI / 2
  114333. * - aspect ratio : 1.0
  114334. * - z-near and far equal to the active camera minZ and maxZ.
  114335. * Returns the PointLight.
  114336. */
  114337. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114338. protected _buildUniformLayout(): void;
  114339. /**
  114340. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  114341. * @param effect The effect to update
  114342. * @param lightIndex The index of the light in the effect to update
  114343. * @returns The point light
  114344. */
  114345. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  114346. /**
  114347. * Prepares the list of defines specific to the light type.
  114348. * @param defines the list of defines
  114349. * @param lightIndex defines the index of the light for the effect
  114350. */
  114351. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  114352. }
  114353. }
  114354. declare module BABYLON {
  114355. /**
  114356. * Header information of HDR texture files.
  114357. */
  114358. export interface HDRInfo {
  114359. /**
  114360. * The height of the texture in pixels.
  114361. */
  114362. height: number;
  114363. /**
  114364. * The width of the texture in pixels.
  114365. */
  114366. width: number;
  114367. /**
  114368. * The index of the beginning of the data in the binary file.
  114369. */
  114370. dataPosition: number;
  114371. }
  114372. /**
  114373. * This groups tools to convert HDR texture to native colors array.
  114374. */
  114375. export class HDRTools {
  114376. private static Ldexp;
  114377. private static Rgbe2float;
  114378. private static readStringLine;
  114379. /**
  114380. * Reads header information from an RGBE texture stored in a native array.
  114381. * More information on this format are available here:
  114382. * https://en.wikipedia.org/wiki/RGBE_image_format
  114383. *
  114384. * @param uint8array The binary file stored in native array.
  114385. * @return The header information.
  114386. */
  114387. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  114388. /**
  114389. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  114390. * This RGBE texture needs to store the information as a panorama.
  114391. *
  114392. * More information on this format are available here:
  114393. * https://en.wikipedia.org/wiki/RGBE_image_format
  114394. *
  114395. * @param buffer The binary file stored in an array buffer.
  114396. * @param size The expected size of the extracted cubemap.
  114397. * @return The Cube Map information.
  114398. */
  114399. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  114400. /**
  114401. * Returns the pixels data extracted from an RGBE texture.
  114402. * This pixels will be stored left to right up to down in the R G B order in one array.
  114403. *
  114404. * More information on this format are available here:
  114405. * https://en.wikipedia.org/wiki/RGBE_image_format
  114406. *
  114407. * @param uint8array The binary file stored in an array buffer.
  114408. * @param hdrInfo The header information of the file.
  114409. * @return The pixels data in RGB right to left up to down order.
  114410. */
  114411. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  114412. private static RGBE_ReadPixels_RLE;
  114413. }
  114414. }
  114415. declare module BABYLON {
  114416. /**
  114417. * This represents a texture coming from an HDR input.
  114418. *
  114419. * The only supported format is currently panorama picture stored in RGBE format.
  114420. * Example of such files can be found on HDRLib: http://hdrlib.com/
  114421. */
  114422. export class HDRCubeTexture extends BaseTexture {
  114423. private static _facesMapping;
  114424. private _generateHarmonics;
  114425. private _noMipmap;
  114426. private _textureMatrix;
  114427. private _size;
  114428. private _onLoad;
  114429. private _onError;
  114430. /**
  114431. * The texture URL.
  114432. */
  114433. url: string;
  114434. /**
  114435. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  114436. */
  114437. coordinatesMode: number;
  114438. protected _isBlocking: boolean;
  114439. /**
  114440. * Sets wether or not the texture is blocking during loading.
  114441. */
  114442. /**
  114443. * Gets wether or not the texture is blocking during loading.
  114444. */
  114445. isBlocking: boolean;
  114446. protected _rotationY: number;
  114447. /**
  114448. * Sets texture matrix rotation angle around Y axis in radians.
  114449. */
  114450. /**
  114451. * Gets texture matrix rotation angle around Y axis radians.
  114452. */
  114453. rotationY: number;
  114454. /**
  114455. * Gets or sets the center of the bounding box associated with the cube texture
  114456. * It must define where the camera used to render the texture was set
  114457. */
  114458. boundingBoxPosition: Vector3;
  114459. private _boundingBoxSize;
  114460. /**
  114461. * Gets or sets the size of the bounding box associated with the cube texture
  114462. * When defined, the cubemap will switch to local mode
  114463. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  114464. * @example https://www.babylonjs-playground.com/#RNASML
  114465. */
  114466. boundingBoxSize: Vector3;
  114467. /**
  114468. * Instantiates an HDRTexture from the following parameters.
  114469. *
  114470. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  114471. * @param scene The scene the texture will be used in
  114472. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  114473. * @param noMipmap Forces to not generate the mipmap if true
  114474. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  114475. * @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)
  114476. * @param reserved Reserved flag for internal use.
  114477. */
  114478. 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>);
  114479. /**
  114480. * Get the current class name of the texture useful for serialization or dynamic coding.
  114481. * @returns "HDRCubeTexture"
  114482. */
  114483. getClassName(): string;
  114484. /**
  114485. * Occurs when the file is raw .hdr file.
  114486. */
  114487. private loadTexture;
  114488. clone(): HDRCubeTexture;
  114489. delayLoad(): void;
  114490. /**
  114491. * Get the texture reflection matrix used to rotate/transform the reflection.
  114492. * @returns the reflection matrix
  114493. */
  114494. getReflectionTextureMatrix(): Matrix;
  114495. /**
  114496. * Set the texture reflection matrix used to rotate/transform the reflection.
  114497. * @param value Define the reflection matrix to set
  114498. */
  114499. setReflectionTextureMatrix(value: Matrix): void;
  114500. /**
  114501. * Parses a JSON representation of an HDR Texture in order to create the texture
  114502. * @param parsedTexture Define the JSON representation
  114503. * @param scene Define the scene the texture should be created in
  114504. * @param rootUrl Define the root url in case we need to load relative dependencies
  114505. * @returns the newly created texture after parsing
  114506. */
  114507. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  114508. serialize(): any;
  114509. }
  114510. }
  114511. declare module BABYLON {
  114512. /**
  114513. * Class used to control physics engine
  114514. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  114515. */
  114516. export class PhysicsEngine implements IPhysicsEngine {
  114517. private _physicsPlugin;
  114518. /**
  114519. * Global value used to control the smallest number supported by the simulation
  114520. */
  114521. static Epsilon: number;
  114522. private _impostors;
  114523. private _joints;
  114524. /**
  114525. * Gets the gravity vector used by the simulation
  114526. */
  114527. gravity: Vector3;
  114528. /**
  114529. * Factory used to create the default physics plugin.
  114530. * @returns The default physics plugin
  114531. */
  114532. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  114533. /**
  114534. * Creates a new Physics Engine
  114535. * @param gravity defines the gravity vector used by the simulation
  114536. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  114537. */
  114538. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  114539. /**
  114540. * Sets the gravity vector used by the simulation
  114541. * @param gravity defines the gravity vector to use
  114542. */
  114543. setGravity(gravity: Vector3): void;
  114544. /**
  114545. * Set the time step of the physics engine.
  114546. * Default is 1/60.
  114547. * To slow it down, enter 1/600 for example.
  114548. * To speed it up, 1/30
  114549. * @param newTimeStep defines the new timestep to apply to this world.
  114550. */
  114551. setTimeStep(newTimeStep?: number): void;
  114552. /**
  114553. * Get the time step of the physics engine.
  114554. * @returns the current time step
  114555. */
  114556. getTimeStep(): number;
  114557. /**
  114558. * Release all resources
  114559. */
  114560. dispose(): void;
  114561. /**
  114562. * Gets the name of the current physics plugin
  114563. * @returns the name of the plugin
  114564. */
  114565. getPhysicsPluginName(): string;
  114566. /**
  114567. * Adding a new impostor for the impostor tracking.
  114568. * This will be done by the impostor itself.
  114569. * @param impostor the impostor to add
  114570. */
  114571. addImpostor(impostor: PhysicsImpostor): void;
  114572. /**
  114573. * Remove an impostor from the engine.
  114574. * This impostor and its mesh will not longer be updated by the physics engine.
  114575. * @param impostor the impostor to remove
  114576. */
  114577. removeImpostor(impostor: PhysicsImpostor): void;
  114578. /**
  114579. * Add a joint to the physics engine
  114580. * @param mainImpostor defines the main impostor to which the joint is added.
  114581. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  114582. * @param joint defines the joint that will connect both impostors.
  114583. */
  114584. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  114585. /**
  114586. * Removes a joint from the simulation
  114587. * @param mainImpostor defines the impostor used with the joint
  114588. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  114589. * @param joint defines the joint to remove
  114590. */
  114591. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  114592. /**
  114593. * Called by the scene. No need to call it.
  114594. * @param delta defines the timespam between frames
  114595. */
  114596. _step(delta: number): void;
  114597. /**
  114598. * Gets the current plugin used to run the simulation
  114599. * @returns current plugin
  114600. */
  114601. getPhysicsPlugin(): IPhysicsEnginePlugin;
  114602. /**
  114603. * Gets the list of physic impostors
  114604. * @returns an array of PhysicsImpostor
  114605. */
  114606. getImpostors(): Array<PhysicsImpostor>;
  114607. /**
  114608. * Gets the impostor for a physics enabled object
  114609. * @param object defines the object impersonated by the impostor
  114610. * @returns the PhysicsImpostor or null if not found
  114611. */
  114612. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  114613. /**
  114614. * Gets the impostor for a physics body object
  114615. * @param body defines physics body used by the impostor
  114616. * @returns the PhysicsImpostor or null if not found
  114617. */
  114618. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  114619. /**
  114620. * Does a raycast in the physics world
  114621. * @param from when should the ray start?
  114622. * @param to when should the ray end?
  114623. * @returns PhysicsRaycastResult
  114624. */
  114625. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  114626. }
  114627. }
  114628. declare module BABYLON {
  114629. /** @hidden */
  114630. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  114631. private _useDeltaForWorldStep;
  114632. world: any;
  114633. name: string;
  114634. private _physicsMaterials;
  114635. private _fixedTimeStep;
  114636. private _cannonRaycastResult;
  114637. private _raycastResult;
  114638. private _physicsBodysToRemoveAfterStep;
  114639. BJSCANNON: any;
  114640. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  114641. setGravity(gravity: Vector3): void;
  114642. setTimeStep(timeStep: number): void;
  114643. getTimeStep(): number;
  114644. executeStep(delta: number): void;
  114645. private _removeMarkedPhysicsBodiesFromWorld;
  114646. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114647. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114648. generatePhysicsBody(impostor: PhysicsImpostor): void;
  114649. private _processChildMeshes;
  114650. removePhysicsBody(impostor: PhysicsImpostor): void;
  114651. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  114652. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  114653. private _addMaterial;
  114654. private _checkWithEpsilon;
  114655. private _createShape;
  114656. private _createHeightmap;
  114657. private _minus90X;
  114658. private _plus90X;
  114659. private _tmpPosition;
  114660. private _tmpDeltaPosition;
  114661. private _tmpUnityRotation;
  114662. private _updatePhysicsBodyTransformation;
  114663. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  114664. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  114665. isSupported(): boolean;
  114666. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114667. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114668. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114669. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114670. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  114671. getBodyMass(impostor: PhysicsImpostor): number;
  114672. getBodyFriction(impostor: PhysicsImpostor): number;
  114673. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  114674. getBodyRestitution(impostor: PhysicsImpostor): number;
  114675. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  114676. sleepBody(impostor: PhysicsImpostor): void;
  114677. wakeUpBody(impostor: PhysicsImpostor): void;
  114678. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  114679. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  114680. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  114681. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  114682. getRadius(impostor: PhysicsImpostor): number;
  114683. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  114684. dispose(): void;
  114685. private _extendNamespace;
  114686. /**
  114687. * Does a raycast in the physics world
  114688. * @param from when should the ray start?
  114689. * @param to when should the ray end?
  114690. * @returns PhysicsRaycastResult
  114691. */
  114692. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  114693. }
  114694. }
  114695. declare module BABYLON {
  114696. /** @hidden */
  114697. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  114698. world: any;
  114699. name: string;
  114700. BJSOIMO: any;
  114701. private _raycastResult;
  114702. constructor(iterations?: number, oimoInjection?: any);
  114703. setGravity(gravity: Vector3): void;
  114704. setTimeStep(timeStep: number): void;
  114705. getTimeStep(): number;
  114706. private _tmpImpostorsArray;
  114707. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  114708. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114709. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114710. generatePhysicsBody(impostor: PhysicsImpostor): void;
  114711. private _tmpPositionVector;
  114712. removePhysicsBody(impostor: PhysicsImpostor): void;
  114713. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  114714. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  114715. isSupported(): boolean;
  114716. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  114717. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  114718. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114719. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114720. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114721. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114722. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  114723. getBodyMass(impostor: PhysicsImpostor): number;
  114724. getBodyFriction(impostor: PhysicsImpostor): number;
  114725. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  114726. getBodyRestitution(impostor: PhysicsImpostor): number;
  114727. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  114728. sleepBody(impostor: PhysicsImpostor): void;
  114729. wakeUpBody(impostor: PhysicsImpostor): void;
  114730. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  114731. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  114732. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  114733. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  114734. getRadius(impostor: PhysicsImpostor): number;
  114735. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  114736. dispose(): void;
  114737. /**
  114738. * Does a raycast in the physics world
  114739. * @param from when should the ray start?
  114740. * @param to when should the ray end?
  114741. * @returns PhysicsRaycastResult
  114742. */
  114743. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  114744. }
  114745. }
  114746. declare module BABYLON {
  114747. /**
  114748. * Class containing static functions to help procedurally build meshes
  114749. */
  114750. export class RibbonBuilder {
  114751. /**
  114752. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  114753. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  114754. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  114755. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  114756. * * 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
  114757. * * 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
  114758. * * 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
  114759. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  114760. * * If you create a double-sided mesh, you can choose what parts of 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
  114761. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  114762. * * 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
  114763. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  114764. * * 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
  114765. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  114766. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  114767. * @param name defines the name of the mesh
  114768. * @param options defines the options used to create the mesh
  114769. * @param scene defines the hosting scene
  114770. * @returns the ribbon mesh
  114771. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  114772. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  114773. */
  114774. static CreateRibbon(name: string, options: {
  114775. pathArray: Vector3[][];
  114776. closeArray?: boolean;
  114777. closePath?: boolean;
  114778. offset?: number;
  114779. updatable?: boolean;
  114780. sideOrientation?: number;
  114781. frontUVs?: Vector4;
  114782. backUVs?: Vector4;
  114783. instance?: Mesh;
  114784. invertUV?: boolean;
  114785. uvs?: Vector2[];
  114786. colors?: Color4[];
  114787. }, scene?: Nullable<Scene>): Mesh;
  114788. }
  114789. }
  114790. declare module BABYLON {
  114791. /**
  114792. * Class containing static functions to help procedurally build meshes
  114793. */
  114794. export class ShapeBuilder {
  114795. /**
  114796. * 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.
  114797. * * 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.
  114798. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  114799. * * 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.
  114800. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  114801. * * 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
  114802. * * 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
  114803. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  114804. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  114805. * * If you create a double-sided mesh, you can choose what parts of 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
  114806. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  114807. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  114808. * @param name defines the name of the mesh
  114809. * @param options defines the options used to create the mesh
  114810. * @param scene defines the hosting scene
  114811. * @returns the extruded shape mesh
  114812. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  114813. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  114814. */
  114815. static ExtrudeShape(name: string, options: {
  114816. shape: Vector3[];
  114817. path: Vector3[];
  114818. scale?: number;
  114819. rotation?: number;
  114820. cap?: number;
  114821. updatable?: boolean;
  114822. sideOrientation?: number;
  114823. frontUVs?: Vector4;
  114824. backUVs?: Vector4;
  114825. instance?: Mesh;
  114826. invertUV?: boolean;
  114827. }, scene?: Nullable<Scene>): Mesh;
  114828. /**
  114829. * Creates an custom extruded shape mesh.
  114830. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  114831. * * 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.
  114832. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  114833. * * 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
  114834. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  114835. * * 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
  114836. * * It must returns a float value that will be the scale value applied to the shape on each path point
  114837. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  114838. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  114839. * * 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
  114840. * * 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
  114841. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  114842. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  114843. * * If you create a double-sided mesh, you can choose what parts of 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
  114844. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  114845. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  114846. * @param name defines the name of the mesh
  114847. * @param options defines the options used to create the mesh
  114848. * @param scene defines the hosting scene
  114849. * @returns the custom extruded shape mesh
  114850. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  114851. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  114852. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  114853. */
  114854. static ExtrudeShapeCustom(name: string, options: {
  114855. shape: Vector3[];
  114856. path: Vector3[];
  114857. scaleFunction?: any;
  114858. rotationFunction?: any;
  114859. ribbonCloseArray?: boolean;
  114860. ribbonClosePath?: boolean;
  114861. cap?: number;
  114862. updatable?: boolean;
  114863. sideOrientation?: number;
  114864. frontUVs?: Vector4;
  114865. backUVs?: Vector4;
  114866. instance?: Mesh;
  114867. invertUV?: boolean;
  114868. }, scene?: Nullable<Scene>): Mesh;
  114869. private static _ExtrudeShapeGeneric;
  114870. }
  114871. }
  114872. declare module BABYLON {
  114873. /**
  114874. * AmmoJS Physics plugin
  114875. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  114876. * @see https://github.com/kripken/ammo.js/
  114877. */
  114878. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  114879. private _useDeltaForWorldStep;
  114880. /**
  114881. * Reference to the Ammo library
  114882. */
  114883. bjsAMMO: any;
  114884. /**
  114885. * Created ammoJS world which physics bodies are added to
  114886. */
  114887. world: any;
  114888. /**
  114889. * Name of the plugin
  114890. */
  114891. name: string;
  114892. private _timeStep;
  114893. private _fixedTimeStep;
  114894. private _maxSteps;
  114895. private _tmpQuaternion;
  114896. private _tmpAmmoTransform;
  114897. private _tmpAmmoQuaternion;
  114898. private _tmpAmmoConcreteContactResultCallback;
  114899. private _collisionConfiguration;
  114900. private _dispatcher;
  114901. private _overlappingPairCache;
  114902. private _solver;
  114903. private _softBodySolver;
  114904. private _tmpAmmoVectorA;
  114905. private _tmpAmmoVectorB;
  114906. private _tmpAmmoVectorC;
  114907. private _tmpAmmoVectorD;
  114908. private _tmpContactCallbackResult;
  114909. private _tmpAmmoVectorRCA;
  114910. private _tmpAmmoVectorRCB;
  114911. private _raycastResult;
  114912. private static readonly DISABLE_COLLISION_FLAG;
  114913. private static readonly KINEMATIC_FLAG;
  114914. private static readonly DISABLE_DEACTIVATION_FLAG;
  114915. /**
  114916. * Initializes the ammoJS plugin
  114917. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  114918. * @param ammoInjection can be used to inject your own ammo reference
  114919. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  114920. */
  114921. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  114922. /**
  114923. * Sets the gravity of the physics world (m/(s^2))
  114924. * @param gravity Gravity to set
  114925. */
  114926. setGravity(gravity: Vector3): void;
  114927. /**
  114928. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  114929. * @param timeStep timestep to use in seconds
  114930. */
  114931. setTimeStep(timeStep: number): void;
  114932. /**
  114933. * 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)
  114934. * @param fixedTimeStep fixedTimeStep to use in seconds
  114935. */
  114936. setFixedTimeStep(fixedTimeStep: number): void;
  114937. /**
  114938. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  114939. * @param maxSteps the maximum number of steps by the physics engine per frame
  114940. */
  114941. setMaxSteps(maxSteps: number): void;
  114942. /**
  114943. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  114944. * @returns the current timestep in seconds
  114945. */
  114946. getTimeStep(): number;
  114947. private _isImpostorInContact;
  114948. private _isImpostorPairInContact;
  114949. private _stepSimulation;
  114950. /**
  114951. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  114952. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  114953. * After the step the babylon meshes are set to the position of the physics imposters
  114954. * @param delta amount of time to step forward
  114955. * @param impostors array of imposters to update before/after the step
  114956. */
  114957. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  114958. /**
  114959. * Update babylon mesh to match physics world object
  114960. * @param impostor imposter to match
  114961. */
  114962. private _afterSoftStep;
  114963. /**
  114964. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  114965. * @param impostor imposter to match
  114966. */
  114967. private _ropeStep;
  114968. /**
  114969. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  114970. * @param impostor imposter to match
  114971. */
  114972. private _softbodyOrClothStep;
  114973. private _tmpVector;
  114974. private _tmpMatrix;
  114975. /**
  114976. * Applies an impulse on the imposter
  114977. * @param impostor imposter to apply impulse to
  114978. * @param force amount of force to be applied to the imposter
  114979. * @param contactPoint the location to apply the impulse on the imposter
  114980. */
  114981. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114982. /**
  114983. * Applies a force on the imposter
  114984. * @param impostor imposter to apply force
  114985. * @param force amount of force to be applied to the imposter
  114986. * @param contactPoint the location to apply the force on the imposter
  114987. */
  114988. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114989. /**
  114990. * Creates a physics body using the plugin
  114991. * @param impostor the imposter to create the physics body on
  114992. */
  114993. generatePhysicsBody(impostor: PhysicsImpostor): void;
  114994. /**
  114995. * Removes the physics body from the imposter and disposes of the body's memory
  114996. * @param impostor imposter to remove the physics body from
  114997. */
  114998. removePhysicsBody(impostor: PhysicsImpostor): void;
  114999. /**
  115000. * Generates a joint
  115001. * @param impostorJoint the imposter joint to create the joint with
  115002. */
  115003. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  115004. /**
  115005. * Removes a joint
  115006. * @param impostorJoint the imposter joint to remove the joint from
  115007. */
  115008. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  115009. private _addMeshVerts;
  115010. /**
  115011. * Initialise the soft body vertices to match its object's (mesh) vertices
  115012. * Softbody vertices (nodes) are in world space and to match this
  115013. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  115014. * @param impostor to create the softbody for
  115015. */
  115016. private _softVertexData;
  115017. /**
  115018. * Create an impostor's soft body
  115019. * @param impostor to create the softbody for
  115020. */
  115021. private _createSoftbody;
  115022. /**
  115023. * Create cloth for an impostor
  115024. * @param impostor to create the softbody for
  115025. */
  115026. private _createCloth;
  115027. /**
  115028. * Create rope for an impostor
  115029. * @param impostor to create the softbody for
  115030. */
  115031. private _createRope;
  115032. private _addHullVerts;
  115033. private _createShape;
  115034. /**
  115035. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  115036. * @param impostor imposter containing the physics body and babylon object
  115037. */
  115038. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  115039. /**
  115040. * Sets the babylon object's position/rotation from the physics body's position/rotation
  115041. * @param impostor imposter containing the physics body and babylon object
  115042. * @param newPosition new position
  115043. * @param newRotation new rotation
  115044. */
  115045. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  115046. /**
  115047. * If this plugin is supported
  115048. * @returns true if its supported
  115049. */
  115050. isSupported(): boolean;
  115051. /**
  115052. * Sets the linear velocity of the physics body
  115053. * @param impostor imposter to set the velocity on
  115054. * @param velocity velocity to set
  115055. */
  115056. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  115057. /**
  115058. * Sets the angular velocity of the physics body
  115059. * @param impostor imposter to set the velocity on
  115060. * @param velocity velocity to set
  115061. */
  115062. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  115063. /**
  115064. * gets the linear velocity
  115065. * @param impostor imposter to get linear velocity from
  115066. * @returns linear velocity
  115067. */
  115068. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  115069. /**
  115070. * gets the angular velocity
  115071. * @param impostor imposter to get angular velocity from
  115072. * @returns angular velocity
  115073. */
  115074. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  115075. /**
  115076. * Sets the mass of physics body
  115077. * @param impostor imposter to set the mass on
  115078. * @param mass mass to set
  115079. */
  115080. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  115081. /**
  115082. * Gets the mass of the physics body
  115083. * @param impostor imposter to get the mass from
  115084. * @returns mass
  115085. */
  115086. getBodyMass(impostor: PhysicsImpostor): number;
  115087. /**
  115088. * Gets friction of the impostor
  115089. * @param impostor impostor to get friction from
  115090. * @returns friction value
  115091. */
  115092. getBodyFriction(impostor: PhysicsImpostor): number;
  115093. /**
  115094. * Sets friction of the impostor
  115095. * @param impostor impostor to set friction on
  115096. * @param friction friction value
  115097. */
  115098. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  115099. /**
  115100. * Gets restitution of the impostor
  115101. * @param impostor impostor to get restitution from
  115102. * @returns restitution value
  115103. */
  115104. getBodyRestitution(impostor: PhysicsImpostor): number;
  115105. /**
  115106. * Sets resitution of the impostor
  115107. * @param impostor impostor to set resitution on
  115108. * @param restitution resitution value
  115109. */
  115110. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  115111. /**
  115112. * Gets pressure inside the impostor
  115113. * @param impostor impostor to get pressure from
  115114. * @returns pressure value
  115115. */
  115116. getBodyPressure(impostor: PhysicsImpostor): number;
  115117. /**
  115118. * Sets pressure inside a soft body impostor
  115119. * Cloth and rope must remain 0 pressure
  115120. * @param impostor impostor to set pressure on
  115121. * @param pressure pressure value
  115122. */
  115123. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  115124. /**
  115125. * Gets stiffness of the impostor
  115126. * @param impostor impostor to get stiffness from
  115127. * @returns pressure value
  115128. */
  115129. getBodyStiffness(impostor: PhysicsImpostor): number;
  115130. /**
  115131. * Sets stiffness of the impostor
  115132. * @param impostor impostor to set stiffness on
  115133. * @param stiffness stiffness value from 0 to 1
  115134. */
  115135. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  115136. /**
  115137. * Gets velocityIterations of the impostor
  115138. * @param impostor impostor to get velocity iterations from
  115139. * @returns velocityIterations value
  115140. */
  115141. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  115142. /**
  115143. * Sets velocityIterations of the impostor
  115144. * @param impostor impostor to set velocity iterations on
  115145. * @param velocityIterations velocityIterations value
  115146. */
  115147. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  115148. /**
  115149. * Gets positionIterations of the impostor
  115150. * @param impostor impostor to get position iterations from
  115151. * @returns positionIterations value
  115152. */
  115153. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  115154. /**
  115155. * Sets positionIterations of the impostor
  115156. * @param impostor impostor to set position on
  115157. * @param positionIterations positionIterations value
  115158. */
  115159. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  115160. /**
  115161. * Append an anchor to a cloth object
  115162. * @param impostor is the cloth impostor to add anchor to
  115163. * @param otherImpostor is the rigid impostor to anchor to
  115164. * @param width ratio across width from 0 to 1
  115165. * @param height ratio up height from 0 to 1
  115166. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  115167. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  115168. */
  115169. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  115170. /**
  115171. * Append an hook to a rope object
  115172. * @param impostor is the rope impostor to add hook to
  115173. * @param otherImpostor is the rigid impostor to hook to
  115174. * @param length ratio along the rope from 0 to 1
  115175. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  115176. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  115177. */
  115178. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  115179. /**
  115180. * Sleeps the physics body and stops it from being active
  115181. * @param impostor impostor to sleep
  115182. */
  115183. sleepBody(impostor: PhysicsImpostor): void;
  115184. /**
  115185. * Activates the physics body
  115186. * @param impostor impostor to activate
  115187. */
  115188. wakeUpBody(impostor: PhysicsImpostor): void;
  115189. /**
  115190. * Updates the distance parameters of the joint
  115191. * @param joint joint to update
  115192. * @param maxDistance maximum distance of the joint
  115193. * @param minDistance minimum distance of the joint
  115194. */
  115195. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  115196. /**
  115197. * Sets a motor on the joint
  115198. * @param joint joint to set motor on
  115199. * @param speed speed of the motor
  115200. * @param maxForce maximum force of the motor
  115201. * @param motorIndex index of the motor
  115202. */
  115203. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  115204. /**
  115205. * Sets the motors limit
  115206. * @param joint joint to set limit on
  115207. * @param upperLimit upper limit
  115208. * @param lowerLimit lower limit
  115209. */
  115210. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  115211. /**
  115212. * Syncs the position and rotation of a mesh with the impostor
  115213. * @param mesh mesh to sync
  115214. * @param impostor impostor to update the mesh with
  115215. */
  115216. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  115217. /**
  115218. * Gets the radius of the impostor
  115219. * @param impostor impostor to get radius from
  115220. * @returns the radius
  115221. */
  115222. getRadius(impostor: PhysicsImpostor): number;
  115223. /**
  115224. * Gets the box size of the impostor
  115225. * @param impostor impostor to get box size from
  115226. * @param result the resulting box size
  115227. */
  115228. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  115229. /**
  115230. * Disposes of the impostor
  115231. */
  115232. dispose(): void;
  115233. /**
  115234. * Does a raycast in the physics world
  115235. * @param from when should the ray start?
  115236. * @param to when should the ray end?
  115237. * @returns PhysicsRaycastResult
  115238. */
  115239. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  115240. }
  115241. }
  115242. declare module BABYLON {
  115243. interface AbstractScene {
  115244. /**
  115245. * The list of reflection probes added to the scene
  115246. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  115247. */
  115248. reflectionProbes: Array<ReflectionProbe>;
  115249. /**
  115250. * Removes the given reflection probe from this scene.
  115251. * @param toRemove The reflection probe to remove
  115252. * @returns The index of the removed reflection probe
  115253. */
  115254. removeReflectionProbe(toRemove: ReflectionProbe): number;
  115255. /**
  115256. * Adds the given reflection probe to this scene.
  115257. * @param newReflectionProbe The reflection probe to add
  115258. */
  115259. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  115260. }
  115261. /**
  115262. * Class used to generate realtime reflection / refraction cube textures
  115263. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  115264. */
  115265. export class ReflectionProbe {
  115266. /** defines the name of the probe */
  115267. name: string;
  115268. private _scene;
  115269. private _renderTargetTexture;
  115270. private _projectionMatrix;
  115271. private _viewMatrix;
  115272. private _target;
  115273. private _add;
  115274. private _attachedMesh;
  115275. private _invertYAxis;
  115276. /** Gets or sets probe position (center of the cube map) */
  115277. position: Vector3;
  115278. /**
  115279. * Creates a new reflection probe
  115280. * @param name defines the name of the probe
  115281. * @param size defines the texture resolution (for each face)
  115282. * @param scene defines the hosting scene
  115283. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  115284. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  115285. */
  115286. constructor(
  115287. /** defines the name of the probe */
  115288. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  115289. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  115290. samples: number;
  115291. /** Gets or sets the refresh rate to use (on every frame by default) */
  115292. refreshRate: number;
  115293. /**
  115294. * Gets the hosting scene
  115295. * @returns a Scene
  115296. */
  115297. getScene(): Scene;
  115298. /** Gets the internal CubeTexture used to render to */
  115299. readonly cubeTexture: RenderTargetTexture;
  115300. /** Gets the list of meshes to render */
  115301. readonly renderList: Nullable<AbstractMesh[]>;
  115302. /**
  115303. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  115304. * @param mesh defines the mesh to attach to
  115305. */
  115306. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  115307. /**
  115308. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  115309. * @param renderingGroupId The rendering group id corresponding to its index
  115310. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  115311. */
  115312. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  115313. /**
  115314. * Clean all associated resources
  115315. */
  115316. dispose(): void;
  115317. /**
  115318. * Converts the reflection probe information to a readable string for debug purpose.
  115319. * @param fullDetails Supports for multiple levels of logging within scene loading
  115320. * @returns the human readable reflection probe info
  115321. */
  115322. toString(fullDetails?: boolean): string;
  115323. /**
  115324. * Get the class name of the relfection probe.
  115325. * @returns "ReflectionProbe"
  115326. */
  115327. getClassName(): string;
  115328. /**
  115329. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  115330. * @returns The JSON representation of the texture
  115331. */
  115332. serialize(): any;
  115333. /**
  115334. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  115335. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  115336. * @param scene Define the scene the parsed reflection probe should be instantiated in
  115337. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  115338. * @returns The parsed reflection probe if successful
  115339. */
  115340. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  115341. }
  115342. }
  115343. declare module BABYLON {
  115344. /** @hidden */
  115345. export var _BabylonLoaderRegistered: boolean;
  115346. }
  115347. declare module BABYLON {
  115348. /**
  115349. * The Physically based simple base material of BJS.
  115350. *
  115351. * This enables better naming and convention enforcements on top of the pbrMaterial.
  115352. * It is used as the base class for both the specGloss and metalRough conventions.
  115353. */
  115354. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  115355. /**
  115356. * Number of Simultaneous lights allowed on the material.
  115357. */
  115358. maxSimultaneousLights: number;
  115359. /**
  115360. * If sets to true, disables all the lights affecting the material.
  115361. */
  115362. disableLighting: boolean;
  115363. /**
  115364. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  115365. */
  115366. environmentTexture: BaseTexture;
  115367. /**
  115368. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  115369. */
  115370. invertNormalMapX: boolean;
  115371. /**
  115372. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  115373. */
  115374. invertNormalMapY: boolean;
  115375. /**
  115376. * Normal map used in the model.
  115377. */
  115378. normalTexture: BaseTexture;
  115379. /**
  115380. * Emissivie color used to self-illuminate the model.
  115381. */
  115382. emissiveColor: Color3;
  115383. /**
  115384. * Emissivie texture used to self-illuminate the model.
  115385. */
  115386. emissiveTexture: BaseTexture;
  115387. /**
  115388. * Occlusion Channel Strenght.
  115389. */
  115390. occlusionStrength: number;
  115391. /**
  115392. * Occlusion Texture of the material (adding extra occlusion effects).
  115393. */
  115394. occlusionTexture: BaseTexture;
  115395. /**
  115396. * Defines the alpha limits in alpha test mode.
  115397. */
  115398. alphaCutOff: number;
  115399. /**
  115400. * Gets the current double sided mode.
  115401. */
  115402. /**
  115403. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  115404. */
  115405. doubleSided: boolean;
  115406. /**
  115407. * Stores the pre-calculated light information of a mesh in a texture.
  115408. */
  115409. lightmapTexture: BaseTexture;
  115410. /**
  115411. * If true, the light map contains occlusion information instead of lighting info.
  115412. */
  115413. useLightmapAsShadowmap: boolean;
  115414. /**
  115415. * Instantiates a new PBRMaterial instance.
  115416. *
  115417. * @param name The material name
  115418. * @param scene The scene the material will be use in.
  115419. */
  115420. constructor(name: string, scene: Scene);
  115421. getClassName(): string;
  115422. }
  115423. }
  115424. declare module BABYLON {
  115425. /**
  115426. * The PBR material of BJS following the metal roughness convention.
  115427. *
  115428. * This fits to the PBR convention in the GLTF definition:
  115429. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  115430. */
  115431. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  115432. /**
  115433. * The base color has two different interpretations depending on the value of metalness.
  115434. * When the material is a metal, the base color is the specific measured reflectance value
  115435. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  115436. * of the material.
  115437. */
  115438. baseColor: Color3;
  115439. /**
  115440. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  115441. * well as opacity information in the alpha channel.
  115442. */
  115443. baseTexture: BaseTexture;
  115444. /**
  115445. * Specifies the metallic scalar value of the material.
  115446. * Can also be used to scale the metalness values of the metallic texture.
  115447. */
  115448. metallic: number;
  115449. /**
  115450. * Specifies the roughness scalar value of the material.
  115451. * Can also be used to scale the roughness values of the metallic texture.
  115452. */
  115453. roughness: number;
  115454. /**
  115455. * Texture containing both the metallic value in the B channel and the
  115456. * roughness value in the G channel to keep better precision.
  115457. */
  115458. metallicRoughnessTexture: BaseTexture;
  115459. /**
  115460. * Instantiates a new PBRMetalRoughnessMaterial instance.
  115461. *
  115462. * @param name The material name
  115463. * @param scene The scene the material will be use in.
  115464. */
  115465. constructor(name: string, scene: Scene);
  115466. /**
  115467. * Return the currrent class name of the material.
  115468. */
  115469. getClassName(): string;
  115470. /**
  115471. * Makes a duplicate of the current material.
  115472. * @param name - name to use for the new material.
  115473. */
  115474. clone(name: string): PBRMetallicRoughnessMaterial;
  115475. /**
  115476. * Serialize the material to a parsable JSON object.
  115477. */
  115478. serialize(): any;
  115479. /**
  115480. * Parses a JSON object correponding to the serialize function.
  115481. */
  115482. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  115483. }
  115484. }
  115485. declare module BABYLON {
  115486. /**
  115487. * The PBR material of BJS following the specular glossiness convention.
  115488. *
  115489. * This fits to the PBR convention in the GLTF definition:
  115490. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  115491. */
  115492. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  115493. /**
  115494. * Specifies the diffuse color of the material.
  115495. */
  115496. diffuseColor: Color3;
  115497. /**
  115498. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  115499. * channel.
  115500. */
  115501. diffuseTexture: BaseTexture;
  115502. /**
  115503. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  115504. */
  115505. specularColor: Color3;
  115506. /**
  115507. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  115508. */
  115509. glossiness: number;
  115510. /**
  115511. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  115512. */
  115513. specularGlossinessTexture: BaseTexture;
  115514. /**
  115515. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  115516. *
  115517. * @param name The material name
  115518. * @param scene The scene the material will be use in.
  115519. */
  115520. constructor(name: string, scene: Scene);
  115521. /**
  115522. * Return the currrent class name of the material.
  115523. */
  115524. getClassName(): string;
  115525. /**
  115526. * Makes a duplicate of the current material.
  115527. * @param name - name to use for the new material.
  115528. */
  115529. clone(name: string): PBRSpecularGlossinessMaterial;
  115530. /**
  115531. * Serialize the material to a parsable JSON object.
  115532. */
  115533. serialize(): any;
  115534. /**
  115535. * Parses a JSON object correponding to the serialize function.
  115536. */
  115537. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  115538. }
  115539. }
  115540. declare module BABYLON {
  115541. /**
  115542. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  115543. * It can help converting any input color in a desired output one. This can then be used to create effects
  115544. * from sepia, black and white to sixties or futuristic rendering...
  115545. *
  115546. * The only supported format is currently 3dl.
  115547. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  115548. */
  115549. export class ColorGradingTexture extends BaseTexture {
  115550. /**
  115551. * The current texture matrix. (will always be identity in color grading texture)
  115552. */
  115553. private _textureMatrix;
  115554. /**
  115555. * The texture URL.
  115556. */
  115557. url: string;
  115558. /**
  115559. * Empty line regex stored for GC.
  115560. */
  115561. private static _noneEmptyLineRegex;
  115562. private _engine;
  115563. /**
  115564. * Instantiates a ColorGradingTexture from the following parameters.
  115565. *
  115566. * @param url The location of the color gradind data (currently only supporting 3dl)
  115567. * @param scene The scene the texture will be used in
  115568. */
  115569. constructor(url: string, scene: Scene);
  115570. /**
  115571. * Returns the texture matrix used in most of the material.
  115572. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  115573. */
  115574. getTextureMatrix(): Matrix;
  115575. /**
  115576. * Occurs when the file being loaded is a .3dl LUT file.
  115577. */
  115578. private load3dlTexture;
  115579. /**
  115580. * Starts the loading process of the texture.
  115581. */
  115582. private loadTexture;
  115583. /**
  115584. * Clones the color gradind texture.
  115585. */
  115586. clone(): ColorGradingTexture;
  115587. /**
  115588. * Called during delayed load for textures.
  115589. */
  115590. delayLoad(): void;
  115591. /**
  115592. * Parses a color grading texture serialized by Babylon.
  115593. * @param parsedTexture The texture information being parsedTexture
  115594. * @param scene The scene to load the texture in
  115595. * @param rootUrl The root url of the data assets to load
  115596. * @return A color gradind texture
  115597. */
  115598. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  115599. /**
  115600. * Serializes the LUT texture to json format.
  115601. */
  115602. serialize(): any;
  115603. }
  115604. }
  115605. declare module BABYLON {
  115606. /**
  115607. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  115608. */
  115609. export class EquiRectangularCubeTexture extends BaseTexture {
  115610. /** The six faces of the cube. */
  115611. private static _FacesMapping;
  115612. private _noMipmap;
  115613. private _onLoad;
  115614. private _onError;
  115615. /** The size of the cubemap. */
  115616. private _size;
  115617. /** The buffer of the image. */
  115618. private _buffer;
  115619. /** The width of the input image. */
  115620. private _width;
  115621. /** The height of the input image. */
  115622. private _height;
  115623. /** The URL to the image. */
  115624. url: string;
  115625. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  115626. coordinatesMode: number;
  115627. /**
  115628. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  115629. * @param url The location of the image
  115630. * @param scene The scene the texture will be used in
  115631. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  115632. * @param noMipmap Forces to not generate the mipmap if true
  115633. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  115634. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  115635. * @param onLoad — defines a callback called when texture is loaded
  115636. * @param onError — defines a callback called if there is an error
  115637. */
  115638. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  115639. /**
  115640. * Load the image data, by putting the image on a canvas and extracting its buffer.
  115641. */
  115642. private loadImage;
  115643. /**
  115644. * Convert the image buffer into a cubemap and create a CubeTexture.
  115645. */
  115646. private loadTexture;
  115647. /**
  115648. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  115649. * @param buffer The ArrayBuffer that should be converted.
  115650. * @returns The buffer as Float32Array.
  115651. */
  115652. private getFloat32ArrayFromArrayBuffer;
  115653. /**
  115654. * Get the current class name of the texture useful for serialization or dynamic coding.
  115655. * @returns "EquiRectangularCubeTexture"
  115656. */
  115657. getClassName(): string;
  115658. /**
  115659. * Create a clone of the current EquiRectangularCubeTexture and return it.
  115660. * @returns A clone of the current EquiRectangularCubeTexture.
  115661. */
  115662. clone(): EquiRectangularCubeTexture;
  115663. }
  115664. }
  115665. declare module BABYLON {
  115666. /**
  115667. * Based on jsTGALoader - Javascript loader for TGA file
  115668. * By Vincent Thibault
  115669. * @see http://blog.robrowser.com/javascript-tga-loader.html
  115670. */
  115671. export class TGATools {
  115672. private static _TYPE_INDEXED;
  115673. private static _TYPE_RGB;
  115674. private static _TYPE_GREY;
  115675. private static _TYPE_RLE_INDEXED;
  115676. private static _TYPE_RLE_RGB;
  115677. private static _TYPE_RLE_GREY;
  115678. private static _ORIGIN_MASK;
  115679. private static _ORIGIN_SHIFT;
  115680. private static _ORIGIN_BL;
  115681. private static _ORIGIN_BR;
  115682. private static _ORIGIN_UL;
  115683. private static _ORIGIN_UR;
  115684. /**
  115685. * Gets the header of a TGA file
  115686. * @param data defines the TGA data
  115687. * @returns the header
  115688. */
  115689. static GetTGAHeader(data: Uint8Array): any;
  115690. /**
  115691. * Uploads TGA content to a Babylon Texture
  115692. * @hidden
  115693. */
  115694. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  115695. /** @hidden */
  115696. 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;
  115697. /** @hidden */
  115698. 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;
  115699. /** @hidden */
  115700. 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;
  115701. /** @hidden */
  115702. 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;
  115703. /** @hidden */
  115704. 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;
  115705. /** @hidden */
  115706. 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;
  115707. }
  115708. }
  115709. declare module BABYLON {
  115710. /**
  115711. * Implementation of the TGA Texture Loader.
  115712. * @hidden
  115713. */
  115714. export class _TGATextureLoader implements IInternalTextureLoader {
  115715. /**
  115716. * Defines wether the loader supports cascade loading the different faces.
  115717. */
  115718. readonly supportCascades: boolean;
  115719. /**
  115720. * This returns if the loader support the current file information.
  115721. * @param extension defines the file extension of the file being loaded
  115722. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115723. * @param fallback defines the fallback internal texture if any
  115724. * @param isBase64 defines whether the texture is encoded as a base64
  115725. * @param isBuffer defines whether the texture data are stored as a buffer
  115726. * @returns true if the loader can load the specified file
  115727. */
  115728. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  115729. /**
  115730. * Transform the url before loading if required.
  115731. * @param rootUrl the url of the texture
  115732. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115733. * @returns the transformed texture
  115734. */
  115735. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  115736. /**
  115737. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  115738. * @param rootUrl the url of the texture
  115739. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115740. * @returns the fallback texture
  115741. */
  115742. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  115743. /**
  115744. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  115745. * @param data contains the texture data
  115746. * @param texture defines the BabylonJS internal texture
  115747. * @param createPolynomials will be true if polynomials have been requested
  115748. * @param onLoad defines the callback to trigger once the texture is ready
  115749. * @param onError defines the callback to trigger in case of error
  115750. */
  115751. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  115752. /**
  115753. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  115754. * @param data contains the texture data
  115755. * @param texture defines the BabylonJS internal texture
  115756. * @param callback defines the method to call once ready to upload
  115757. */
  115758. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  115759. }
  115760. }
  115761. declare module BABYLON {
  115762. /**
  115763. * Info about the .basis files
  115764. */
  115765. class BasisFileInfo {
  115766. /**
  115767. * If the file has alpha
  115768. */
  115769. hasAlpha: boolean;
  115770. /**
  115771. * Info about each image of the basis file
  115772. */
  115773. images: Array<{
  115774. levels: Array<{
  115775. width: number;
  115776. height: number;
  115777. transcodedPixels: ArrayBufferView;
  115778. }>;
  115779. }>;
  115780. }
  115781. /**
  115782. * Result of transcoding a basis file
  115783. */
  115784. class TranscodeResult {
  115785. /**
  115786. * Info about the .basis file
  115787. */
  115788. fileInfo: BasisFileInfo;
  115789. /**
  115790. * Format to use when loading the file
  115791. */
  115792. format: number;
  115793. }
  115794. /**
  115795. * Configuration options for the Basis transcoder
  115796. */
  115797. export class BasisTranscodeConfiguration {
  115798. /**
  115799. * Supported compression formats used to determine the supported output format of the transcoder
  115800. */
  115801. supportedCompressionFormats?: {
  115802. /**
  115803. * etc1 compression format
  115804. */
  115805. etc1?: boolean;
  115806. /**
  115807. * s3tc compression format
  115808. */
  115809. s3tc?: boolean;
  115810. /**
  115811. * pvrtc compression format
  115812. */
  115813. pvrtc?: boolean;
  115814. /**
  115815. * etc2 compression format
  115816. */
  115817. etc2?: boolean;
  115818. };
  115819. /**
  115820. * If mipmap levels should be loaded for transcoded images (Default: true)
  115821. */
  115822. loadMipmapLevels?: boolean;
  115823. /**
  115824. * Index of a single image to load (Default: all images)
  115825. */
  115826. loadSingleImage?: number;
  115827. }
  115828. /**
  115829. * Used to load .Basis files
  115830. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  115831. */
  115832. export class BasisTools {
  115833. private static _IgnoreSupportedFormats;
  115834. /**
  115835. * URL to use when loading the basis transcoder
  115836. */
  115837. static JSModuleURL: string;
  115838. /**
  115839. * URL to use when loading the wasm module for the transcoder
  115840. */
  115841. static WasmModuleURL: string;
  115842. /**
  115843. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  115844. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  115845. * @returns internal format corresponding to the Basis format
  115846. */
  115847. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  115848. private static _WorkerPromise;
  115849. private static _Worker;
  115850. private static _actionId;
  115851. private static _CreateWorkerAsync;
  115852. /**
  115853. * Transcodes a loaded image file to compressed pixel data
  115854. * @param imageData image data to transcode
  115855. * @param config configuration options for the transcoding
  115856. * @returns a promise resulting in the transcoded image
  115857. */
  115858. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  115859. /**
  115860. * Loads a texture from the transcode result
  115861. * @param texture texture load to
  115862. * @param transcodeResult the result of transcoding the basis file to load from
  115863. */
  115864. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  115865. }
  115866. }
  115867. declare module BABYLON {
  115868. /**
  115869. * Loader for .basis file format
  115870. */
  115871. export class _BasisTextureLoader implements IInternalTextureLoader {
  115872. /**
  115873. * Defines whether the loader supports cascade loading the different faces.
  115874. */
  115875. readonly supportCascades: boolean;
  115876. /**
  115877. * This returns if the loader support the current file information.
  115878. * @param extension defines the file extension of the file being loaded
  115879. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115880. * @param fallback defines the fallback internal texture if any
  115881. * @param isBase64 defines whether the texture is encoded as a base64
  115882. * @param isBuffer defines whether the texture data are stored as a buffer
  115883. * @returns true if the loader can load the specified file
  115884. */
  115885. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  115886. /**
  115887. * Transform the url before loading if required.
  115888. * @param rootUrl the url of the texture
  115889. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115890. * @returns the transformed texture
  115891. */
  115892. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  115893. /**
  115894. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  115895. * @param rootUrl the url of the texture
  115896. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115897. * @returns the fallback texture
  115898. */
  115899. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  115900. /**
  115901. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  115902. * @param data contains the texture data
  115903. * @param texture defines the BabylonJS internal texture
  115904. * @param createPolynomials will be true if polynomials have been requested
  115905. * @param onLoad defines the callback to trigger once the texture is ready
  115906. * @param onError defines the callback to trigger in case of error
  115907. */
  115908. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  115909. /**
  115910. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  115911. * @param data contains the texture data
  115912. * @param texture defines the BabylonJS internal texture
  115913. * @param callback defines the method to call once ready to upload
  115914. */
  115915. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  115916. }
  115917. }
  115918. declare module BABYLON {
  115919. /**
  115920. * 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.
  115921. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  115922. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  115923. */
  115924. export class CustomProceduralTexture extends ProceduralTexture {
  115925. private _animate;
  115926. private _time;
  115927. private _config;
  115928. private _texturePath;
  115929. /**
  115930. * Instantiates a new Custom Procedural Texture.
  115931. * 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.
  115932. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  115933. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  115934. * @param name Define the name of the texture
  115935. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  115936. * @param size Define the size of the texture to create
  115937. * @param scene Define the scene the texture belongs to
  115938. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  115939. * @param generateMipMaps Define if the texture should creates mip maps or not
  115940. */
  115941. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  115942. private _loadJson;
  115943. /**
  115944. * Is the texture ready to be used ? (rendered at least once)
  115945. * @returns true if ready, otherwise, false.
  115946. */
  115947. isReady(): boolean;
  115948. /**
  115949. * Render the texture to its associated render target.
  115950. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  115951. */
  115952. render(useCameraPostProcess?: boolean): void;
  115953. /**
  115954. * Update the list of dependant textures samplers in the shader.
  115955. */
  115956. updateTextures(): void;
  115957. /**
  115958. * Update the uniform values of the procedural texture in the shader.
  115959. */
  115960. updateShaderUniforms(): void;
  115961. /**
  115962. * Define if the texture animates or not.
  115963. */
  115964. animate: boolean;
  115965. }
  115966. }
  115967. declare module BABYLON {
  115968. /** @hidden */
  115969. export var noisePixelShader: {
  115970. name: string;
  115971. shader: string;
  115972. };
  115973. }
  115974. declare module BABYLON {
  115975. /**
  115976. * Class used to generate noise procedural textures
  115977. */
  115978. export class NoiseProceduralTexture extends ProceduralTexture {
  115979. private _time;
  115980. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  115981. brightness: number;
  115982. /** Defines the number of octaves to process */
  115983. octaves: number;
  115984. /** Defines the level of persistence (0.8 by default) */
  115985. persistence: number;
  115986. /** Gets or sets animation speed factor (default is 1) */
  115987. animationSpeedFactor: number;
  115988. /**
  115989. * Creates a new NoiseProceduralTexture
  115990. * @param name defines the name fo the texture
  115991. * @param size defines the size of the texture (default is 256)
  115992. * @param scene defines the hosting scene
  115993. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  115994. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  115995. */
  115996. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  115997. private _updateShaderUniforms;
  115998. protected _getDefines(): string;
  115999. /** Generate the current state of the procedural texture */
  116000. render(useCameraPostProcess?: boolean): void;
  116001. /**
  116002. * Serializes this noise procedural texture
  116003. * @returns a serialized noise procedural texture object
  116004. */
  116005. serialize(): any;
  116006. /**
  116007. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  116008. * @param parsedTexture defines parsed texture data
  116009. * @param scene defines the current scene
  116010. * @param rootUrl defines the root URL containing noise procedural texture information
  116011. * @returns a parsed NoiseProceduralTexture
  116012. */
  116013. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  116014. }
  116015. }
  116016. declare module BABYLON {
  116017. /**
  116018. * Raw cube texture where the raw buffers are passed in
  116019. */
  116020. export class RawCubeTexture extends CubeTexture {
  116021. /**
  116022. * Creates a cube texture where the raw buffers are passed in.
  116023. * @param scene defines the scene the texture is attached to
  116024. * @param data defines the array of data to use to create each face
  116025. * @param size defines the size of the textures
  116026. * @param format defines the format of the data
  116027. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  116028. * @param generateMipMaps defines if the engine should generate the mip levels
  116029. * @param invertY defines if data must be stored with Y axis inverted
  116030. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  116031. * @param compression defines the compression used (null by default)
  116032. */
  116033. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  116034. /**
  116035. * Updates the raw cube texture.
  116036. * @param data defines the data to store
  116037. * @param format defines the data format
  116038. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  116039. * @param invertY defines if data must be stored with Y axis inverted
  116040. * @param compression defines the compression used (null by default)
  116041. * @param level defines which level of the texture to update
  116042. */
  116043. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  116044. /**
  116045. * Updates a raw cube texture with RGBD encoded data.
  116046. * @param data defines the array of data [mipmap][face] to use to create each face
  116047. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  116048. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  116049. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  116050. * @returns a promsie that resolves when the operation is complete
  116051. */
  116052. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  116053. /**
  116054. * Clones the raw cube texture.
  116055. * @return a new cube texture
  116056. */
  116057. clone(): CubeTexture;
  116058. /** @hidden */
  116059. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  116060. }
  116061. }
  116062. declare module BABYLON {
  116063. /**
  116064. * Class used to store 3D textures containing user data
  116065. */
  116066. export class RawTexture3D extends Texture {
  116067. /** Gets or sets the texture format to use */
  116068. format: number;
  116069. private _engine;
  116070. /**
  116071. * Create a new RawTexture3D
  116072. * @param data defines the data of the texture
  116073. * @param width defines the width of the texture
  116074. * @param height defines the height of the texture
  116075. * @param depth defines the depth of the texture
  116076. * @param format defines the texture format to use
  116077. * @param scene defines the hosting scene
  116078. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  116079. * @param invertY defines if texture must be stored with Y axis inverted
  116080. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  116081. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  116082. */
  116083. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  116084. /** Gets or sets the texture format to use */
  116085. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  116086. /**
  116087. * Update the texture with new data
  116088. * @param data defines the data to store in the texture
  116089. */
  116090. update(data: ArrayBufferView): void;
  116091. }
  116092. }
  116093. declare module BABYLON {
  116094. /**
  116095. * Creates a refraction texture used by refraction channel of the standard material.
  116096. * It is like a mirror but to see through a material.
  116097. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  116098. */
  116099. export class RefractionTexture extends RenderTargetTexture {
  116100. /**
  116101. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  116102. * 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.
  116103. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  116104. */
  116105. refractionPlane: Plane;
  116106. /**
  116107. * Define how deep under the surface we should see.
  116108. */
  116109. depth: number;
  116110. /**
  116111. * Creates a refraction texture used by refraction channel of the standard material.
  116112. * It is like a mirror but to see through a material.
  116113. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  116114. * @param name Define the texture name
  116115. * @param size Define the size of the underlying texture
  116116. * @param scene Define the scene the refraction belongs to
  116117. * @param generateMipMaps Define if we need to generate mips level for the refraction
  116118. */
  116119. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  116120. /**
  116121. * Clone the refraction texture.
  116122. * @returns the cloned texture
  116123. */
  116124. clone(): RefractionTexture;
  116125. /**
  116126. * Serialize the texture to a JSON representation you could use in Parse later on
  116127. * @returns the serialized JSON representation
  116128. */
  116129. serialize(): any;
  116130. }
  116131. }
  116132. declare module BABYLON {
  116133. /**
  116134. * Defines the options related to the creation of an HtmlElementTexture
  116135. */
  116136. export interface IHtmlElementTextureOptions {
  116137. /**
  116138. * Defines wether mip maps should be created or not.
  116139. */
  116140. generateMipMaps?: boolean;
  116141. /**
  116142. * Defines the sampling mode of the texture.
  116143. */
  116144. samplingMode?: number;
  116145. /**
  116146. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  116147. */
  116148. engine: Nullable<Engine>;
  116149. /**
  116150. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  116151. */
  116152. scene: Nullable<Scene>;
  116153. }
  116154. /**
  116155. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  116156. * To be as efficient as possible depending on your constraints nothing aside the first upload
  116157. * is automatically managed.
  116158. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  116159. * in your application.
  116160. *
  116161. * As the update is not automatic, you need to call them manually.
  116162. */
  116163. export class HtmlElementTexture extends BaseTexture {
  116164. /**
  116165. * The texture URL.
  116166. */
  116167. element: HTMLVideoElement | HTMLCanvasElement;
  116168. private static readonly DefaultOptions;
  116169. private _textureMatrix;
  116170. private _engine;
  116171. private _isVideo;
  116172. private _generateMipMaps;
  116173. private _samplingMode;
  116174. /**
  116175. * Instantiates a HtmlElementTexture from the following parameters.
  116176. *
  116177. * @param name Defines the name of the texture
  116178. * @param element Defines the video or canvas the texture is filled with
  116179. * @param options Defines the other none mandatory texture creation options
  116180. */
  116181. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  116182. private _createInternalTexture;
  116183. /**
  116184. * Returns the texture matrix used in most of the material.
  116185. */
  116186. getTextureMatrix(): Matrix;
  116187. /**
  116188. * Updates the content of the texture.
  116189. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  116190. */
  116191. update(invertY?: Nullable<boolean>): void;
  116192. }
  116193. }
  116194. declare module BABYLON {
  116195. /**
  116196. * Enum used to define the target of a block
  116197. */
  116198. export enum NodeMaterialBlockTargets {
  116199. /** Vertex shader */
  116200. Vertex = 1,
  116201. /** Fragment shader */
  116202. Fragment = 2,
  116203. /** Neutral */
  116204. Neutral = 4,
  116205. /** Vertex and Fragment */
  116206. VertexAndFragment = 3
  116207. }
  116208. }
  116209. declare module BABYLON {
  116210. /**
  116211. * Defines the kind of connection point for node based material
  116212. */
  116213. export enum NodeMaterialBlockConnectionPointTypes {
  116214. /** Float */
  116215. Float = 1,
  116216. /** Int */
  116217. Int = 2,
  116218. /** Vector2 */
  116219. Vector2 = 4,
  116220. /** Vector3 */
  116221. Vector3 = 8,
  116222. /** Vector4 */
  116223. Vector4 = 16,
  116224. /** Color3 */
  116225. Color3 = 32,
  116226. /** Color4 */
  116227. Color4 = 64,
  116228. /** Matrix */
  116229. Matrix = 128,
  116230. /** Detect type based on connection */
  116231. AutoDetect = 1024,
  116232. /** Output type that will be defined by input type */
  116233. BasedOnInput = 2048
  116234. }
  116235. }
  116236. declare module BABYLON {
  116237. /**
  116238. * Root class for all node material optimizers
  116239. */
  116240. export class NodeMaterialOptimizer {
  116241. /**
  116242. * Function used to optimize a NodeMaterial graph
  116243. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  116244. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  116245. */
  116246. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  116247. }
  116248. }
  116249. declare module BABYLON {
  116250. /**
  116251. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  116252. */
  116253. export class TransformBlock extends NodeMaterialBlock {
  116254. /**
  116255. * Defines the value to use to complement W value to transform it to a Vector4
  116256. */
  116257. complementW: number;
  116258. /**
  116259. * Defines the value to use to complement z value to transform it to a Vector4
  116260. */
  116261. complementZ: number;
  116262. /**
  116263. * Creates a new TransformBlock
  116264. * @param name defines the block name
  116265. */
  116266. constructor(name: string);
  116267. /**
  116268. * Gets the current class name
  116269. * @returns the class name
  116270. */
  116271. getClassName(): string;
  116272. /**
  116273. * Gets the vector input
  116274. */
  116275. readonly vector: NodeMaterialConnectionPoint;
  116276. /**
  116277. * Gets the output component
  116278. */
  116279. readonly output: NodeMaterialConnectionPoint;
  116280. /**
  116281. * Gets the matrix transform input
  116282. */
  116283. readonly transform: NodeMaterialConnectionPoint;
  116284. protected _buildBlock(state: NodeMaterialBuildState): this;
  116285. serialize(): any;
  116286. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116287. }
  116288. }
  116289. declare module BABYLON {
  116290. /**
  116291. * Block used to output the vertex position
  116292. */
  116293. export class VertexOutputBlock extends NodeMaterialBlock {
  116294. /**
  116295. * Creates a new VertexOutputBlock
  116296. * @param name defines the block name
  116297. */
  116298. constructor(name: string);
  116299. /**
  116300. * Gets the current class name
  116301. * @returns the class name
  116302. */
  116303. getClassName(): string;
  116304. /**
  116305. * Gets the vector input component
  116306. */
  116307. readonly vector: NodeMaterialConnectionPoint;
  116308. protected _buildBlock(state: NodeMaterialBuildState): this;
  116309. }
  116310. }
  116311. declare module BABYLON {
  116312. /**
  116313. * Block used to output the final color
  116314. */
  116315. export class FragmentOutputBlock extends NodeMaterialBlock {
  116316. /**
  116317. * Create a new FragmentOutputBlock
  116318. * @param name defines the block name
  116319. */
  116320. constructor(name: string);
  116321. /**
  116322. * Gets the current class name
  116323. * @returns the class name
  116324. */
  116325. getClassName(): string;
  116326. /**
  116327. * Gets the rgba input component
  116328. */
  116329. readonly rgba: NodeMaterialConnectionPoint;
  116330. /**
  116331. * Gets the rgb input component
  116332. */
  116333. readonly rgb: NodeMaterialConnectionPoint;
  116334. /**
  116335. * Gets the a input component
  116336. */
  116337. readonly a: NodeMaterialConnectionPoint;
  116338. protected _buildBlock(state: NodeMaterialBuildState): this;
  116339. }
  116340. }
  116341. declare module BABYLON {
  116342. /**
  116343. * Interface used to configure the node material editor
  116344. */
  116345. export interface INodeMaterialEditorOptions {
  116346. /** Define the URl to load node editor script */
  116347. editorURL?: string;
  116348. }
  116349. /** @hidden */
  116350. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  116351. /** BONES */
  116352. NUM_BONE_INFLUENCERS: number;
  116353. BonesPerMesh: number;
  116354. BONETEXTURE: boolean;
  116355. /** MORPH TARGETS */
  116356. MORPHTARGETS: boolean;
  116357. MORPHTARGETS_NORMAL: boolean;
  116358. MORPHTARGETS_TANGENT: boolean;
  116359. MORPHTARGETS_UV: boolean;
  116360. NUM_MORPH_INFLUENCERS: number;
  116361. /** IMAGE PROCESSING */
  116362. IMAGEPROCESSING: boolean;
  116363. VIGNETTE: boolean;
  116364. VIGNETTEBLENDMODEMULTIPLY: boolean;
  116365. VIGNETTEBLENDMODEOPAQUE: boolean;
  116366. TONEMAPPING: boolean;
  116367. TONEMAPPING_ACES: boolean;
  116368. CONTRAST: boolean;
  116369. EXPOSURE: boolean;
  116370. COLORCURVES: boolean;
  116371. COLORGRADING: boolean;
  116372. COLORGRADING3D: boolean;
  116373. SAMPLER3DGREENDEPTH: boolean;
  116374. SAMPLER3DBGRMAP: boolean;
  116375. IMAGEPROCESSINGPOSTPROCESS: boolean;
  116376. constructor();
  116377. setValue(name: string, value: boolean): void;
  116378. }
  116379. /**
  116380. * Class used to configure NodeMaterial
  116381. */
  116382. export interface INodeMaterialOptions {
  116383. /**
  116384. * Defines if blocks should emit comments
  116385. */
  116386. emitComments: boolean;
  116387. }
  116388. /**
  116389. * Class used to create a node based material built by assembling shader blocks
  116390. */
  116391. export class NodeMaterial extends PushMaterial {
  116392. private static _BuildIdGenerator;
  116393. private _options;
  116394. private _vertexCompilationState;
  116395. private _fragmentCompilationState;
  116396. private _sharedData;
  116397. private _buildId;
  116398. private _buildWasSuccessful;
  116399. private _cachedWorldViewMatrix;
  116400. private _cachedWorldViewProjectionMatrix;
  116401. private _optimizers;
  116402. private _animationFrame;
  116403. /** Define the URl to load node editor script */
  116404. static EditorURL: string;
  116405. private BJSNODEMATERIALEDITOR;
  116406. /** Get the inspector from bundle or global */
  116407. private _getGlobalNodeMaterialEditor;
  116408. /**
  116409. * 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)
  116410. */
  116411. ignoreAlpha: boolean;
  116412. /**
  116413. * Defines the maximum number of lights that can be used in the material
  116414. */
  116415. maxSimultaneousLights: number;
  116416. /**
  116417. * Observable raised when the material is built
  116418. */
  116419. onBuildObservable: Observable<NodeMaterial>;
  116420. /**
  116421. * Gets or sets the root nodes of the material vertex shader
  116422. */
  116423. _vertexOutputNodes: NodeMaterialBlock[];
  116424. /**
  116425. * Gets or sets the root nodes of the material fragment (pixel) shader
  116426. */
  116427. _fragmentOutputNodes: NodeMaterialBlock[];
  116428. /** Gets or sets options to control the node material overall behavior */
  116429. options: INodeMaterialOptions;
  116430. /**
  116431. * Default configuration related to image processing available in the standard Material.
  116432. */
  116433. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  116434. /**
  116435. * Gets the image processing configuration used either in this material.
  116436. */
  116437. /**
  116438. * Sets the Default image processing configuration used either in the this material.
  116439. *
  116440. * If sets to null, the scene one is in use.
  116441. */
  116442. imageProcessingConfiguration: ImageProcessingConfiguration;
  116443. /**
  116444. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  116445. */
  116446. attachedBlocks: NodeMaterialBlock[];
  116447. /**
  116448. * Create a new node based material
  116449. * @param name defines the material name
  116450. * @param scene defines the hosting scene
  116451. * @param options defines creation option
  116452. */
  116453. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  116454. /**
  116455. * Gets the current class name of the material e.g. "NodeMaterial"
  116456. * @returns the class name
  116457. */
  116458. getClassName(): string;
  116459. /**
  116460. * Keep track of the image processing observer to allow dispose and replace.
  116461. */
  116462. private _imageProcessingObserver;
  116463. /**
  116464. * Attaches a new image processing configuration to the Standard Material.
  116465. * @param configuration
  116466. */
  116467. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  116468. /**
  116469. * Get a block by its name
  116470. * @param name defines the name of the block to retrieve
  116471. * @returns the required block or null if not found
  116472. */
  116473. getBlockByName(name: string): NodeMaterialBlock | null;
  116474. /**
  116475. * Gets the list of input blocks attached to this material
  116476. * @returns an array of InputBlocks
  116477. */
  116478. getInputBlocks(): InputBlock[];
  116479. /**
  116480. * Adds a new optimizer to the list of optimizers
  116481. * @param optimizer defines the optimizers to add
  116482. * @returns the current material
  116483. */
  116484. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  116485. /**
  116486. * Remove an optimizer from the list of optimizers
  116487. * @param optimizer defines the optimizers to remove
  116488. * @returns the current material
  116489. */
  116490. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  116491. /**
  116492. * Add a new block to the list of output nodes
  116493. * @param node defines the node to add
  116494. * @returns the current material
  116495. */
  116496. addOutputNode(node: NodeMaterialBlock): this;
  116497. /**
  116498. * Remove a block from the list of root nodes
  116499. * @param node defines the node to remove
  116500. * @returns the current material
  116501. */
  116502. removeOutputNode(node: NodeMaterialBlock): this;
  116503. private _addVertexOutputNode;
  116504. private _removeVertexOutputNode;
  116505. private _addFragmentOutputNode;
  116506. private _removeFragmentOutputNode;
  116507. /**
  116508. * Specifies if the material will require alpha blending
  116509. * @returns a boolean specifying if alpha blending is needed
  116510. */
  116511. needAlphaBlending(): boolean;
  116512. /**
  116513. * Specifies if this material should be rendered in alpha test mode
  116514. * @returns a boolean specifying if an alpha test is needed.
  116515. */
  116516. needAlphaTesting(): boolean;
  116517. private _initializeBlock;
  116518. private _resetDualBlocks;
  116519. /**
  116520. * Build the material and generates the inner effect
  116521. * @param verbose defines if the build should log activity
  116522. */
  116523. build(verbose?: boolean): void;
  116524. /**
  116525. * Runs an otpimization phase to try to improve the shader code
  116526. */
  116527. optimize(): void;
  116528. private _prepareDefinesForAttributes;
  116529. /**
  116530. * Get if the submesh is ready to be used and all its information available.
  116531. * Child classes can use it to update shaders
  116532. * @param mesh defines the mesh to check
  116533. * @param subMesh defines which submesh to check
  116534. * @param useInstances specifies that instances should be used
  116535. * @returns a boolean indicating that the submesh is ready or not
  116536. */
  116537. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  116538. /**
  116539. * Get a string representing the shaders built by the current node graph
  116540. */
  116541. readonly compiledShaders: string;
  116542. /**
  116543. * Binds the world matrix to the material
  116544. * @param world defines the world transformation matrix
  116545. */
  116546. bindOnlyWorldMatrix(world: Matrix): void;
  116547. /**
  116548. * Binds the submesh to this material by preparing the effect and shader to draw
  116549. * @param world defines the world transformation matrix
  116550. * @param mesh defines the mesh containing the submesh
  116551. * @param subMesh defines the submesh to bind the material to
  116552. */
  116553. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  116554. /**
  116555. * Gets the active textures from the material
  116556. * @returns an array of textures
  116557. */
  116558. getActiveTextures(): BaseTexture[];
  116559. /**
  116560. * Specifies if the material uses a texture
  116561. * @param texture defines the texture to check against the material
  116562. * @returns a boolean specifying if the material uses the texture
  116563. */
  116564. hasTexture(texture: BaseTexture): boolean;
  116565. /**
  116566. * Disposes the material
  116567. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  116568. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  116569. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  116570. */
  116571. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  116572. /** Creates the node editor window. */
  116573. private _createNodeEditor;
  116574. /**
  116575. * Launch the node material editor
  116576. * @param config Define the configuration of the editor
  116577. * @return a promise fulfilled when the node editor is visible
  116578. */
  116579. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  116580. /**
  116581. * Clear the current material
  116582. */
  116583. clear(): void;
  116584. /**
  116585. * Clear the current material and set it to a default state
  116586. */
  116587. setToDefault(): void;
  116588. private _gatherBlocks;
  116589. /**
  116590. * Serializes this material in a JSON representation
  116591. * @returns the serialized material object
  116592. */
  116593. serialize(): any;
  116594. /**
  116595. * Clear the current graph and load a new one from a serialization object
  116596. * @param source defines the JSON representation of the material
  116597. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  116598. */
  116599. loadFromSerialization(source: any, rootUrl?: string): void;
  116600. /**
  116601. * Creates a node material from parsed material data
  116602. * @param source defines the JSON representation of the material
  116603. * @param scene defines the hosting scene
  116604. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  116605. * @returns a new node material
  116606. */
  116607. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  116608. /**
  116609. * Creates a new node material set to default basic configuration
  116610. * @param name defines the name of the material
  116611. * @param scene defines the hosting scene
  116612. * @returns a new NodeMaterial
  116613. */
  116614. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  116615. }
  116616. }
  116617. declare module BABYLON {
  116618. /**
  116619. * Block used to read a texture from a sampler
  116620. */
  116621. export class TextureBlock extends NodeMaterialBlock {
  116622. private _defineName;
  116623. private _samplerName;
  116624. private _transformedUVName;
  116625. private _textureTransformName;
  116626. private _textureInfoName;
  116627. private _mainUVName;
  116628. private _mainUVDefineName;
  116629. /**
  116630. * Gets or sets the texture associated with the node
  116631. */
  116632. texture: Nullable<BaseTexture>;
  116633. /**
  116634. * Create a new TextureBlock
  116635. * @param name defines the block name
  116636. */
  116637. constructor(name: string);
  116638. /**
  116639. * Gets the current class name
  116640. * @returns the class name
  116641. */
  116642. getClassName(): string;
  116643. /**
  116644. * Gets the uv input component
  116645. */
  116646. readonly uv: NodeMaterialConnectionPoint;
  116647. /**
  116648. * Gets the rgba output component
  116649. */
  116650. readonly rgba: NodeMaterialConnectionPoint;
  116651. /**
  116652. * Gets the rgb output component
  116653. */
  116654. readonly rgb: NodeMaterialConnectionPoint;
  116655. /**
  116656. * Gets the r output component
  116657. */
  116658. readonly r: NodeMaterialConnectionPoint;
  116659. /**
  116660. * Gets the g output component
  116661. */
  116662. readonly g: NodeMaterialConnectionPoint;
  116663. /**
  116664. * Gets the b output component
  116665. */
  116666. readonly b: NodeMaterialConnectionPoint;
  116667. /**
  116668. * Gets the a output component
  116669. */
  116670. readonly a: NodeMaterialConnectionPoint;
  116671. autoConfigure(): void;
  116672. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  116673. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116674. isReady(): boolean;
  116675. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116676. private _injectVertexCode;
  116677. private _writeOutput;
  116678. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  116679. serialize(): any;
  116680. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116681. }
  116682. }
  116683. declare module BABYLON {
  116684. /**
  116685. * Enum used to define well known values e.g. values automatically provided by the system
  116686. */
  116687. export enum NodeMaterialWellKnownValues {
  116688. /** World */
  116689. World = 1,
  116690. /** View */
  116691. View = 2,
  116692. /** Projection */
  116693. Projection = 3,
  116694. /** ViewProjection */
  116695. ViewProjection = 4,
  116696. /** WorldView */
  116697. WorldView = 5,
  116698. /** WorldViewProjection */
  116699. WorldViewProjection = 6,
  116700. /** CameraPosition */
  116701. CameraPosition = 7,
  116702. /** Fog Color */
  116703. FogColor = 8
  116704. }
  116705. }
  116706. declare module BABYLON {
  116707. /**
  116708. * Block used to read a reflection texture from a sampler
  116709. */
  116710. export class ReflectionTextureBlock extends NodeMaterialBlock {
  116711. private _define3DName;
  116712. private _defineCubicName;
  116713. private _defineExplicitName;
  116714. private _defineProjectionName;
  116715. private _defineLocalCubicName;
  116716. private _defineSphericalName;
  116717. private _definePlanarName;
  116718. private _defineEquirectangularName;
  116719. private _defineMirroredEquirectangularFixedName;
  116720. private _defineEquirectangularFixedName;
  116721. private _defineSkyboxName;
  116722. private _cubeSamplerName;
  116723. private _2DSamplerName;
  116724. private _positionUVWName;
  116725. private _directionWName;
  116726. private _reflectionCoordsName;
  116727. private _reflection2DCoordsName;
  116728. private _reflectionColorName;
  116729. private _reflectionMatrixName;
  116730. /**
  116731. * Gets or sets the texture associated with the node
  116732. */
  116733. texture: Nullable<BaseTexture>;
  116734. /**
  116735. * Create a new TextureBlock
  116736. * @param name defines the block name
  116737. */
  116738. constructor(name: string);
  116739. /**
  116740. * Gets the current class name
  116741. * @returns the class name
  116742. */
  116743. getClassName(): string;
  116744. /**
  116745. * Gets the world position input component
  116746. */
  116747. readonly position: NodeMaterialConnectionPoint;
  116748. /**
  116749. * Gets the world position input component
  116750. */
  116751. readonly worldPosition: NodeMaterialConnectionPoint;
  116752. /**
  116753. * Gets the world normal input component
  116754. */
  116755. readonly worldNormal: NodeMaterialConnectionPoint;
  116756. /**
  116757. * Gets the world input component
  116758. */
  116759. readonly world: NodeMaterialConnectionPoint;
  116760. /**
  116761. * Gets the camera (or eye) position component
  116762. */
  116763. readonly cameraPosition: NodeMaterialConnectionPoint;
  116764. /**
  116765. * Gets the view input component
  116766. */
  116767. readonly view: NodeMaterialConnectionPoint;
  116768. /**
  116769. * Gets the rgb output component
  116770. */
  116771. readonly rgb: NodeMaterialConnectionPoint;
  116772. /**
  116773. * Gets the r output component
  116774. */
  116775. readonly r: NodeMaterialConnectionPoint;
  116776. /**
  116777. * Gets the g output component
  116778. */
  116779. readonly g: NodeMaterialConnectionPoint;
  116780. /**
  116781. * Gets the b output component
  116782. */
  116783. readonly b: NodeMaterialConnectionPoint;
  116784. autoConfigure(): void;
  116785. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116786. isReady(): boolean;
  116787. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116788. private _injectVertexCode;
  116789. private _writeOutput;
  116790. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  116791. serialize(): any;
  116792. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116793. }
  116794. }
  116795. declare module BABYLON {
  116796. /**
  116797. * Class used to store shared data between 2 NodeMaterialBuildState
  116798. */
  116799. export class NodeMaterialBuildStateSharedData {
  116800. /**
  116801. * Gets the list of emitted varyings
  116802. */
  116803. varyings: string[];
  116804. /**
  116805. * Gets the varying declaration string
  116806. */
  116807. varyingDeclaration: string;
  116808. /**
  116809. * Input blocks
  116810. */
  116811. inputBlocks: InputBlock[];
  116812. /**
  116813. * Input blocks
  116814. */
  116815. textureBlocks: (TextureBlock | ReflectionTextureBlock)[];
  116816. /**
  116817. * Bindable blocks (Blocks that need to set data to the effect)
  116818. */
  116819. bindableBlocks: NodeMaterialBlock[];
  116820. /**
  116821. * List of blocks that can provide a compilation fallback
  116822. */
  116823. blocksWithFallbacks: NodeMaterialBlock[];
  116824. /**
  116825. * List of blocks that can provide a define update
  116826. */
  116827. blocksWithDefines: NodeMaterialBlock[];
  116828. /**
  116829. * List of blocks that can provide a repeatable content
  116830. */
  116831. repeatableContentBlocks: NodeMaterialBlock[];
  116832. /**
  116833. * List of blocks that can provide a dynamic list of uniforms
  116834. */
  116835. dynamicUniformBlocks: NodeMaterialBlock[];
  116836. /**
  116837. * List of blocks that can block the isReady function for the material
  116838. */
  116839. blockingBlocks: NodeMaterialBlock[];
  116840. /**
  116841. * Gets the list of animated inputs
  116842. */
  116843. animatedInputs: InputBlock[];
  116844. /**
  116845. * Build Id used to avoid multiple recompilations
  116846. */
  116847. buildId: number;
  116848. /** List of emitted variables */
  116849. variableNames: {
  116850. [key: string]: number;
  116851. };
  116852. /** List of emitted defines */
  116853. defineNames: {
  116854. [key: string]: number;
  116855. };
  116856. /** Should emit comments? */
  116857. emitComments: boolean;
  116858. /** Emit build activity */
  116859. verbose: boolean;
  116860. /**
  116861. * Gets the compilation hints emitted at compilation time
  116862. */
  116863. hints: {
  116864. needWorldViewMatrix: boolean;
  116865. needWorldViewProjectionMatrix: boolean;
  116866. needAlphaBlending: boolean;
  116867. needAlphaTesting: boolean;
  116868. };
  116869. /**
  116870. * List of compilation checks
  116871. */
  116872. checks: {
  116873. emitVertex: boolean;
  116874. emitFragment: boolean;
  116875. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  116876. };
  116877. /** Creates a new shared data */
  116878. constructor();
  116879. /**
  116880. * Emits console errors and exceptions if there is a failing check
  116881. */
  116882. emitErrors(): void;
  116883. }
  116884. }
  116885. declare module BABYLON {
  116886. /**
  116887. * Class used to store node based material build state
  116888. */
  116889. export class NodeMaterialBuildState {
  116890. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  116891. supportUniformBuffers: boolean;
  116892. /**
  116893. * Gets the list of emitted attributes
  116894. */
  116895. attributes: string[];
  116896. /**
  116897. * Gets the list of emitted uniforms
  116898. */
  116899. uniforms: string[];
  116900. /**
  116901. * Gets the list of emitted uniform buffers
  116902. */
  116903. uniformBuffers: string[];
  116904. /**
  116905. * Gets the list of emitted samplers
  116906. */
  116907. samplers: string[];
  116908. /**
  116909. * Gets the list of emitted functions
  116910. */
  116911. functions: {
  116912. [key: string]: string;
  116913. };
  116914. /**
  116915. * Gets the target of the compilation state
  116916. */
  116917. target: NodeMaterialBlockTargets;
  116918. /**
  116919. * Gets the list of emitted counters
  116920. */
  116921. counters: {
  116922. [key: string]: number;
  116923. };
  116924. /**
  116925. * Shared data between multiple NodeMaterialBuildState instances
  116926. */
  116927. sharedData: NodeMaterialBuildStateSharedData;
  116928. /** @hidden */
  116929. _vertexState: NodeMaterialBuildState;
  116930. /** @hidden */
  116931. _attributeDeclaration: string;
  116932. /** @hidden */
  116933. _uniformDeclaration: string;
  116934. /** @hidden */
  116935. _samplerDeclaration: string;
  116936. /** @hidden */
  116937. _varyingTransfer: string;
  116938. private _repeatableContentAnchorIndex;
  116939. /** @hidden */
  116940. _builtCompilationString: string;
  116941. /**
  116942. * Gets the emitted compilation strings
  116943. */
  116944. compilationString: string;
  116945. /**
  116946. * Finalize the compilation strings
  116947. * @param state defines the current compilation state
  116948. */
  116949. finalize(state: NodeMaterialBuildState): void;
  116950. /** @hidden */
  116951. readonly _repeatableContentAnchor: string;
  116952. /** @hidden */
  116953. _getFreeVariableName(prefix: string): string;
  116954. /** @hidden */
  116955. _getFreeDefineName(prefix: string): string;
  116956. /** @hidden */
  116957. _excludeVariableName(name: string): void;
  116958. /** @hidden */
  116959. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  116960. /** @hidden */
  116961. _emitFunction(name: string, code: string, comments: string): void;
  116962. /** @hidden */
  116963. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  116964. replaceStrings?: {
  116965. search: RegExp;
  116966. replace: string;
  116967. }[];
  116968. repeatKey?: string;
  116969. }): string;
  116970. /** @hidden */
  116971. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  116972. repeatKey?: string;
  116973. removeAttributes?: boolean;
  116974. removeUniforms?: boolean;
  116975. removeVaryings?: boolean;
  116976. removeIfDef?: boolean;
  116977. replaceStrings?: {
  116978. search: RegExp;
  116979. replace: string;
  116980. }[];
  116981. }, storeKey?: string): void;
  116982. /** @hidden */
  116983. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  116984. /** @hidden */
  116985. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  116986. }
  116987. }
  116988. declare module BABYLON {
  116989. /**
  116990. * Defines a block that can be used inside a node based material
  116991. */
  116992. export class NodeMaterialBlock {
  116993. private _buildId;
  116994. private _buildTarget;
  116995. private _target;
  116996. private _isFinalMerger;
  116997. private _isInput;
  116998. /** @hidden */
  116999. _inputs: NodeMaterialConnectionPoint[];
  117000. /** @hidden */
  117001. _outputs: NodeMaterialConnectionPoint[];
  117002. /**
  117003. * Gets or sets the name of the block
  117004. */
  117005. name: string;
  117006. /**
  117007. * Gets or sets the unique id of the node
  117008. */
  117009. uniqueId: number;
  117010. /**
  117011. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  117012. */
  117013. readonly isFinalMerger: boolean;
  117014. /**
  117015. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  117016. */
  117017. readonly isInput: boolean;
  117018. /**
  117019. * Gets or sets the build Id
  117020. */
  117021. buildId: number;
  117022. /**
  117023. * Gets or sets the target of the block
  117024. */
  117025. target: NodeMaterialBlockTargets;
  117026. /**
  117027. * Gets the list of input points
  117028. */
  117029. readonly inputs: NodeMaterialConnectionPoint[];
  117030. /** Gets the list of output points */
  117031. readonly outputs: NodeMaterialConnectionPoint[];
  117032. /**
  117033. * Find an input by its name
  117034. * @param name defines the name of the input to look for
  117035. * @returns the input or null if not found
  117036. */
  117037. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  117038. /**
  117039. * Find an output by its name
  117040. * @param name defines the name of the outputto look for
  117041. * @returns the output or null if not found
  117042. */
  117043. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  117044. /**
  117045. * Creates a new NodeMaterialBlock
  117046. * @param name defines the block name
  117047. * @param target defines the target of that block (Vertex by default)
  117048. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  117049. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  117050. */
  117051. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  117052. /**
  117053. * Initialize the block and prepare the context for build
  117054. * @param state defines the state that will be used for the build
  117055. */
  117056. initialize(state: NodeMaterialBuildState): void;
  117057. /**
  117058. * Bind data to effect. Will only be called for blocks with isBindable === true
  117059. * @param effect defines the effect to bind data to
  117060. * @param nodeMaterial defines the hosting NodeMaterial
  117061. * @param mesh defines the mesh that will be rendered
  117062. */
  117063. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117064. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  117065. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  117066. protected _writeFloat(value: number): string;
  117067. /**
  117068. * Gets the current class name e.g. "NodeMaterialBlock"
  117069. * @returns the class name
  117070. */
  117071. getClassName(): string;
  117072. /**
  117073. * Register a new input. Must be called inside a block constructor
  117074. * @param name defines the connection point name
  117075. * @param type defines the connection point type
  117076. * @param isOptional defines a boolean indicating that this input can be omitted
  117077. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  117078. * @returns the current block
  117079. */
  117080. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  117081. /**
  117082. * Register a new output. Must be called inside a block constructor
  117083. * @param name defines the connection point name
  117084. * @param type defines the connection point type
  117085. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  117086. * @returns the current block
  117087. */
  117088. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  117089. /**
  117090. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  117091. * @param forOutput defines an optional connection point to check compatibility with
  117092. * @returns the first available input or null
  117093. */
  117094. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  117095. /**
  117096. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  117097. * @param forBlock defines an optional block to check compatibility with
  117098. * @returns the first available input or null
  117099. */
  117100. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  117101. /**
  117102. * Gets the sibling of the given output
  117103. * @param current defines the current output
  117104. * @returns the next output in the list or null
  117105. */
  117106. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  117107. /**
  117108. * Connect current block with another block
  117109. * @param other defines the block to connect with
  117110. * @param options define the various options to help pick the right connections
  117111. * @returns the current block
  117112. */
  117113. connectTo(other: NodeMaterialBlock, options?: {
  117114. input?: string;
  117115. output?: string;
  117116. outputSwizzle?: string;
  117117. }): this | undefined;
  117118. protected _buildBlock(state: NodeMaterialBuildState): void;
  117119. /**
  117120. * Add uniforms, samplers and uniform buffers at compilation time
  117121. * @param state defines the state to update
  117122. * @param nodeMaterial defines the node material requesting the update
  117123. * @param defines defines the material defines to update
  117124. */
  117125. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117126. /**
  117127. * Add potential fallbacks if shader compilation fails
  117128. * @param mesh defines the mesh to be rendered
  117129. * @param fallbacks defines the current prioritized list of fallbacks
  117130. */
  117131. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  117132. /**
  117133. * Update defines for shader compilation
  117134. * @param mesh defines the mesh to be rendered
  117135. * @param nodeMaterial defines the node material requesting the update
  117136. * @param defines defines the material defines to update
  117137. * @param useInstances specifies that instances should be used
  117138. */
  117139. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  117140. /**
  117141. * Initialize defines for shader compilation
  117142. * @param mesh defines the mesh to be rendered
  117143. * @param nodeMaterial defines the node material requesting the update
  117144. * @param defines defines the material defines to be prepared
  117145. * @param useInstances specifies that instances should be used
  117146. */
  117147. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  117148. /**
  117149. * Lets the block try to connect some inputs automatically
  117150. */
  117151. autoConfigure(): void;
  117152. /**
  117153. * Function called when a block is declared as repeatable content generator
  117154. * @param vertexShaderState defines the current compilation state for the vertex shader
  117155. * @param fragmentShaderState defines the current compilation state for the fragment shader
  117156. * @param mesh defines the mesh to be rendered
  117157. * @param defines defines the material defines to update
  117158. */
  117159. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  117160. /**
  117161. * Checks if the block is ready
  117162. * @param mesh defines the mesh to be rendered
  117163. * @param nodeMaterial defines the node material requesting the update
  117164. * @param defines defines the material defines to update
  117165. * @param useInstances specifies that instances should be used
  117166. * @returns true if the block is ready
  117167. */
  117168. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  117169. private _processBuild;
  117170. /**
  117171. * Compile the current node and generate the shader code
  117172. * @param state defines the current compilation state (uniforms, samplers, current string)
  117173. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  117174. * @returns true if already built
  117175. */
  117176. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  117177. /**
  117178. * Clone the current block to a new identical block
  117179. * @param scene defines the hosting scene
  117180. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  117181. * @returns a copy of the current block
  117182. */
  117183. clone(scene: Scene, rootUrl?: string): NodeMaterialBlock | null;
  117184. /**
  117185. * Serializes this block in a JSON representation
  117186. * @returns the serialized block object
  117187. */
  117188. serialize(): any;
  117189. /** @hidden */
  117190. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117191. }
  117192. }
  117193. declare module BABYLON {
  117194. /**
  117195. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  117196. */
  117197. export enum NodeMaterialBlockConnectionPointMode {
  117198. /** Value is an uniform */
  117199. Uniform = 0,
  117200. /** Value is a mesh attribute */
  117201. Attribute = 1,
  117202. /** Value is a varying between vertex and fragment shaders */
  117203. Varying = 2,
  117204. /** Mode is undefined */
  117205. Undefined = 3
  117206. }
  117207. }
  117208. declare module BABYLON {
  117209. /**
  117210. * Enum defining the type of animations supported by InputBlock
  117211. */
  117212. export enum AnimatedInputBlockTypes {
  117213. /** No animation */
  117214. None = 0,
  117215. /** Time based animation. Will only work for floats */
  117216. Time = 1
  117217. }
  117218. }
  117219. declare module BABYLON {
  117220. /**
  117221. * Block used to expose an input value
  117222. */
  117223. export class InputBlock extends NodeMaterialBlock {
  117224. private _mode;
  117225. private _associatedVariableName;
  117226. private _storedValue;
  117227. private _valueCallback;
  117228. private _type;
  117229. private _animationType;
  117230. /** @hidden */
  117231. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  117232. /** Gets or sets a boolean indicating that this input can be edited in the Inspector */
  117233. visibleInInspector: boolean;
  117234. /**
  117235. * Gets or sets the connection point type (default is float)
  117236. */
  117237. readonly type: NodeMaterialBlockConnectionPointTypes;
  117238. /**
  117239. * Creates a new InputBlock
  117240. * @param name defines the block name
  117241. * @param target defines the target of that block (Vertex by default)
  117242. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  117243. */
  117244. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  117245. /**
  117246. * Gets the output component
  117247. */
  117248. readonly output: NodeMaterialConnectionPoint;
  117249. /**
  117250. * Set the source of this connection point to a vertex attribute
  117251. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  117252. * @returns the current connection point
  117253. */
  117254. setAsAttribute(attributeName?: string): InputBlock;
  117255. /**
  117256. * Set the source of this connection point to a well known value
  117257. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  117258. * @returns the current connection point
  117259. */
  117260. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  117261. /**
  117262. * Gets or sets the value of that point.
  117263. * Please note that this value will be ignored if valueCallback is defined
  117264. */
  117265. value: any;
  117266. /**
  117267. * Gets or sets a callback used to get the value of that point.
  117268. * Please note that setting this value will force the connection point to ignore the value property
  117269. */
  117270. valueCallback: () => any;
  117271. /**
  117272. * Gets or sets the associated variable name in the shader
  117273. */
  117274. associatedVariableName: string;
  117275. /** Gets or sets the type of animation applied to the input */
  117276. animationType: AnimatedInputBlockTypes;
  117277. /**
  117278. * Gets a boolean indicating that this connection point not defined yet
  117279. */
  117280. readonly isUndefined: boolean;
  117281. /**
  117282. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  117283. * In this case the connection point name must be the name of the uniform to use.
  117284. * Can only be set on inputs
  117285. */
  117286. isUniform: boolean;
  117287. /**
  117288. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  117289. * In this case the connection point name must be the name of the attribute to use
  117290. * Can only be set on inputs
  117291. */
  117292. isAttribute: boolean;
  117293. /**
  117294. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  117295. * Can only be set on exit points
  117296. */
  117297. isVarying: boolean;
  117298. /**
  117299. * Gets a boolean indicating that the current connection point is a well known value
  117300. */
  117301. readonly isWellKnownValue: boolean;
  117302. /**
  117303. * Gets or sets the current well known value or null if not defined as well know value
  117304. */
  117305. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  117306. /**
  117307. * Gets the current class name
  117308. * @returns the class name
  117309. */
  117310. getClassName(): string;
  117311. /**
  117312. * Animate the input if animationType !== None
  117313. * @param scene defines the rendering scene
  117314. */
  117315. animate(scene: Scene): void;
  117316. private _emitDefine;
  117317. /**
  117318. * Set the input block to its default value (based on its type)
  117319. */
  117320. setDefaultValue(): void;
  117321. private _emit;
  117322. /** @hidden */
  117323. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  117324. /** @hidden */
  117325. _transmit(effect: Effect, scene: Scene): void;
  117326. protected _buildBlock(state: NodeMaterialBuildState): void;
  117327. serialize(): any;
  117328. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117329. }
  117330. }
  117331. declare module BABYLON {
  117332. /**
  117333. * Defines a connection point for a block
  117334. */
  117335. export class NodeMaterialConnectionPoint {
  117336. /** @hidden */
  117337. _ownerBlock: NodeMaterialBlock;
  117338. /** @hidden */
  117339. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  117340. private _endpoints;
  117341. private _associatedVariableName;
  117342. /** @hidden */
  117343. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  117344. private _type;
  117345. /** @hidden */
  117346. _enforceAssociatedVariableName: boolean;
  117347. /**
  117348. * Gets or sets the additional types supported byt this connection point
  117349. */
  117350. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  117351. /**
  117352. * Gets or sets the associated variable name in the shader
  117353. */
  117354. associatedVariableName: string;
  117355. /**
  117356. * Gets or sets the connection point type (default is float)
  117357. */
  117358. type: NodeMaterialBlockConnectionPointTypes;
  117359. /**
  117360. * Gets or sets the connection point name
  117361. */
  117362. name: string;
  117363. /**
  117364. * Gets or sets a boolean indicating that this connection point can be omitted
  117365. */
  117366. isOptional: boolean;
  117367. /**
  117368. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  117369. */
  117370. define: string;
  117371. /** Gets or sets the target of that connection point */
  117372. target: NodeMaterialBlockTargets;
  117373. /**
  117374. * Gets a boolean indicating that the current point is connected
  117375. */
  117376. readonly isConnected: boolean;
  117377. /**
  117378. * Gets a boolean indicating that the current point is connected to an input block
  117379. */
  117380. readonly isConnectedToInputBlock: boolean;
  117381. /**
  117382. * Gets a the connected input block (if any)
  117383. */
  117384. readonly connectInputBlock: Nullable<InputBlock>;
  117385. /** Get the other side of the connection (if any) */
  117386. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  117387. /** Get the block that owns this connection point */
  117388. readonly ownerBlock: NodeMaterialBlock;
  117389. /** Get the block connected on the other side of this connection (if any) */
  117390. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  117391. /** Get the block connected on the endpoints of this connection (if any) */
  117392. readonly connectedBlocks: Array<NodeMaterialBlock>;
  117393. /** Gets the list of connected endpoints */
  117394. readonly endpoints: NodeMaterialConnectionPoint[];
  117395. /** Gets a boolean indicating if that output point is connected to at least one input */
  117396. readonly hasEndpoints: boolean;
  117397. /**
  117398. * Creates a new connection point
  117399. * @param name defines the connection point name
  117400. * @param ownerBlock defines the block hosting this connection point
  117401. */
  117402. constructor(name: string, ownerBlock: NodeMaterialBlock);
  117403. /**
  117404. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  117405. * @returns the class name
  117406. */
  117407. getClassName(): string;
  117408. /**
  117409. * Gets an boolean indicating if the current point can be connected to another point
  117410. * @param connectionPoint defines the other connection point
  117411. * @returns true if the connection is possible
  117412. */
  117413. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  117414. /**
  117415. * Connect this point to another connection point
  117416. * @param connectionPoint defines the other connection point
  117417. * @returns the current connection point
  117418. */
  117419. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  117420. /**
  117421. * Disconnect this point from one of his endpoint
  117422. * @param endpoint defines the other connection point
  117423. * @returns the current connection point
  117424. */
  117425. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  117426. /**
  117427. * Serializes this point in a JSON representation
  117428. * @returns the serialized point object
  117429. */
  117430. serialize(): any;
  117431. }
  117432. }
  117433. declare module BABYLON {
  117434. /**
  117435. * Block used to add support for vertex skinning (bones)
  117436. */
  117437. export class BonesBlock extends NodeMaterialBlock {
  117438. /**
  117439. * Creates a new BonesBlock
  117440. * @param name defines the block name
  117441. */
  117442. constructor(name: string);
  117443. /**
  117444. * Initialize the block and prepare the context for build
  117445. * @param state defines the state that will be used for the build
  117446. */
  117447. initialize(state: NodeMaterialBuildState): void;
  117448. /**
  117449. * Gets the current class name
  117450. * @returns the class name
  117451. */
  117452. getClassName(): string;
  117453. /**
  117454. * Gets the matrix indices input component
  117455. */
  117456. readonly matricesIndices: NodeMaterialConnectionPoint;
  117457. /**
  117458. * Gets the matrix weights input component
  117459. */
  117460. readonly matricesWeights: NodeMaterialConnectionPoint;
  117461. /**
  117462. * Gets the extra matrix indices input component
  117463. */
  117464. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  117465. /**
  117466. * Gets the extra matrix weights input component
  117467. */
  117468. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  117469. /**
  117470. * Gets the world input component
  117471. */
  117472. readonly world: NodeMaterialConnectionPoint;
  117473. /**
  117474. * Gets the output component
  117475. */
  117476. readonly output: NodeMaterialConnectionPoint;
  117477. autoConfigure(): void;
  117478. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  117479. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117480. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117481. protected _buildBlock(state: NodeMaterialBuildState): this;
  117482. }
  117483. }
  117484. declare module BABYLON {
  117485. /**
  117486. * Block used to add support for instances
  117487. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  117488. */
  117489. export class InstancesBlock extends NodeMaterialBlock {
  117490. /**
  117491. * Creates a new InstancesBlock
  117492. * @param name defines the block name
  117493. */
  117494. constructor(name: string);
  117495. /**
  117496. * Gets the current class name
  117497. * @returns the class name
  117498. */
  117499. getClassName(): string;
  117500. /**
  117501. * Gets the first world row input component
  117502. */
  117503. readonly world0: NodeMaterialConnectionPoint;
  117504. /**
  117505. * Gets the second world row input component
  117506. */
  117507. readonly world1: NodeMaterialConnectionPoint;
  117508. /**
  117509. * Gets the third world row input component
  117510. */
  117511. readonly world2: NodeMaterialConnectionPoint;
  117512. /**
  117513. * Gets the forth world row input component
  117514. */
  117515. readonly world3: NodeMaterialConnectionPoint;
  117516. /**
  117517. * Gets the world input component
  117518. */
  117519. readonly world: NodeMaterialConnectionPoint;
  117520. /**
  117521. * Gets the output component
  117522. */
  117523. readonly output: NodeMaterialConnectionPoint;
  117524. autoConfigure(): void;
  117525. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  117526. protected _buildBlock(state: NodeMaterialBuildState): this;
  117527. }
  117528. }
  117529. declare module BABYLON {
  117530. /**
  117531. * Block used to add morph targets support to vertex shader
  117532. */
  117533. export class MorphTargetsBlock extends NodeMaterialBlock {
  117534. private _repeatableContentAnchor;
  117535. private _repeatebleContentGenerated;
  117536. /**
  117537. * Create a new MorphTargetsBlock
  117538. * @param name defines the block name
  117539. */
  117540. constructor(name: string);
  117541. /**
  117542. * Gets the current class name
  117543. * @returns the class name
  117544. */
  117545. getClassName(): string;
  117546. /**
  117547. * Gets the position input component
  117548. */
  117549. readonly position: NodeMaterialConnectionPoint;
  117550. /**
  117551. * Gets the normal input component
  117552. */
  117553. readonly normal: NodeMaterialConnectionPoint;
  117554. /**
  117555. * Gets the tangent input component
  117556. */
  117557. readonly tangent: NodeMaterialConnectionPoint;
  117558. /**
  117559. * Gets the tangent input component
  117560. */
  117561. readonly uv: NodeMaterialConnectionPoint;
  117562. /**
  117563. * Gets the position output component
  117564. */
  117565. readonly positionOutput: NodeMaterialConnectionPoint;
  117566. /**
  117567. * Gets the normal output component
  117568. */
  117569. readonly normalOutput: NodeMaterialConnectionPoint;
  117570. /**
  117571. * Gets the tangent output component
  117572. */
  117573. readonly tangentOutput: NodeMaterialConnectionPoint;
  117574. /**
  117575. * Gets the tangent output component
  117576. */
  117577. readonly uvOutput: NodeMaterialConnectionPoint;
  117578. initialize(state: NodeMaterialBuildState): void;
  117579. autoConfigure(): void;
  117580. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117581. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117582. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  117583. protected _buildBlock(state: NodeMaterialBuildState): this;
  117584. }
  117585. }
  117586. declare module BABYLON {
  117587. /**
  117588. * Block used to add an alpha test in the fragment shader
  117589. */
  117590. export class AlphaTestBlock extends NodeMaterialBlock {
  117591. /**
  117592. * Gets or sets the alpha value where alpha testing happens
  117593. */
  117594. alphaCutOff: number;
  117595. /**
  117596. * Create a new AlphaTestBlock
  117597. * @param name defines the block name
  117598. */
  117599. constructor(name: string);
  117600. /**
  117601. * Gets the current class name
  117602. * @returns the class name
  117603. */
  117604. getClassName(): string;
  117605. /**
  117606. * Gets the color input component
  117607. */
  117608. readonly color: NodeMaterialConnectionPoint;
  117609. /**
  117610. * Gets the alpha input component
  117611. */
  117612. readonly alpha: NodeMaterialConnectionPoint;
  117613. protected _buildBlock(state: NodeMaterialBuildState): this;
  117614. }
  117615. }
  117616. declare module BABYLON {
  117617. /**
  117618. * Block used to create a Color3/4 out of individual inputs (one for each component)
  117619. */
  117620. export class ColorMergerBlock extends NodeMaterialBlock {
  117621. /**
  117622. * Create a new ColorMergerBlock
  117623. * @param name defines the block name
  117624. */
  117625. constructor(name: string);
  117626. /**
  117627. * Gets the current class name
  117628. * @returns the class name
  117629. */
  117630. getClassName(): string;
  117631. /**
  117632. * Gets the r component (input)
  117633. */
  117634. readonly r: NodeMaterialConnectionPoint;
  117635. /**
  117636. * Gets the g component (input)
  117637. */
  117638. readonly g: NodeMaterialConnectionPoint;
  117639. /**
  117640. * Gets the b component (input)
  117641. */
  117642. readonly b: NodeMaterialConnectionPoint;
  117643. /**
  117644. * Gets the a component (input)
  117645. */
  117646. readonly a: NodeMaterialConnectionPoint;
  117647. /**
  117648. * Gets the rgba component (output)
  117649. */
  117650. readonly rgba: NodeMaterialConnectionPoint;
  117651. /**
  117652. * Gets the rgb component (output)
  117653. */
  117654. readonly rgb: NodeMaterialConnectionPoint;
  117655. protected _buildBlock(state: NodeMaterialBuildState): this;
  117656. }
  117657. }
  117658. declare module BABYLON {
  117659. /**
  117660. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  117661. */
  117662. export class VectorMergerBlock extends NodeMaterialBlock {
  117663. /**
  117664. * Create a new VectorMergerBlock
  117665. * @param name defines the block name
  117666. */
  117667. constructor(name: string);
  117668. /**
  117669. * Gets the current class name
  117670. * @returns the class name
  117671. */
  117672. getClassName(): string;
  117673. /**
  117674. * Gets the x component (input)
  117675. */
  117676. readonly x: NodeMaterialConnectionPoint;
  117677. /**
  117678. * Gets the y component (input)
  117679. */
  117680. readonly y: NodeMaterialConnectionPoint;
  117681. /**
  117682. * Gets the z component (input)
  117683. */
  117684. readonly z: NodeMaterialConnectionPoint;
  117685. /**
  117686. * Gets the w component (input)
  117687. */
  117688. readonly w: NodeMaterialConnectionPoint;
  117689. /**
  117690. * Gets the xyzw component (output)
  117691. */
  117692. readonly xyzw: NodeMaterialConnectionPoint;
  117693. /**
  117694. * Gets the xyz component (output)
  117695. */
  117696. readonly xyz: NodeMaterialConnectionPoint;
  117697. /**
  117698. * Gets the xy component (output)
  117699. */
  117700. readonly xy: NodeMaterialConnectionPoint;
  117701. protected _buildBlock(state: NodeMaterialBuildState): this;
  117702. }
  117703. }
  117704. declare module BABYLON {
  117705. /**
  117706. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  117707. */
  117708. export class ColorSplitterBlock extends NodeMaterialBlock {
  117709. /**
  117710. * Create a new ColorSplitterBlock
  117711. * @param name defines the block name
  117712. */
  117713. constructor(name: string);
  117714. /**
  117715. * Gets the current class name
  117716. * @returns the class name
  117717. */
  117718. getClassName(): string;
  117719. /**
  117720. * Gets the rgba component (input)
  117721. */
  117722. readonly rgba: NodeMaterialConnectionPoint;
  117723. /**
  117724. * Gets the rgb component (input)
  117725. */
  117726. readonly rgbIn: NodeMaterialConnectionPoint;
  117727. /**
  117728. * Gets the rgb component (output)
  117729. */
  117730. readonly rgbOut: NodeMaterialConnectionPoint;
  117731. /**
  117732. * Gets the r component (output)
  117733. */
  117734. readonly r: NodeMaterialConnectionPoint;
  117735. /**
  117736. * Gets the g component (output)
  117737. */
  117738. readonly g: NodeMaterialConnectionPoint;
  117739. /**
  117740. * Gets the b component (output)
  117741. */
  117742. readonly b: NodeMaterialConnectionPoint;
  117743. /**
  117744. * Gets the a component (output)
  117745. */
  117746. readonly a: NodeMaterialConnectionPoint;
  117747. protected _buildBlock(state: NodeMaterialBuildState): this;
  117748. }
  117749. }
  117750. declare module BABYLON {
  117751. /**
  117752. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  117753. */
  117754. export class VectorSplitterBlock extends NodeMaterialBlock {
  117755. /**
  117756. * Create a new VectorSplitterBlock
  117757. * @param name defines the block name
  117758. */
  117759. constructor(name: string);
  117760. /**
  117761. * Gets the current class name
  117762. * @returns the class name
  117763. */
  117764. getClassName(): string;
  117765. /**
  117766. * Gets the xyzw component (input)
  117767. */
  117768. readonly xyzw: NodeMaterialConnectionPoint;
  117769. /**
  117770. * Gets the xyz component (input)
  117771. */
  117772. readonly xyzIn: NodeMaterialConnectionPoint;
  117773. /**
  117774. * Gets the xy component (input)
  117775. */
  117776. readonly xyIn: NodeMaterialConnectionPoint;
  117777. /**
  117778. * Gets the xyz component (output)
  117779. */
  117780. readonly xyzOut: NodeMaterialConnectionPoint;
  117781. /**
  117782. * Gets the xy component (output)
  117783. */
  117784. readonly xyOut: NodeMaterialConnectionPoint;
  117785. /**
  117786. * Gets the x component (output)
  117787. */
  117788. readonly x: NodeMaterialConnectionPoint;
  117789. /**
  117790. * Gets the y component (output)
  117791. */
  117792. readonly y: NodeMaterialConnectionPoint;
  117793. /**
  117794. * Gets the z component (output)
  117795. */
  117796. readonly z: NodeMaterialConnectionPoint;
  117797. /**
  117798. * Gets the w component (output)
  117799. */
  117800. readonly w: NodeMaterialConnectionPoint;
  117801. protected _buildBlock(state: NodeMaterialBuildState): this;
  117802. }
  117803. }
  117804. declare module BABYLON {
  117805. /**
  117806. * Block used to add image processing support to fragment shader
  117807. */
  117808. export class ImageProcessingBlock extends NodeMaterialBlock {
  117809. /**
  117810. * Create a new ImageProcessingBlock
  117811. * @param name defines the block name
  117812. */
  117813. constructor(name: string);
  117814. /**
  117815. * Gets the current class name
  117816. * @returns the class name
  117817. */
  117818. getClassName(): string;
  117819. /**
  117820. * Gets the color input component
  117821. */
  117822. readonly color: NodeMaterialConnectionPoint;
  117823. /**
  117824. * Gets the output component
  117825. */
  117826. readonly output: NodeMaterialConnectionPoint;
  117827. /**
  117828. * Initialize the block and prepare the context for build
  117829. * @param state defines the state that will be used for the build
  117830. */
  117831. initialize(state: NodeMaterialBuildState): void;
  117832. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  117833. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117834. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117835. protected _buildBlock(state: NodeMaterialBuildState): this;
  117836. }
  117837. }
  117838. declare module BABYLON {
  117839. /**
  117840. * Block used to add support for scene fog
  117841. */
  117842. export class FogBlock extends NodeMaterialBlock {
  117843. private _fogDistanceName;
  117844. private _fogParameters;
  117845. /**
  117846. * Create a new FogBlock
  117847. * @param name defines the block name
  117848. */
  117849. constructor(name: string);
  117850. /**
  117851. * Gets the current class name
  117852. * @returns the class name
  117853. */
  117854. getClassName(): string;
  117855. /**
  117856. * Gets the world position input component
  117857. */
  117858. readonly worldPosition: NodeMaterialConnectionPoint;
  117859. /**
  117860. * Gets the view input component
  117861. */
  117862. readonly view: NodeMaterialConnectionPoint;
  117863. /**
  117864. * Gets the color input component
  117865. */
  117866. readonly color: NodeMaterialConnectionPoint;
  117867. /**
  117868. * Gets the fog color input component
  117869. */
  117870. readonly fogColor: NodeMaterialConnectionPoint;
  117871. /**
  117872. * Gets the output component
  117873. */
  117874. readonly output: NodeMaterialConnectionPoint;
  117875. autoConfigure(): void;
  117876. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117877. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117878. protected _buildBlock(state: NodeMaterialBuildState): this;
  117879. }
  117880. }
  117881. declare module BABYLON {
  117882. /**
  117883. * Block used to add light in the fragment shader
  117884. */
  117885. export class LightBlock extends NodeMaterialBlock {
  117886. private _lightId;
  117887. /**
  117888. * Gets or sets the light associated with this block
  117889. */
  117890. light: Nullable<Light>;
  117891. /**
  117892. * Create a new LightBlock
  117893. * @param name defines the block name
  117894. */
  117895. constructor(name: string);
  117896. /**
  117897. * Gets the current class name
  117898. * @returns the class name
  117899. */
  117900. getClassName(): string;
  117901. /**
  117902. * Gets the world position input component
  117903. */
  117904. readonly worldPosition: NodeMaterialConnectionPoint;
  117905. /**
  117906. * Gets the world normal input component
  117907. */
  117908. readonly worldNormal: NodeMaterialConnectionPoint;
  117909. /**
  117910. * Gets the camera (or eye) position component
  117911. */
  117912. readonly cameraPosition: NodeMaterialConnectionPoint;
  117913. /**
  117914. * Gets the diffuse output component
  117915. */
  117916. readonly diffuseOutput: NodeMaterialConnectionPoint;
  117917. /**
  117918. * Gets the specular output component
  117919. */
  117920. readonly specularOutput: NodeMaterialConnectionPoint;
  117921. autoConfigure(): void;
  117922. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117923. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117924. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117925. private _injectVertexCode;
  117926. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  117927. serialize(): any;
  117928. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117929. }
  117930. }
  117931. declare module BABYLON {
  117932. /**
  117933. * Block used to multiply 2 values
  117934. */
  117935. export class MultiplyBlock extends NodeMaterialBlock {
  117936. /**
  117937. * Creates a new MultiplyBlock
  117938. * @param name defines the block name
  117939. */
  117940. constructor(name: string);
  117941. /**
  117942. * Gets the current class name
  117943. * @returns the class name
  117944. */
  117945. getClassName(): string;
  117946. /**
  117947. * Gets the left operand input component
  117948. */
  117949. readonly left: NodeMaterialConnectionPoint;
  117950. /**
  117951. * Gets the right operand input component
  117952. */
  117953. readonly right: NodeMaterialConnectionPoint;
  117954. /**
  117955. * Gets the output component
  117956. */
  117957. readonly output: NodeMaterialConnectionPoint;
  117958. protected _buildBlock(state: NodeMaterialBuildState): this;
  117959. }
  117960. }
  117961. declare module BABYLON {
  117962. /**
  117963. * Block used to add 2 vectors
  117964. */
  117965. export class AddBlock extends NodeMaterialBlock {
  117966. /**
  117967. * Creates a new AddBlock
  117968. * @param name defines the block name
  117969. */
  117970. constructor(name: string);
  117971. /**
  117972. * Gets the current class name
  117973. * @returns the class name
  117974. */
  117975. getClassName(): string;
  117976. /**
  117977. * Gets the left operand input component
  117978. */
  117979. readonly left: NodeMaterialConnectionPoint;
  117980. /**
  117981. * Gets the right operand input component
  117982. */
  117983. readonly right: NodeMaterialConnectionPoint;
  117984. /**
  117985. * Gets the output component
  117986. */
  117987. readonly output: NodeMaterialConnectionPoint;
  117988. protected _buildBlock(state: NodeMaterialBuildState): this;
  117989. }
  117990. }
  117991. declare module BABYLON {
  117992. /**
  117993. * Block used to scale a vector by a float
  117994. */
  117995. export class ScaleBlock extends NodeMaterialBlock {
  117996. /**
  117997. * Creates a new ScaleBlock
  117998. * @param name defines the block name
  117999. */
  118000. constructor(name: string);
  118001. /**
  118002. * Gets the current class name
  118003. * @returns the class name
  118004. */
  118005. getClassName(): string;
  118006. /**
  118007. * Gets the input component
  118008. */
  118009. readonly input: NodeMaterialConnectionPoint;
  118010. /**
  118011. * Gets the factor input component
  118012. */
  118013. readonly factor: NodeMaterialConnectionPoint;
  118014. /**
  118015. * Gets the output component
  118016. */
  118017. readonly output: NodeMaterialConnectionPoint;
  118018. protected _buildBlock(state: NodeMaterialBuildState): this;
  118019. }
  118020. }
  118021. declare module BABYLON {
  118022. /**
  118023. * Block used to clamp a float
  118024. */
  118025. export class ClampBlock extends NodeMaterialBlock {
  118026. /** Gets or sets the minimum range */
  118027. minimum: number;
  118028. /** Gets or sets the maximum range */
  118029. maximum: number;
  118030. /**
  118031. * Creates a new ClampBlock
  118032. * @param name defines the block name
  118033. */
  118034. constructor(name: string);
  118035. /**
  118036. * Gets the current class name
  118037. * @returns the class name
  118038. */
  118039. getClassName(): string;
  118040. /**
  118041. * Gets the value input component
  118042. */
  118043. readonly value: NodeMaterialConnectionPoint;
  118044. /**
  118045. * Gets the output component
  118046. */
  118047. readonly output: NodeMaterialConnectionPoint;
  118048. protected _buildBlock(state: NodeMaterialBuildState): this;
  118049. }
  118050. }
  118051. declare module BABYLON {
  118052. /**
  118053. * Block used to apply a cross product between 2 vectors
  118054. */
  118055. export class CrossBlock extends NodeMaterialBlock {
  118056. /**
  118057. * Creates a new CrossBlock
  118058. * @param name defines the block name
  118059. */
  118060. constructor(name: string);
  118061. /**
  118062. * Gets the current class name
  118063. * @returns the class name
  118064. */
  118065. getClassName(): string;
  118066. /**
  118067. * Gets the left operand input component
  118068. */
  118069. readonly left: NodeMaterialConnectionPoint;
  118070. /**
  118071. * Gets the right operand input component
  118072. */
  118073. readonly right: NodeMaterialConnectionPoint;
  118074. /**
  118075. * Gets the output component
  118076. */
  118077. readonly output: NodeMaterialConnectionPoint;
  118078. protected _buildBlock(state: NodeMaterialBuildState): this;
  118079. }
  118080. }
  118081. declare module BABYLON {
  118082. /**
  118083. * Block used to apply a dot product between 2 vectors
  118084. */
  118085. export class DotBlock extends NodeMaterialBlock {
  118086. /**
  118087. * Creates a new DotBlock
  118088. * @param name defines the block name
  118089. */
  118090. constructor(name: string);
  118091. /**
  118092. * Gets the current class name
  118093. * @returns the class name
  118094. */
  118095. getClassName(): string;
  118096. /**
  118097. * Gets the left operand input component
  118098. */
  118099. readonly left: NodeMaterialConnectionPoint;
  118100. /**
  118101. * Gets the right operand input component
  118102. */
  118103. readonly right: NodeMaterialConnectionPoint;
  118104. /**
  118105. * Gets the output component
  118106. */
  118107. readonly output: NodeMaterialConnectionPoint;
  118108. protected _buildBlock(state: NodeMaterialBuildState): this;
  118109. }
  118110. }
  118111. declare module BABYLON {
  118112. /**
  118113. * Block used to remap a float from a range to a new one
  118114. */
  118115. export class RemapBlock extends NodeMaterialBlock {
  118116. /**
  118117. * Gets or sets the source range
  118118. */
  118119. sourceRange: Vector2;
  118120. /**
  118121. * Gets or sets the target range
  118122. */
  118123. targetRange: Vector2;
  118124. /**
  118125. * Creates a new RemapBlock
  118126. * @param name defines the block name
  118127. */
  118128. constructor(name: string);
  118129. /**
  118130. * Gets the current class name
  118131. * @returns the class name
  118132. */
  118133. getClassName(): string;
  118134. /**
  118135. * Gets the input component
  118136. */
  118137. readonly input: NodeMaterialConnectionPoint;
  118138. /**
  118139. * Gets the output component
  118140. */
  118141. readonly output: NodeMaterialConnectionPoint;
  118142. protected _buildBlock(state: NodeMaterialBuildState): this;
  118143. }
  118144. }
  118145. declare module BABYLON {
  118146. /**
  118147. * Block used to normalize a vector
  118148. */
  118149. export class NormalizeBlock extends NodeMaterialBlock {
  118150. /**
  118151. * Creates a new NormalizeBlock
  118152. * @param name defines the block name
  118153. */
  118154. constructor(name: string);
  118155. /**
  118156. * Gets the current class name
  118157. * @returns the class name
  118158. */
  118159. getClassName(): string;
  118160. /**
  118161. * Gets the input component
  118162. */
  118163. readonly input: NodeMaterialConnectionPoint;
  118164. /**
  118165. * Gets the output component
  118166. */
  118167. readonly output: NodeMaterialConnectionPoint;
  118168. protected _buildBlock(state: NodeMaterialBuildState): this;
  118169. }
  118170. }
  118171. declare module BABYLON {
  118172. /**
  118173. * Operations supported by the Trigonometry block
  118174. */
  118175. export enum TrigonometryBlockOperations {
  118176. /** Cos */
  118177. Cos = 0,
  118178. /** Sin */
  118179. Sin = 1,
  118180. /** Abs */
  118181. Abs = 2
  118182. }
  118183. /**
  118184. * Block used to apply trigonometry operation to floats
  118185. */
  118186. export class TrigonometryBlock extends NodeMaterialBlock {
  118187. /**
  118188. * Gets or sets the operation applied by the block
  118189. */
  118190. operation: TrigonometryBlockOperations;
  118191. /**
  118192. * Creates a new TrigonometryBlock
  118193. * @param name defines the block name
  118194. */
  118195. constructor(name: string);
  118196. /**
  118197. * Gets the current class name
  118198. * @returns the class name
  118199. */
  118200. getClassName(): string;
  118201. /**
  118202. * Gets the input component
  118203. */
  118204. readonly input: NodeMaterialConnectionPoint;
  118205. /**
  118206. * Gets the output component
  118207. */
  118208. readonly output: NodeMaterialConnectionPoint;
  118209. protected _buildBlock(state: NodeMaterialBuildState): this;
  118210. }
  118211. }
  118212. declare module BABYLON {
  118213. /**
  118214. * Effect Render Options
  118215. */
  118216. export interface IEffectRendererOptions {
  118217. /**
  118218. * Defines the vertices positions.
  118219. */
  118220. positions?: number[];
  118221. /**
  118222. * Defines the indices.
  118223. */
  118224. indices?: number[];
  118225. }
  118226. /**
  118227. * Helper class to render one or more effects
  118228. */
  118229. export class EffectRenderer {
  118230. private engine;
  118231. private static _DefaultOptions;
  118232. private _vertexBuffers;
  118233. private _indexBuffer;
  118234. private _ringBufferIndex;
  118235. private _ringScreenBuffer;
  118236. private _fullscreenViewport;
  118237. private _getNextFrameBuffer;
  118238. /**
  118239. * Creates an effect renderer
  118240. * @param engine the engine to use for rendering
  118241. * @param options defines the options of the effect renderer
  118242. */
  118243. constructor(engine: Engine, options?: IEffectRendererOptions);
  118244. /**
  118245. * Sets the current viewport in normalized coordinates 0-1
  118246. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  118247. */
  118248. setViewport(viewport?: Viewport): void;
  118249. /**
  118250. * Sets the current effect wrapper to use during draw.
  118251. * The effect needs to be ready before calling this api.
  118252. * This also sets the default full screen position attribute.
  118253. * @param effectWrapper Defines the effect to draw with
  118254. */
  118255. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  118256. /**
  118257. * Draws a full screen quad.
  118258. */
  118259. draw(): void;
  118260. /**
  118261. * renders one or more effects to a specified texture
  118262. * @param effectWrappers list of effects to renderer
  118263. * @param outputTexture texture to draw to, if null it will render to the screen
  118264. */
  118265. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  118266. /**
  118267. * Disposes of the effect renderer
  118268. */
  118269. dispose(): void;
  118270. }
  118271. /**
  118272. * Options to create an EffectWrapper
  118273. */
  118274. interface EffectWrapperCreationOptions {
  118275. /**
  118276. * Engine to use to create the effect
  118277. */
  118278. engine: Engine;
  118279. /**
  118280. * Fragment shader for the effect
  118281. */
  118282. fragmentShader: string;
  118283. /**
  118284. * Vertex shader for the effect
  118285. */
  118286. vertexShader?: string;
  118287. /**
  118288. * Attributes to use in the shader
  118289. */
  118290. attributeNames?: Array<string>;
  118291. /**
  118292. * Uniforms to use in the shader
  118293. */
  118294. uniformNames?: Array<string>;
  118295. /**
  118296. * Texture sampler names to use in the shader
  118297. */
  118298. samplerNames?: Array<string>;
  118299. /**
  118300. * The friendly name of the effect displayed in Spector.
  118301. */
  118302. name?: string;
  118303. }
  118304. /**
  118305. * Wraps an effect to be used for rendering
  118306. */
  118307. export class EffectWrapper {
  118308. /**
  118309. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  118310. */
  118311. onApplyObservable: Observable<{}>;
  118312. /**
  118313. * The underlying effect
  118314. */
  118315. effect: Effect;
  118316. /**
  118317. * Creates an effect to be renderer
  118318. * @param creationOptions options to create the effect
  118319. */
  118320. constructor(creationOptions: EffectWrapperCreationOptions);
  118321. /**
  118322. * Disposes of the effect wrapper
  118323. */
  118324. dispose(): void;
  118325. }
  118326. }
  118327. declare module BABYLON {
  118328. /**
  118329. * Helper class to push actions to a pool of workers.
  118330. */
  118331. export class WorkerPool implements IDisposable {
  118332. private _workerInfos;
  118333. private _pendingActions;
  118334. /**
  118335. * Constructor
  118336. * @param workers Array of workers to use for actions
  118337. */
  118338. constructor(workers: Array<Worker>);
  118339. /**
  118340. * Terminates all workers and clears any pending actions.
  118341. */
  118342. dispose(): void;
  118343. /**
  118344. * Pushes an action to the worker pool. If all the workers are active, the action will be
  118345. * pended until a worker has completed its action.
  118346. * @param action The action to perform. Call onComplete when the action is complete.
  118347. */
  118348. push(action: (worker: Worker, onComplete: () => void) => void): void;
  118349. private _execute;
  118350. }
  118351. }
  118352. declare module BABYLON {
  118353. /**
  118354. * Configuration for Draco compression
  118355. */
  118356. export interface IDracoCompressionConfiguration {
  118357. /**
  118358. * Configuration for the decoder.
  118359. */
  118360. decoder: {
  118361. /**
  118362. * The url to the WebAssembly module.
  118363. */
  118364. wasmUrl?: string;
  118365. /**
  118366. * The url to the WebAssembly binary.
  118367. */
  118368. wasmBinaryUrl?: string;
  118369. /**
  118370. * The url to the fallback JavaScript module.
  118371. */
  118372. fallbackUrl?: string;
  118373. };
  118374. }
  118375. /**
  118376. * Draco compression (https://google.github.io/draco/)
  118377. *
  118378. * This class wraps the Draco module.
  118379. *
  118380. * **Encoder**
  118381. *
  118382. * The encoder is not currently implemented.
  118383. *
  118384. * **Decoder**
  118385. *
  118386. * 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.
  118387. *
  118388. * To update the configuration, use the following code:
  118389. * ```javascript
  118390. * DracoCompression.Configuration = {
  118391. * decoder: {
  118392. * wasmUrl: "<url to the WebAssembly library>",
  118393. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  118394. * fallbackUrl: "<url to the fallback JavaScript library>",
  118395. * }
  118396. * };
  118397. * ```
  118398. *
  118399. * 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.
  118400. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  118401. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  118402. *
  118403. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  118404. * ```javascript
  118405. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  118406. * ```
  118407. *
  118408. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  118409. */
  118410. export class DracoCompression implements IDisposable {
  118411. private _workerPoolPromise?;
  118412. private _decoderModulePromise?;
  118413. /**
  118414. * The configuration. Defaults to the following urls:
  118415. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  118416. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  118417. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  118418. */
  118419. static Configuration: IDracoCompressionConfiguration;
  118420. /**
  118421. * Returns true if the decoder configuration is available.
  118422. */
  118423. static readonly DecoderAvailable: boolean;
  118424. /**
  118425. * Default number of workers to create when creating the draco compression object.
  118426. */
  118427. static DefaultNumWorkers: number;
  118428. private static GetDefaultNumWorkers;
  118429. private static _Default;
  118430. /**
  118431. * Default instance for the draco compression object.
  118432. */
  118433. static readonly Default: DracoCompression;
  118434. /**
  118435. * Constructor
  118436. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  118437. */
  118438. constructor(numWorkers?: number);
  118439. /**
  118440. * Stop all async operations and release resources.
  118441. */
  118442. dispose(): void;
  118443. /**
  118444. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  118445. * @returns a promise that resolves when ready
  118446. */
  118447. whenReadyAsync(): Promise<void>;
  118448. /**
  118449. * Decode Draco compressed mesh data to vertex data.
  118450. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  118451. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  118452. * @returns A promise that resolves with the decoded vertex data
  118453. */
  118454. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  118455. [kind: string]: number;
  118456. }): Promise<VertexData>;
  118457. }
  118458. }
  118459. declare module BABYLON {
  118460. /**
  118461. * Class for building Constructive Solid Geometry
  118462. */
  118463. export class CSG {
  118464. private polygons;
  118465. /**
  118466. * The world matrix
  118467. */
  118468. matrix: Matrix;
  118469. /**
  118470. * Stores the position
  118471. */
  118472. position: Vector3;
  118473. /**
  118474. * Stores the rotation
  118475. */
  118476. rotation: Vector3;
  118477. /**
  118478. * Stores the rotation quaternion
  118479. */
  118480. rotationQuaternion: Nullable<Quaternion>;
  118481. /**
  118482. * Stores the scaling vector
  118483. */
  118484. scaling: Vector3;
  118485. /**
  118486. * Convert the Mesh to CSG
  118487. * @param mesh The Mesh to convert to CSG
  118488. * @returns A new CSG from the Mesh
  118489. */
  118490. static FromMesh(mesh: Mesh): CSG;
  118491. /**
  118492. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  118493. * @param polygons Polygons used to construct a CSG solid
  118494. */
  118495. private static FromPolygons;
  118496. /**
  118497. * Clones, or makes a deep copy, of the CSG
  118498. * @returns A new CSG
  118499. */
  118500. clone(): CSG;
  118501. /**
  118502. * Unions this CSG with another CSG
  118503. * @param csg The CSG to union against this CSG
  118504. * @returns The unioned CSG
  118505. */
  118506. union(csg: CSG): CSG;
  118507. /**
  118508. * Unions this CSG with another CSG in place
  118509. * @param csg The CSG to union against this CSG
  118510. */
  118511. unionInPlace(csg: CSG): void;
  118512. /**
  118513. * Subtracts this CSG with another CSG
  118514. * @param csg The CSG to subtract against this CSG
  118515. * @returns A new CSG
  118516. */
  118517. subtract(csg: CSG): CSG;
  118518. /**
  118519. * Subtracts this CSG with another CSG in place
  118520. * @param csg The CSG to subtact against this CSG
  118521. */
  118522. subtractInPlace(csg: CSG): void;
  118523. /**
  118524. * Intersect this CSG with another CSG
  118525. * @param csg The CSG to intersect against this CSG
  118526. * @returns A new CSG
  118527. */
  118528. intersect(csg: CSG): CSG;
  118529. /**
  118530. * Intersects this CSG with another CSG in place
  118531. * @param csg The CSG to intersect against this CSG
  118532. */
  118533. intersectInPlace(csg: CSG): void;
  118534. /**
  118535. * Return a new CSG solid with solid and empty space switched. This solid is
  118536. * not modified.
  118537. * @returns A new CSG solid with solid and empty space switched
  118538. */
  118539. inverse(): CSG;
  118540. /**
  118541. * Inverses the CSG in place
  118542. */
  118543. inverseInPlace(): void;
  118544. /**
  118545. * This is used to keep meshes transformations so they can be restored
  118546. * when we build back a Babylon Mesh
  118547. * NB : All CSG operations are performed in world coordinates
  118548. * @param csg The CSG to copy the transform attributes from
  118549. * @returns This CSG
  118550. */
  118551. copyTransformAttributes(csg: CSG): CSG;
  118552. /**
  118553. * Build Raw mesh from CSG
  118554. * Coordinates here are in world space
  118555. * @param name The name of the mesh geometry
  118556. * @param scene The Scene
  118557. * @param keepSubMeshes Specifies if the submeshes should be kept
  118558. * @returns A new Mesh
  118559. */
  118560. buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  118561. /**
  118562. * Build Mesh from CSG taking material and transforms into account
  118563. * @param name The name of the Mesh
  118564. * @param material The material of the Mesh
  118565. * @param scene The Scene
  118566. * @param keepSubMeshes Specifies if submeshes should be kept
  118567. * @returns The new Mesh
  118568. */
  118569. toMesh(name: string, material: Nullable<Material>, scene: Scene, keepSubMeshes: boolean): Mesh;
  118570. }
  118571. }
  118572. declare module BABYLON {
  118573. /**
  118574. * Class used to create a trail following a mesh
  118575. */
  118576. export class TrailMesh extends Mesh {
  118577. private _generator;
  118578. private _autoStart;
  118579. private _running;
  118580. private _diameter;
  118581. private _length;
  118582. private _sectionPolygonPointsCount;
  118583. private _sectionVectors;
  118584. private _sectionNormalVectors;
  118585. private _beforeRenderObserver;
  118586. /**
  118587. * @constructor
  118588. * @param name The value used by scene.getMeshByName() to do a lookup.
  118589. * @param generator The mesh to generate a trail.
  118590. * @param scene The scene to add this mesh to.
  118591. * @param diameter Diameter of trailing mesh. Default is 1.
  118592. * @param length Length of trailing mesh. Default is 60.
  118593. * @param autoStart Automatically start trailing mesh. Default true.
  118594. */
  118595. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  118596. /**
  118597. * "TrailMesh"
  118598. * @returns "TrailMesh"
  118599. */
  118600. getClassName(): string;
  118601. private _createMesh;
  118602. /**
  118603. * Start trailing mesh.
  118604. */
  118605. start(): void;
  118606. /**
  118607. * Stop trailing mesh.
  118608. */
  118609. stop(): void;
  118610. /**
  118611. * Update trailing mesh geometry.
  118612. */
  118613. update(): void;
  118614. /**
  118615. * Returns a new TrailMesh object.
  118616. * @param name is a string, the name given to the new mesh
  118617. * @param newGenerator use new generator object for cloned trail mesh
  118618. * @returns a new mesh
  118619. */
  118620. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  118621. /**
  118622. * Serializes this trail mesh
  118623. * @param serializationObject object to write serialization to
  118624. */
  118625. serialize(serializationObject: any): void;
  118626. /**
  118627. * Parses a serialized trail mesh
  118628. * @param parsedMesh the serialized mesh
  118629. * @param scene the scene to create the trail mesh in
  118630. * @returns the created trail mesh
  118631. */
  118632. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  118633. }
  118634. }
  118635. declare module BABYLON {
  118636. /**
  118637. * Class containing static functions to help procedurally build meshes
  118638. */
  118639. export class TiledBoxBuilder {
  118640. /**
  118641. * Creates a box mesh
  118642. * 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)
  118643. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  118644. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118645. * * If you create a double-sided mesh, you can choose what parts of 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
  118646. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118647. * @param name defines the name of the mesh
  118648. * @param options defines the options used to create the mesh
  118649. * @param scene defines the hosting scene
  118650. * @returns the box mesh
  118651. */
  118652. static CreateTiledBox(name: string, options: {
  118653. pattern?: number;
  118654. width?: number;
  118655. height?: number;
  118656. depth?: number;
  118657. tileSize?: number;
  118658. tileWidth?: number;
  118659. tileHeight?: number;
  118660. alignHorizontal?: number;
  118661. alignVertical?: number;
  118662. faceUV?: Vector4[];
  118663. faceColors?: Color4[];
  118664. sideOrientation?: number;
  118665. updatable?: boolean;
  118666. }, scene?: Nullable<Scene>): Mesh;
  118667. }
  118668. }
  118669. declare module BABYLON {
  118670. /**
  118671. * Class containing static functions to help procedurally build meshes
  118672. */
  118673. export class TorusKnotBuilder {
  118674. /**
  118675. * Creates a torus knot mesh
  118676. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  118677. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  118678. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  118679. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  118680. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118681. * * If you create a double-sided mesh, you can choose what parts of 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
  118682. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118683. * @param name defines the name of the mesh
  118684. * @param options defines the options used to create the mesh
  118685. * @param scene defines the hosting scene
  118686. * @returns the torus knot mesh
  118687. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  118688. */
  118689. static CreateTorusKnot(name: string, options: {
  118690. radius?: number;
  118691. tube?: number;
  118692. radialSegments?: number;
  118693. tubularSegments?: number;
  118694. p?: number;
  118695. q?: number;
  118696. updatable?: boolean;
  118697. sideOrientation?: number;
  118698. frontUVs?: Vector4;
  118699. backUVs?: Vector4;
  118700. }, scene: any): Mesh;
  118701. }
  118702. }
  118703. declare module BABYLON {
  118704. /**
  118705. * Polygon
  118706. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  118707. */
  118708. export class Polygon {
  118709. /**
  118710. * Creates a rectangle
  118711. * @param xmin bottom X coord
  118712. * @param ymin bottom Y coord
  118713. * @param xmax top X coord
  118714. * @param ymax top Y coord
  118715. * @returns points that make the resulting rectation
  118716. */
  118717. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  118718. /**
  118719. * Creates a circle
  118720. * @param radius radius of circle
  118721. * @param cx scale in x
  118722. * @param cy scale in y
  118723. * @param numberOfSides number of sides that make up the circle
  118724. * @returns points that make the resulting circle
  118725. */
  118726. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  118727. /**
  118728. * Creates a polygon from input string
  118729. * @param input Input polygon data
  118730. * @returns the parsed points
  118731. */
  118732. static Parse(input: string): Vector2[];
  118733. /**
  118734. * Starts building a polygon from x and y coordinates
  118735. * @param x x coordinate
  118736. * @param y y coordinate
  118737. * @returns the started path2
  118738. */
  118739. static StartingAt(x: number, y: number): Path2;
  118740. }
  118741. /**
  118742. * Builds a polygon
  118743. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  118744. */
  118745. export class PolygonMeshBuilder {
  118746. private _points;
  118747. private _outlinepoints;
  118748. private _holes;
  118749. private _name;
  118750. private _scene;
  118751. private _epoints;
  118752. private _eholes;
  118753. private _addToepoint;
  118754. /**
  118755. * Babylon reference to the earcut plugin.
  118756. */
  118757. bjsEarcut: any;
  118758. /**
  118759. * Creates a PolygonMeshBuilder
  118760. * @param name name of the builder
  118761. * @param contours Path of the polygon
  118762. * @param scene scene to add to when creating the mesh
  118763. * @param earcutInjection can be used to inject your own earcut reference
  118764. */
  118765. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  118766. /**
  118767. * Adds a whole within the polygon
  118768. * @param hole Array of points defining the hole
  118769. * @returns this
  118770. */
  118771. addHole(hole: Vector2[]): PolygonMeshBuilder;
  118772. /**
  118773. * Creates the polygon
  118774. * @param updatable If the mesh should be updatable
  118775. * @param depth The depth of the mesh created
  118776. * @returns the created mesh
  118777. */
  118778. build(updatable?: boolean, depth?: number): Mesh;
  118779. /**
  118780. * Creates the polygon
  118781. * @param depth The depth of the mesh created
  118782. * @returns the created VertexData
  118783. */
  118784. buildVertexData(depth?: number): VertexData;
  118785. /**
  118786. * Adds a side to the polygon
  118787. * @param positions points that make the polygon
  118788. * @param normals normals of the polygon
  118789. * @param uvs uvs of the polygon
  118790. * @param indices indices of the polygon
  118791. * @param bounds bounds of the polygon
  118792. * @param points points of the polygon
  118793. * @param depth depth of the polygon
  118794. * @param flip flip of the polygon
  118795. */
  118796. private addSide;
  118797. }
  118798. }
  118799. declare module BABYLON {
  118800. /**
  118801. * Class containing static functions to help procedurally build meshes
  118802. */
  118803. export class PolygonBuilder {
  118804. /**
  118805. * Creates a polygon mesh
  118806. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  118807. * * 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
  118808. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  118809. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118810. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  118811. * * Remember you can only change the shape positions, not their number when updating a polygon
  118812. * @param name defines the name of the mesh
  118813. * @param options defines the options used to create the mesh
  118814. * @param scene defines the hosting scene
  118815. * @param earcutInjection can be used to inject your own earcut reference
  118816. * @returns the polygon mesh
  118817. */
  118818. static CreatePolygon(name: string, options: {
  118819. shape: Vector3[];
  118820. holes?: Vector3[][];
  118821. depth?: number;
  118822. faceUV?: Vector4[];
  118823. faceColors?: Color4[];
  118824. updatable?: boolean;
  118825. sideOrientation?: number;
  118826. frontUVs?: Vector4;
  118827. backUVs?: Vector4;
  118828. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  118829. /**
  118830. * Creates an extruded polygon mesh, with depth in the Y direction.
  118831. * * 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)
  118832. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  118833. * @param name defines the name of the mesh
  118834. * @param options defines the options used to create the mesh
  118835. * @param scene defines the hosting scene
  118836. * @param earcutInjection can be used to inject your own earcut reference
  118837. * @returns the polygon mesh
  118838. */
  118839. static ExtrudePolygon(name: string, options: {
  118840. shape: Vector3[];
  118841. holes?: Vector3[][];
  118842. depth?: number;
  118843. faceUV?: Vector4[];
  118844. faceColors?: Color4[];
  118845. updatable?: boolean;
  118846. sideOrientation?: number;
  118847. frontUVs?: Vector4;
  118848. backUVs?: Vector4;
  118849. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  118850. }
  118851. }
  118852. declare module BABYLON {
  118853. /**
  118854. * Class containing static functions to help procedurally build meshes
  118855. */
  118856. export class LatheBuilder {
  118857. /**
  118858. * Creates lathe mesh.
  118859. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  118860. * * 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
  118861. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  118862. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  118863. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  118864. * * 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
  118865. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  118866. * * 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
  118867. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118868. * * If you create a double-sided mesh, you can choose what parts of 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
  118869. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  118870. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118871. * @param name defines the name of the mesh
  118872. * @param options defines the options used to create the mesh
  118873. * @param scene defines the hosting scene
  118874. * @returns the lathe mesh
  118875. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  118876. */
  118877. static CreateLathe(name: string, options: {
  118878. shape: Vector3[];
  118879. radius?: number;
  118880. tessellation?: number;
  118881. clip?: number;
  118882. arc?: number;
  118883. closed?: boolean;
  118884. updatable?: boolean;
  118885. sideOrientation?: number;
  118886. frontUVs?: Vector4;
  118887. backUVs?: Vector4;
  118888. cap?: number;
  118889. invertUV?: boolean;
  118890. }, scene?: Nullable<Scene>): Mesh;
  118891. }
  118892. }
  118893. declare module BABYLON {
  118894. /**
  118895. * Class containing static functions to help procedurally build meshes
  118896. */
  118897. export class TiledPlaneBuilder {
  118898. /**
  118899. * Creates a tiled plane mesh
  118900. * * The parameter `pattern` will, depending on value, do nothing or
  118901. * * * flip (reflect about central vertical) alternate tiles across and up
  118902. * * * flip every tile on alternate rows
  118903. * * * rotate (180 degs) alternate tiles across and up
  118904. * * * rotate every tile on alternate rows
  118905. * * * flip and rotate alternate tiles across and up
  118906. * * * flip and rotate every tile on alternate rows
  118907. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  118908. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  118909. * * If you create a double-sided mesh, you can choose what parts of 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
  118910. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  118911. * * 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)
  118912. * * 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)
  118913. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  118914. * @param name defines the name of the mesh
  118915. * @param options defines the options used to create the mesh
  118916. * @param scene defines the hosting scene
  118917. * @returns the box mesh
  118918. */
  118919. static CreateTiledPlane(name: string, options: {
  118920. pattern?: number;
  118921. tileSize?: number;
  118922. tileWidth?: number;
  118923. tileHeight?: number;
  118924. size?: number;
  118925. width?: number;
  118926. height?: number;
  118927. alignHorizontal?: number;
  118928. alignVertical?: number;
  118929. sideOrientation?: number;
  118930. frontUVs?: Vector4;
  118931. backUVs?: Vector4;
  118932. updatable?: boolean;
  118933. }, scene?: Nullable<Scene>): Mesh;
  118934. }
  118935. }
  118936. declare module BABYLON {
  118937. /**
  118938. * Class containing static functions to help procedurally build meshes
  118939. */
  118940. export class TubeBuilder {
  118941. /**
  118942. * Creates a tube mesh.
  118943. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  118944. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  118945. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  118946. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  118947. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  118948. * * 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)
  118949. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  118950. * * 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
  118951. * * 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
  118952. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118953. * * If you create a double-sided mesh, you can choose what parts of 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
  118954. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  118955. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118956. * @param name defines the name of the mesh
  118957. * @param options defines the options used to create the mesh
  118958. * @param scene defines the hosting scene
  118959. * @returns the tube mesh
  118960. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  118961. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  118962. */
  118963. static CreateTube(name: string, options: {
  118964. path: Vector3[];
  118965. radius?: number;
  118966. tessellation?: number;
  118967. radiusFunction?: {
  118968. (i: number, distance: number): number;
  118969. };
  118970. cap?: number;
  118971. arc?: number;
  118972. updatable?: boolean;
  118973. sideOrientation?: number;
  118974. frontUVs?: Vector4;
  118975. backUVs?: Vector4;
  118976. instance?: Mesh;
  118977. invertUV?: boolean;
  118978. }, scene?: Nullable<Scene>): Mesh;
  118979. }
  118980. }
  118981. declare module BABYLON {
  118982. /**
  118983. * Class containing static functions to help procedurally build meshes
  118984. */
  118985. export class IcoSphereBuilder {
  118986. /**
  118987. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  118988. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  118989. * * 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`)
  118990. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  118991. * * 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
  118992. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118993. * * If you create a double-sided mesh, you can choose what parts of 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
  118994. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118995. * @param name defines the name of the mesh
  118996. * @param options defines the options used to create the mesh
  118997. * @param scene defines the hosting scene
  118998. * @returns the icosahedron mesh
  118999. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  119000. */
  119001. static CreateIcoSphere(name: string, options: {
  119002. radius?: number;
  119003. radiusX?: number;
  119004. radiusY?: number;
  119005. radiusZ?: number;
  119006. flat?: boolean;
  119007. subdivisions?: number;
  119008. sideOrientation?: number;
  119009. frontUVs?: Vector4;
  119010. backUVs?: Vector4;
  119011. updatable?: boolean;
  119012. }, scene?: Nullable<Scene>): Mesh;
  119013. }
  119014. }
  119015. declare module BABYLON {
  119016. /**
  119017. * Class containing static functions to help procedurally build meshes
  119018. */
  119019. export class DecalBuilder {
  119020. /**
  119021. * Creates a decal mesh.
  119022. * 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
  119023. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  119024. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  119025. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  119026. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  119027. * @param name defines the name of the mesh
  119028. * @param sourceMesh defines the mesh where the decal must be applied
  119029. * @param options defines the options used to create the mesh
  119030. * @param scene defines the hosting scene
  119031. * @returns the decal mesh
  119032. * @see https://doc.babylonjs.com/how_to/decals
  119033. */
  119034. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  119035. position?: Vector3;
  119036. normal?: Vector3;
  119037. size?: Vector3;
  119038. angle?: number;
  119039. }): Mesh;
  119040. }
  119041. }
  119042. declare module BABYLON {
  119043. /**
  119044. * Class containing static functions to help procedurally build meshes
  119045. */
  119046. export class MeshBuilder {
  119047. /**
  119048. * Creates a box mesh
  119049. * * The parameter `size` sets the size (float) of each box side (default 1)
  119050. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  119051. * * 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)
  119052. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  119053. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119054. * * If you create a double-sided mesh, you can choose what parts of 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
  119055. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119056. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  119057. * @param name defines the name of the mesh
  119058. * @param options defines the options used to create the mesh
  119059. * @param scene defines the hosting scene
  119060. * @returns the box mesh
  119061. */
  119062. static CreateBox(name: string, options: {
  119063. size?: number;
  119064. width?: number;
  119065. height?: number;
  119066. depth?: number;
  119067. faceUV?: Vector4[];
  119068. faceColors?: Color4[];
  119069. sideOrientation?: number;
  119070. frontUVs?: Vector4;
  119071. backUVs?: Vector4;
  119072. updatable?: boolean;
  119073. }, scene?: Nullable<Scene>): Mesh;
  119074. /**
  119075. * Creates a tiled box mesh
  119076. * * faceTiles sets the pattern, tile size and number of tiles for a face
  119077. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119078. * @param name defines the name of the mesh
  119079. * @param options defines the options used to create the mesh
  119080. * @param scene defines the hosting scene
  119081. * @returns the tiled box mesh
  119082. */
  119083. static CreateTiledBox(name: string, options: {
  119084. pattern?: number;
  119085. size?: number;
  119086. width?: number;
  119087. height?: number;
  119088. depth: number;
  119089. tileSize?: number;
  119090. tileWidth?: number;
  119091. tileHeight?: number;
  119092. faceUV?: Vector4[];
  119093. faceColors?: Color4[];
  119094. alignHorizontal?: number;
  119095. alignVertical?: number;
  119096. sideOrientation?: number;
  119097. updatable?: boolean;
  119098. }, scene?: Nullable<Scene>): Mesh;
  119099. /**
  119100. * Creates a sphere mesh
  119101. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  119102. * * 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`)
  119103. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  119104. * * 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
  119105. * * 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)
  119106. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119107. * * If you create a double-sided mesh, you can choose what parts of 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
  119108. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119109. * @param name defines the name of the mesh
  119110. * @param options defines the options used to create the mesh
  119111. * @param scene defines the hosting scene
  119112. * @returns the sphere mesh
  119113. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  119114. */
  119115. static CreateSphere(name: string, options: {
  119116. segments?: number;
  119117. diameter?: number;
  119118. diameterX?: number;
  119119. diameterY?: number;
  119120. diameterZ?: number;
  119121. arc?: number;
  119122. slice?: number;
  119123. sideOrientation?: number;
  119124. frontUVs?: Vector4;
  119125. backUVs?: Vector4;
  119126. updatable?: boolean;
  119127. }, scene?: Nullable<Scene>): Mesh;
  119128. /**
  119129. * Creates a plane polygonal mesh. By default, this is a disc
  119130. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  119131. * * 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
  119132. * * 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
  119133. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119134. * * If you create a double-sided mesh, you can choose what parts of 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
  119135. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119136. * @param name defines the name of the mesh
  119137. * @param options defines the options used to create the mesh
  119138. * @param scene defines the hosting scene
  119139. * @returns the plane polygonal mesh
  119140. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  119141. */
  119142. static CreateDisc(name: string, options: {
  119143. radius?: number;
  119144. tessellation?: number;
  119145. arc?: number;
  119146. updatable?: boolean;
  119147. sideOrientation?: number;
  119148. frontUVs?: Vector4;
  119149. backUVs?: Vector4;
  119150. }, scene?: Nullable<Scene>): Mesh;
  119151. /**
  119152. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  119153. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  119154. * * 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`)
  119155. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  119156. * * 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
  119157. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119158. * * If you create a double-sided mesh, you can choose what parts of 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
  119159. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119160. * @param name defines the name of the mesh
  119161. * @param options defines the options used to create the mesh
  119162. * @param scene defines the hosting scene
  119163. * @returns the icosahedron mesh
  119164. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  119165. */
  119166. static CreateIcoSphere(name: string, options: {
  119167. radius?: number;
  119168. radiusX?: number;
  119169. radiusY?: number;
  119170. radiusZ?: number;
  119171. flat?: boolean;
  119172. subdivisions?: number;
  119173. sideOrientation?: number;
  119174. frontUVs?: Vector4;
  119175. backUVs?: Vector4;
  119176. updatable?: boolean;
  119177. }, scene?: Nullable<Scene>): Mesh;
  119178. /**
  119179. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  119180. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  119181. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  119182. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  119183. * * 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
  119184. * * 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
  119185. * * 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
  119186. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119187. * * If you create a double-sided mesh, you can choose what parts of 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
  119188. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119189. * * 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
  119190. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  119191. * * 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
  119192. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  119193. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119194. * @param name defines the name of the mesh
  119195. * @param options defines the options used to create the mesh
  119196. * @param scene defines the hosting scene
  119197. * @returns the ribbon mesh
  119198. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  119199. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119200. */
  119201. static CreateRibbon(name: string, options: {
  119202. pathArray: Vector3[][];
  119203. closeArray?: boolean;
  119204. closePath?: boolean;
  119205. offset?: number;
  119206. updatable?: boolean;
  119207. sideOrientation?: number;
  119208. frontUVs?: Vector4;
  119209. backUVs?: Vector4;
  119210. instance?: Mesh;
  119211. invertUV?: boolean;
  119212. uvs?: Vector2[];
  119213. colors?: Color4[];
  119214. }, scene?: Nullable<Scene>): Mesh;
  119215. /**
  119216. * Creates a cylinder or a cone mesh
  119217. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  119218. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  119219. * * 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.
  119220. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  119221. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  119222. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  119223. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  119224. * * 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).
  119225. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  119226. * * 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).
  119227. * * 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
  119228. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  119229. * * 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
  119230. * * 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.
  119231. * * If `enclose` is false, a ring surface is one element.
  119232. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  119233. * * 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
  119234. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119235. * * If you create a double-sided mesh, you can choose what parts of 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
  119236. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119237. * @param name defines the name of the mesh
  119238. * @param options defines the options used to create the mesh
  119239. * @param scene defines the hosting scene
  119240. * @returns the cylinder mesh
  119241. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  119242. */
  119243. static CreateCylinder(name: string, options: {
  119244. height?: number;
  119245. diameterTop?: number;
  119246. diameterBottom?: number;
  119247. diameter?: number;
  119248. tessellation?: number;
  119249. subdivisions?: number;
  119250. arc?: number;
  119251. faceColors?: Color4[];
  119252. faceUV?: Vector4[];
  119253. updatable?: boolean;
  119254. hasRings?: boolean;
  119255. enclose?: boolean;
  119256. cap?: number;
  119257. sideOrientation?: number;
  119258. frontUVs?: Vector4;
  119259. backUVs?: Vector4;
  119260. }, scene?: Nullable<Scene>): Mesh;
  119261. /**
  119262. * Creates a torus mesh
  119263. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  119264. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  119265. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  119266. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119267. * * If you create a double-sided mesh, you can choose what parts of 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
  119268. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119269. * @param name defines the name of the mesh
  119270. * @param options defines the options used to create the mesh
  119271. * @param scene defines the hosting scene
  119272. * @returns the torus mesh
  119273. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  119274. */
  119275. static CreateTorus(name: string, options: {
  119276. diameter?: number;
  119277. thickness?: number;
  119278. tessellation?: number;
  119279. updatable?: boolean;
  119280. sideOrientation?: number;
  119281. frontUVs?: Vector4;
  119282. backUVs?: Vector4;
  119283. }, scene?: Nullable<Scene>): Mesh;
  119284. /**
  119285. * Creates a torus knot mesh
  119286. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  119287. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  119288. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  119289. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  119290. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119291. * * If you create a double-sided mesh, you can choose what parts of 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
  119292. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119293. * @param name defines the name of the mesh
  119294. * @param options defines the options used to create the mesh
  119295. * @param scene defines the hosting scene
  119296. * @returns the torus knot mesh
  119297. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  119298. */
  119299. static CreateTorusKnot(name: string, options: {
  119300. radius?: number;
  119301. tube?: number;
  119302. radialSegments?: number;
  119303. tubularSegments?: number;
  119304. p?: number;
  119305. q?: number;
  119306. updatable?: boolean;
  119307. sideOrientation?: number;
  119308. frontUVs?: Vector4;
  119309. backUVs?: Vector4;
  119310. }, scene?: Nullable<Scene>): Mesh;
  119311. /**
  119312. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  119313. * * 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
  119314. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  119315. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  119316. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  119317. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  119318. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  119319. * * 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
  119320. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  119321. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119322. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  119323. * @param name defines the name of the new line system
  119324. * @param options defines the options used to create the line system
  119325. * @param scene defines the hosting scene
  119326. * @returns a new line system mesh
  119327. */
  119328. static CreateLineSystem(name: string, options: {
  119329. lines: Vector3[][];
  119330. updatable?: boolean;
  119331. instance?: Nullable<LinesMesh>;
  119332. colors?: Nullable<Color4[][]>;
  119333. useVertexAlpha?: boolean;
  119334. }, scene: Nullable<Scene>): LinesMesh;
  119335. /**
  119336. * Creates a line mesh
  119337. * 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
  119338. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  119339. * * The parameter `points` is an array successive Vector3
  119340. * * 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
  119341. * * The optional parameter `colors` is an array of successive Color4, one per line point
  119342. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  119343. * * When updating an instance, remember that only point positions can change, not the number of points
  119344. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119345. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  119346. * @param name defines the name of the new line system
  119347. * @param options defines the options used to create the line system
  119348. * @param scene defines the hosting scene
  119349. * @returns a new line mesh
  119350. */
  119351. static CreateLines(name: string, options: {
  119352. points: Vector3[];
  119353. updatable?: boolean;
  119354. instance?: Nullable<LinesMesh>;
  119355. colors?: Color4[];
  119356. useVertexAlpha?: boolean;
  119357. }, scene?: Nullable<Scene>): LinesMesh;
  119358. /**
  119359. * Creates a dashed line mesh
  119360. * * 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
  119361. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  119362. * * The parameter `points` is an array successive Vector3
  119363. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  119364. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  119365. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  119366. * * 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
  119367. * * When updating an instance, remember that only point positions can change, not the number of points
  119368. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119369. * @param name defines the name of the mesh
  119370. * @param options defines the options used to create the mesh
  119371. * @param scene defines the hosting scene
  119372. * @returns the dashed line mesh
  119373. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  119374. */
  119375. static CreateDashedLines(name: string, options: {
  119376. points: Vector3[];
  119377. dashSize?: number;
  119378. gapSize?: number;
  119379. dashNb?: number;
  119380. updatable?: boolean;
  119381. instance?: LinesMesh;
  119382. }, scene?: Nullable<Scene>): LinesMesh;
  119383. /**
  119384. * 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.
  119385. * * 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.
  119386. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  119387. * * 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.
  119388. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  119389. * * 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
  119390. * * 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
  119391. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  119392. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119393. * * If you create a double-sided mesh, you can choose what parts of 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
  119394. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  119395. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119396. * @param name defines the name of the mesh
  119397. * @param options defines the options used to create the mesh
  119398. * @param scene defines the hosting scene
  119399. * @returns the extruded shape mesh
  119400. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119401. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  119402. */
  119403. static ExtrudeShape(name: string, options: {
  119404. shape: Vector3[];
  119405. path: Vector3[];
  119406. scale?: number;
  119407. rotation?: number;
  119408. cap?: number;
  119409. updatable?: boolean;
  119410. sideOrientation?: number;
  119411. frontUVs?: Vector4;
  119412. backUVs?: Vector4;
  119413. instance?: Mesh;
  119414. invertUV?: boolean;
  119415. }, scene?: Nullable<Scene>): Mesh;
  119416. /**
  119417. * Creates an custom extruded shape mesh.
  119418. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  119419. * * 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.
  119420. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  119421. * * 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
  119422. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  119423. * * 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
  119424. * * It must returns a float value that will be the scale value applied to the shape on each path point
  119425. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  119426. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  119427. * * 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
  119428. * * 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
  119429. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  119430. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119431. * * If you create a double-sided mesh, you can choose what parts of 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
  119432. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119433. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119434. * @param name defines the name of the mesh
  119435. * @param options defines the options used to create the mesh
  119436. * @param scene defines the hosting scene
  119437. * @returns the custom extruded shape mesh
  119438. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  119439. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119440. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  119441. */
  119442. static ExtrudeShapeCustom(name: string, options: {
  119443. shape: Vector3[];
  119444. path: Vector3[];
  119445. scaleFunction?: any;
  119446. rotationFunction?: any;
  119447. ribbonCloseArray?: boolean;
  119448. ribbonClosePath?: boolean;
  119449. cap?: number;
  119450. updatable?: boolean;
  119451. sideOrientation?: number;
  119452. frontUVs?: Vector4;
  119453. backUVs?: Vector4;
  119454. instance?: Mesh;
  119455. invertUV?: boolean;
  119456. }, scene?: Nullable<Scene>): Mesh;
  119457. /**
  119458. * Creates lathe mesh.
  119459. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  119460. * * 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
  119461. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  119462. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  119463. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  119464. * * 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
  119465. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  119466. * * 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
  119467. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119468. * * If you create a double-sided mesh, you can choose what parts of 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
  119469. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119470. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119471. * @param name defines the name of the mesh
  119472. * @param options defines the options used to create the mesh
  119473. * @param scene defines the hosting scene
  119474. * @returns the lathe mesh
  119475. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  119476. */
  119477. static CreateLathe(name: string, options: {
  119478. shape: Vector3[];
  119479. radius?: number;
  119480. tessellation?: number;
  119481. clip?: number;
  119482. arc?: number;
  119483. closed?: boolean;
  119484. updatable?: boolean;
  119485. sideOrientation?: number;
  119486. frontUVs?: Vector4;
  119487. backUVs?: Vector4;
  119488. cap?: number;
  119489. invertUV?: boolean;
  119490. }, scene?: Nullable<Scene>): Mesh;
  119491. /**
  119492. * Creates a tiled plane mesh
  119493. * * You can set a limited pattern arrangement with the tiles
  119494. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119495. * * If you create a double-sided mesh, you can choose what parts of 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
  119496. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119497. * @param name defines the name of the mesh
  119498. * @param options defines the options used to create the mesh
  119499. * @param scene defines the hosting scene
  119500. * @returns the plane mesh
  119501. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  119502. */
  119503. static CreateTiledPlane(name: string, options: {
  119504. pattern?: number;
  119505. tileSize?: number;
  119506. tileWidth?: number;
  119507. tileHeight?: number;
  119508. size?: number;
  119509. width?: number;
  119510. height?: number;
  119511. alignHorizontal?: number;
  119512. alignVertical?: number;
  119513. sideOrientation?: number;
  119514. frontUVs?: Vector4;
  119515. backUVs?: Vector4;
  119516. updatable?: boolean;
  119517. }, scene?: Nullable<Scene>): Mesh;
  119518. /**
  119519. * Creates a plane mesh
  119520. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  119521. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  119522. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  119523. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119524. * * If you create a double-sided mesh, you can choose what parts of 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
  119525. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119526. * @param name defines the name of the mesh
  119527. * @param options defines the options used to create the mesh
  119528. * @param scene defines the hosting scene
  119529. * @returns the plane mesh
  119530. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  119531. */
  119532. static CreatePlane(name: string, options: {
  119533. size?: number;
  119534. width?: number;
  119535. height?: number;
  119536. sideOrientation?: number;
  119537. frontUVs?: Vector4;
  119538. backUVs?: Vector4;
  119539. updatable?: boolean;
  119540. sourcePlane?: Plane;
  119541. }, scene?: Nullable<Scene>): Mesh;
  119542. /**
  119543. * Creates a ground mesh
  119544. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  119545. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  119546. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119547. * @param name defines the name of the mesh
  119548. * @param options defines the options used to create the mesh
  119549. * @param scene defines the hosting scene
  119550. * @returns the ground mesh
  119551. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  119552. */
  119553. static CreateGround(name: string, options: {
  119554. width?: number;
  119555. height?: number;
  119556. subdivisions?: number;
  119557. subdivisionsX?: number;
  119558. subdivisionsY?: number;
  119559. updatable?: boolean;
  119560. }, scene?: Nullable<Scene>): Mesh;
  119561. /**
  119562. * Creates a tiled ground mesh
  119563. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  119564. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  119565. * * 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
  119566. * * 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
  119567. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119568. * @param name defines the name of the mesh
  119569. * @param options defines the options used to create the mesh
  119570. * @param scene defines the hosting scene
  119571. * @returns the tiled ground mesh
  119572. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  119573. */
  119574. static CreateTiledGround(name: string, options: {
  119575. xmin: number;
  119576. zmin: number;
  119577. xmax: number;
  119578. zmax: number;
  119579. subdivisions?: {
  119580. w: number;
  119581. h: number;
  119582. };
  119583. precision?: {
  119584. w: number;
  119585. h: number;
  119586. };
  119587. updatable?: boolean;
  119588. }, scene?: Nullable<Scene>): Mesh;
  119589. /**
  119590. * Creates a ground mesh from a height map
  119591. * * The parameter `url` sets the URL of the height map image resource.
  119592. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  119593. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  119594. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  119595. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  119596. * * 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.
  119597. * * 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).
  119598. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  119599. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119600. * @param name defines the name of the mesh
  119601. * @param url defines the url to the height map
  119602. * @param options defines the options used to create the mesh
  119603. * @param scene defines the hosting scene
  119604. * @returns the ground mesh
  119605. * @see https://doc.babylonjs.com/babylon101/height_map
  119606. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  119607. */
  119608. static CreateGroundFromHeightMap(name: string, url: string, options: {
  119609. width?: number;
  119610. height?: number;
  119611. subdivisions?: number;
  119612. minHeight?: number;
  119613. maxHeight?: number;
  119614. colorFilter?: Color3;
  119615. alphaFilter?: number;
  119616. updatable?: boolean;
  119617. onReady?: (mesh: GroundMesh) => void;
  119618. }, scene?: Nullable<Scene>): GroundMesh;
  119619. /**
  119620. * Creates a polygon mesh
  119621. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  119622. * * 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
  119623. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  119624. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119625. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  119626. * * Remember you can only change the shape positions, not their number when updating a polygon
  119627. * @param name defines the name of the mesh
  119628. * @param options defines the options used to create the mesh
  119629. * @param scene defines the hosting scene
  119630. * @param earcutInjection can be used to inject your own earcut reference
  119631. * @returns the polygon mesh
  119632. */
  119633. static CreatePolygon(name: string, options: {
  119634. shape: Vector3[];
  119635. holes?: Vector3[][];
  119636. depth?: number;
  119637. faceUV?: Vector4[];
  119638. faceColors?: Color4[];
  119639. updatable?: boolean;
  119640. sideOrientation?: number;
  119641. frontUVs?: Vector4;
  119642. backUVs?: Vector4;
  119643. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  119644. /**
  119645. * Creates an extruded polygon mesh, with depth in the Y direction.
  119646. * * 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)
  119647. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  119648. * @param name defines the name of the mesh
  119649. * @param options defines the options used to create the mesh
  119650. * @param scene defines the hosting scene
  119651. * @param earcutInjection can be used to inject your own earcut reference
  119652. * @returns the polygon mesh
  119653. */
  119654. static ExtrudePolygon(name: string, options: {
  119655. shape: Vector3[];
  119656. holes?: Vector3[][];
  119657. depth?: number;
  119658. faceUV?: Vector4[];
  119659. faceColors?: Color4[];
  119660. updatable?: boolean;
  119661. sideOrientation?: number;
  119662. frontUVs?: Vector4;
  119663. backUVs?: Vector4;
  119664. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  119665. /**
  119666. * Creates a tube mesh.
  119667. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  119668. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  119669. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  119670. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  119671. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  119672. * * 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)
  119673. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  119674. * * 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
  119675. * * 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
  119676. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119677. * * If you create a double-sided mesh, you can choose what parts of 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
  119678. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119679. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119680. * @param name defines the name of the mesh
  119681. * @param options defines the options used to create the mesh
  119682. * @param scene defines the hosting scene
  119683. * @returns the tube mesh
  119684. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119685. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  119686. */
  119687. static CreateTube(name: string, options: {
  119688. path: Vector3[];
  119689. radius?: number;
  119690. tessellation?: number;
  119691. radiusFunction?: {
  119692. (i: number, distance: number): number;
  119693. };
  119694. cap?: number;
  119695. arc?: number;
  119696. updatable?: boolean;
  119697. sideOrientation?: number;
  119698. frontUVs?: Vector4;
  119699. backUVs?: Vector4;
  119700. instance?: Mesh;
  119701. invertUV?: boolean;
  119702. }, scene?: Nullable<Scene>): Mesh;
  119703. /**
  119704. * Creates a polyhedron mesh
  119705. * * 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
  119706. * * The parameter `size` (positive float, default 1) sets the polygon size
  119707. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  119708. * * 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`
  119709. * * 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
  119710. * * 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)`)
  119711. * * 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
  119712. * * 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
  119713. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119714. * * If you create a double-sided mesh, you can choose what parts of 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
  119715. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119716. * @param name defines the name of the mesh
  119717. * @param options defines the options used to create the mesh
  119718. * @param scene defines the hosting scene
  119719. * @returns the polyhedron mesh
  119720. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  119721. */
  119722. static CreatePolyhedron(name: string, options: {
  119723. type?: number;
  119724. size?: number;
  119725. sizeX?: number;
  119726. sizeY?: number;
  119727. sizeZ?: number;
  119728. custom?: any;
  119729. faceUV?: Vector4[];
  119730. faceColors?: Color4[];
  119731. flat?: boolean;
  119732. updatable?: boolean;
  119733. sideOrientation?: number;
  119734. frontUVs?: Vector4;
  119735. backUVs?: Vector4;
  119736. }, scene?: Nullable<Scene>): Mesh;
  119737. /**
  119738. * Creates a decal mesh.
  119739. * 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
  119740. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  119741. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  119742. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  119743. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  119744. * @param name defines the name of the mesh
  119745. * @param sourceMesh defines the mesh where the decal must be applied
  119746. * @param options defines the options used to create the mesh
  119747. * @param scene defines the hosting scene
  119748. * @returns the decal mesh
  119749. * @see https://doc.babylonjs.com/how_to/decals
  119750. */
  119751. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  119752. position?: Vector3;
  119753. normal?: Vector3;
  119754. size?: Vector3;
  119755. angle?: number;
  119756. }): Mesh;
  119757. }
  119758. }
  119759. declare module BABYLON {
  119760. /**
  119761. * A simplifier interface for future simplification implementations
  119762. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119763. */
  119764. export interface ISimplifier {
  119765. /**
  119766. * Simplification of a given mesh according to the given settings.
  119767. * Since this requires computation, it is assumed that the function runs async.
  119768. * @param settings The settings of the simplification, including quality and distance
  119769. * @param successCallback A callback that will be called after the mesh was simplified.
  119770. * @param errorCallback in case of an error, this callback will be called. optional.
  119771. */
  119772. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  119773. }
  119774. /**
  119775. * Expected simplification settings.
  119776. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  119777. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119778. */
  119779. export interface ISimplificationSettings {
  119780. /**
  119781. * Gets or sets the expected quality
  119782. */
  119783. quality: number;
  119784. /**
  119785. * Gets or sets the distance when this optimized version should be used
  119786. */
  119787. distance: number;
  119788. /**
  119789. * Gets an already optimized mesh
  119790. */
  119791. optimizeMesh?: boolean;
  119792. }
  119793. /**
  119794. * Class used to specify simplification options
  119795. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119796. */
  119797. export class SimplificationSettings implements ISimplificationSettings {
  119798. /** expected quality */
  119799. quality: number;
  119800. /** distance when this optimized version should be used */
  119801. distance: number;
  119802. /** already optimized mesh */
  119803. optimizeMesh?: boolean | undefined;
  119804. /**
  119805. * Creates a SimplificationSettings
  119806. * @param quality expected quality
  119807. * @param distance distance when this optimized version should be used
  119808. * @param optimizeMesh already optimized mesh
  119809. */
  119810. constructor(
  119811. /** expected quality */
  119812. quality: number,
  119813. /** distance when this optimized version should be used */
  119814. distance: number,
  119815. /** already optimized mesh */
  119816. optimizeMesh?: boolean | undefined);
  119817. }
  119818. /**
  119819. * Interface used to define a simplification task
  119820. */
  119821. export interface ISimplificationTask {
  119822. /**
  119823. * Array of settings
  119824. */
  119825. settings: Array<ISimplificationSettings>;
  119826. /**
  119827. * Simplification type
  119828. */
  119829. simplificationType: SimplificationType;
  119830. /**
  119831. * Mesh to simplify
  119832. */
  119833. mesh: Mesh;
  119834. /**
  119835. * Callback called on success
  119836. */
  119837. successCallback?: () => void;
  119838. /**
  119839. * Defines if parallel processing can be used
  119840. */
  119841. parallelProcessing: boolean;
  119842. }
  119843. /**
  119844. * Queue used to order the simplification tasks
  119845. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119846. */
  119847. export class SimplificationQueue {
  119848. private _simplificationArray;
  119849. /**
  119850. * Gets a boolean indicating that the process is still running
  119851. */
  119852. running: boolean;
  119853. /**
  119854. * Creates a new queue
  119855. */
  119856. constructor();
  119857. /**
  119858. * Adds a new simplification task
  119859. * @param task defines a task to add
  119860. */
  119861. addTask(task: ISimplificationTask): void;
  119862. /**
  119863. * Execute next task
  119864. */
  119865. executeNext(): void;
  119866. /**
  119867. * Execute a simplification task
  119868. * @param task defines the task to run
  119869. */
  119870. runSimplification(task: ISimplificationTask): void;
  119871. private getSimplifier;
  119872. }
  119873. /**
  119874. * The implemented types of simplification
  119875. * At the moment only Quadratic Error Decimation is implemented
  119876. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119877. */
  119878. export enum SimplificationType {
  119879. /** Quadratic error decimation */
  119880. QUADRATIC = 0
  119881. }
  119882. }
  119883. declare module BABYLON {
  119884. interface Scene {
  119885. /** @hidden (Backing field) */
  119886. _simplificationQueue: SimplificationQueue;
  119887. /**
  119888. * Gets or sets the simplification queue attached to the scene
  119889. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119890. */
  119891. simplificationQueue: SimplificationQueue;
  119892. }
  119893. interface Mesh {
  119894. /**
  119895. * Simplify the mesh according to the given array of settings.
  119896. * Function will return immediately and will simplify async
  119897. * @param settings a collection of simplification settings
  119898. * @param parallelProcessing should all levels calculate parallel or one after the other
  119899. * @param simplificationType the type of simplification to run
  119900. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  119901. * @returns the current mesh
  119902. */
  119903. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  119904. }
  119905. /**
  119906. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  119907. * created in a scene
  119908. */
  119909. export class SimplicationQueueSceneComponent implements ISceneComponent {
  119910. /**
  119911. * The component name helpfull to identify the component in the list of scene components.
  119912. */
  119913. readonly name: string;
  119914. /**
  119915. * The scene the component belongs to.
  119916. */
  119917. scene: Scene;
  119918. /**
  119919. * Creates a new instance of the component for the given scene
  119920. * @param scene Defines the scene to register the component in
  119921. */
  119922. constructor(scene: Scene);
  119923. /**
  119924. * Registers the component in a given scene
  119925. */
  119926. register(): void;
  119927. /**
  119928. * Rebuilds the elements related to this component in case of
  119929. * context lost for instance.
  119930. */
  119931. rebuild(): void;
  119932. /**
  119933. * Disposes the component and the associated ressources
  119934. */
  119935. dispose(): void;
  119936. private _beforeCameraUpdate;
  119937. }
  119938. }
  119939. declare module BABYLON {
  119940. /**
  119941. * Navigation plugin interface to add navigation constrained by a navigation mesh
  119942. */
  119943. export interface INavigationEnginePlugin {
  119944. /**
  119945. * plugin name
  119946. */
  119947. name: string;
  119948. /**
  119949. * Creates a navigation mesh
  119950. * @param meshes array of all the geometry used to compute the navigatio mesh
  119951. * @param parameters bunch of parameters used to filter geometry
  119952. */
  119953. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  119954. /**
  119955. * Create a navigation mesh debug mesh
  119956. * @param scene is where the mesh will be added
  119957. * @returns debug display mesh
  119958. */
  119959. createDebugNavMesh(scene: Scene): Mesh;
  119960. /**
  119961. * Get a navigation mesh constrained position, closest to the parameter position
  119962. * @param position world position
  119963. * @returns the closest point to position constrained by the navigation mesh
  119964. */
  119965. getClosestPoint(position: Vector3): Vector3;
  119966. /**
  119967. * Get a navigation mesh constrained position, within a particular radius
  119968. * @param position world position
  119969. * @param maxRadius the maximum distance to the constrained world position
  119970. * @returns the closest point to position constrained by the navigation mesh
  119971. */
  119972. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  119973. /**
  119974. * Compute the final position from a segment made of destination-position
  119975. * @param position world position
  119976. * @param destination world position
  119977. * @returns the resulting point along the navmesh
  119978. */
  119979. moveAlong(position: Vector3, destination: Vector3): Vector3;
  119980. /**
  119981. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  119982. * @param start world position
  119983. * @param end world position
  119984. * @returns array containing world position composing the path
  119985. */
  119986. computePath(start: Vector3, end: Vector3): Vector3[];
  119987. /**
  119988. * If this plugin is supported
  119989. * @returns true if plugin is supported
  119990. */
  119991. isSupported(): boolean;
  119992. /**
  119993. * Create a new Crowd so you can add agents
  119994. * @param maxAgents the maximum agent count in the crowd
  119995. * @param maxAgentRadius the maximum radius an agent can have
  119996. * @param scene to attach the crowd to
  119997. * @returns the crowd you can add agents to
  119998. */
  119999. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  120000. /**
  120001. * Release all resources
  120002. */
  120003. dispose(): void;
  120004. }
  120005. /**
  120006. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  120007. */
  120008. export interface ICrowd {
  120009. /**
  120010. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  120011. * You can attach anything to that node. The node position is updated in the scene update tick.
  120012. * @param pos world position that will be constrained by the navigation mesh
  120013. * @param parameters agent parameters
  120014. * @param transform hooked to the agent that will be update by the scene
  120015. * @returns agent index
  120016. */
  120017. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  120018. /**
  120019. * Returns the agent position in world space
  120020. * @param index agent index returned by addAgent
  120021. * @returns world space position
  120022. */
  120023. getAgentPosition(index: number): Vector3;
  120024. /**
  120025. * Gets the agent velocity in world space
  120026. * @param index agent index returned by addAgent
  120027. * @returns world space velocity
  120028. */
  120029. getAgentVelocity(index: number): Vector3;
  120030. /**
  120031. * remove a particular agent previously created
  120032. * @param index agent index returned by addAgent
  120033. */
  120034. removeAgent(index: number): void;
  120035. /**
  120036. * get the list of all agents attached to this crowd
  120037. * @returns list of agent indices
  120038. */
  120039. getAgents(): number[];
  120040. /**
  120041. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  120042. * @param deltaTime in seconds
  120043. */
  120044. update(deltaTime: number): void;
  120045. /**
  120046. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  120047. * @param index agent index returned by addAgent
  120048. * @param destination targeted world position
  120049. */
  120050. agentGoto(index: number, destination: Vector3): void;
  120051. /**
  120052. * Release all resources
  120053. */
  120054. dispose(): void;
  120055. }
  120056. /**
  120057. * Configures an agent
  120058. */
  120059. export interface IAgentParameters {
  120060. /**
  120061. * Agent radius. [Limit: >= 0]
  120062. */
  120063. radius: number;
  120064. /**
  120065. * Agent height. [Limit: > 0]
  120066. */
  120067. height: number;
  120068. /**
  120069. * Maximum allowed acceleration. [Limit: >= 0]
  120070. */
  120071. maxAcceleration: number;
  120072. /**
  120073. * Maximum allowed speed. [Limit: >= 0]
  120074. */
  120075. maxSpeed: number;
  120076. /**
  120077. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  120078. */
  120079. collisionQueryRange: number;
  120080. /**
  120081. * The path visibility optimization range. [Limit: > 0]
  120082. */
  120083. pathOptimizationRange: number;
  120084. /**
  120085. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  120086. */
  120087. separationWeight: number;
  120088. }
  120089. /**
  120090. * Configures the navigation mesh creation
  120091. */
  120092. export interface INavMeshParameters {
  120093. /**
  120094. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  120095. */
  120096. cs: number;
  120097. /**
  120098. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  120099. */
  120100. ch: number;
  120101. /**
  120102. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  120103. */
  120104. walkableSlopeAngle: number;
  120105. /**
  120106. * Minimum floor to 'ceiling' height that will still allow the floor area to
  120107. * be considered walkable. [Limit: >= 3] [Units: vx]
  120108. */
  120109. walkableHeight: number;
  120110. /**
  120111. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  120112. */
  120113. walkableClimb: number;
  120114. /**
  120115. * The distance to erode/shrink the walkable area of the heightfield away from
  120116. * obstructions. [Limit: >=0] [Units: vx]
  120117. */
  120118. walkableRadius: number;
  120119. /**
  120120. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  120121. */
  120122. maxEdgeLen: number;
  120123. /**
  120124. * The maximum distance a simplfied contour's border edges should deviate
  120125. * the original raw contour. [Limit: >=0] [Units: vx]
  120126. */
  120127. maxSimplificationError: number;
  120128. /**
  120129. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  120130. */
  120131. minRegionArea: number;
  120132. /**
  120133. * Any regions with a span count smaller than this value will, if possible,
  120134. * be merged with larger regions. [Limit: >=0] [Units: vx]
  120135. */
  120136. mergeRegionArea: number;
  120137. /**
  120138. * The maximum number of vertices allowed for polygons generated during the
  120139. * contour to polygon conversion process. [Limit: >= 3]
  120140. */
  120141. maxVertsPerPoly: number;
  120142. /**
  120143. * Sets the sampling distance to use when generating the detail mesh.
  120144. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  120145. */
  120146. detailSampleDist: number;
  120147. /**
  120148. * The maximum distance the detail mesh surface should deviate from heightfield
  120149. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  120150. */
  120151. detailSampleMaxError: number;
  120152. }
  120153. }
  120154. declare module BABYLON {
  120155. /**
  120156. * RecastJS navigation plugin
  120157. */
  120158. export class RecastJSPlugin implements INavigationEnginePlugin {
  120159. /**
  120160. * Reference to the Recast library
  120161. */
  120162. bjsRECAST: any;
  120163. /**
  120164. * plugin name
  120165. */
  120166. name: string;
  120167. /**
  120168. * the first navmesh created. We might extend this to support multiple navmeshes
  120169. */
  120170. navMesh: any;
  120171. /**
  120172. * Initializes the recastJS plugin
  120173. * @param recastInjection can be used to inject your own recast reference
  120174. */
  120175. constructor(recastInjection?: any);
  120176. /**
  120177. * Creates a navigation mesh
  120178. * @param meshes array of all the geometry used to compute the navigatio mesh
  120179. * @param parameters bunch of parameters used to filter geometry
  120180. */
  120181. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  120182. /**
  120183. * Create a navigation mesh debug mesh
  120184. * @param scene is where the mesh will be added
  120185. * @returns debug display mesh
  120186. */
  120187. createDebugNavMesh(scene: Scene): Mesh;
  120188. /**
  120189. * Get a navigation mesh constrained position, closest to the parameter position
  120190. * @param position world position
  120191. * @returns the closest point to position constrained by the navigation mesh
  120192. */
  120193. getClosestPoint(position: Vector3): Vector3;
  120194. /**
  120195. * Get a navigation mesh constrained position, within a particular radius
  120196. * @param position world position
  120197. * @param maxRadius the maximum distance to the constrained world position
  120198. * @returns the closest point to position constrained by the navigation mesh
  120199. */
  120200. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  120201. /**
  120202. * Compute the final position from a segment made of destination-position
  120203. * @param position world position
  120204. * @param destination world position
  120205. * @returns the resulting point along the navmesh
  120206. */
  120207. moveAlong(position: Vector3, destination: Vector3): Vector3;
  120208. /**
  120209. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  120210. * @param start world position
  120211. * @param end world position
  120212. * @returns array containing world position composing the path
  120213. */
  120214. computePath(start: Vector3, end: Vector3): Vector3[];
  120215. /**
  120216. * Create a new Crowd so you can add agents
  120217. * @param maxAgents the maximum agent count in the crowd
  120218. * @param maxAgentRadius the maximum radius an agent can have
  120219. * @param scene to attach the crowd to
  120220. * @returns the crowd you can add agents to
  120221. */
  120222. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  120223. /**
  120224. * Disposes
  120225. */
  120226. dispose(): void;
  120227. /**
  120228. * If this plugin is supported
  120229. * @returns true if plugin is supported
  120230. */
  120231. isSupported(): boolean;
  120232. }
  120233. /**
  120234. * Recast detour crowd implementation
  120235. */
  120236. export class RecastJSCrowd implements ICrowd {
  120237. /**
  120238. * Recast/detour plugin
  120239. */
  120240. bjsRECASTPlugin: RecastJSPlugin;
  120241. /**
  120242. * Link to the detour crowd
  120243. */
  120244. recastCrowd: any;
  120245. /**
  120246. * One transform per agent
  120247. */
  120248. transforms: TransformNode[];
  120249. /**
  120250. * All agents created
  120251. */
  120252. agents: number[];
  120253. /**
  120254. * Link to the scene is kept to unregister the crowd from the scene
  120255. */
  120256. private _scene;
  120257. /**
  120258. * Observer for crowd updates
  120259. */
  120260. private _onBeforeAnimationsObserver;
  120261. /**
  120262. * Constructor
  120263. * @param plugin recastJS plugin
  120264. * @param maxAgents the maximum agent count in the crowd
  120265. * @param maxAgentRadius the maximum radius an agent can have
  120266. * @param scene to attach the crowd to
  120267. * @returns the crowd you can add agents to
  120268. */
  120269. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  120270. /**
  120271. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  120272. * You can attach anything to that node. The node position is updated in the scene update tick.
  120273. * @param pos world position that will be constrained by the navigation mesh
  120274. * @param parameters agent parameters
  120275. * @param transform hooked to the agent that will be update by the scene
  120276. * @returns agent index
  120277. */
  120278. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  120279. /**
  120280. * Returns the agent position in world space
  120281. * @param index agent index returned by addAgent
  120282. * @returns world space position
  120283. */
  120284. getAgentPosition(index: number): Vector3;
  120285. /**
  120286. * Returns the agent velocity in world space
  120287. * @param index agent index returned by addAgent
  120288. * @returns world space velocity
  120289. */
  120290. getAgentVelocity(index: number): Vector3;
  120291. /**
  120292. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  120293. * @param index agent index returned by addAgent
  120294. * @param destination targeted world position
  120295. */
  120296. agentGoto(index: number, destination: Vector3): void;
  120297. /**
  120298. * remove a particular agent previously created
  120299. * @param index agent index returned by addAgent
  120300. */
  120301. removeAgent(index: number): void;
  120302. /**
  120303. * get the list of all agents attached to this crowd
  120304. * @returns list of agent indices
  120305. */
  120306. getAgents(): number[];
  120307. /**
  120308. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  120309. * @param deltaTime in seconds
  120310. */
  120311. update(deltaTime: number): void;
  120312. /**
  120313. * Release all resources
  120314. */
  120315. dispose(): void;
  120316. }
  120317. }
  120318. declare module BABYLON {
  120319. /**
  120320. * Class used to enable access to IndexedDB
  120321. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  120322. */
  120323. export class Database implements IOfflineProvider {
  120324. private _callbackManifestChecked;
  120325. private _currentSceneUrl;
  120326. private _db;
  120327. private _enableSceneOffline;
  120328. private _enableTexturesOffline;
  120329. private _manifestVersionFound;
  120330. private _mustUpdateRessources;
  120331. private _hasReachedQuota;
  120332. private _isSupported;
  120333. private _idbFactory;
  120334. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  120335. private static IsUASupportingBlobStorage;
  120336. /**
  120337. * Gets a boolean indicating if Database storate is enabled (off by default)
  120338. */
  120339. static IDBStorageEnabled: boolean;
  120340. /**
  120341. * Gets a boolean indicating if scene must be saved in the database
  120342. */
  120343. readonly enableSceneOffline: boolean;
  120344. /**
  120345. * Gets a boolean indicating if textures must be saved in the database
  120346. */
  120347. readonly enableTexturesOffline: boolean;
  120348. /**
  120349. * Creates a new Database
  120350. * @param urlToScene defines the url to load the scene
  120351. * @param callbackManifestChecked defines the callback to use when manifest is checked
  120352. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  120353. */
  120354. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  120355. private static _ParseURL;
  120356. private static _ReturnFullUrlLocation;
  120357. private _checkManifestFile;
  120358. /**
  120359. * Open the database and make it available
  120360. * @param successCallback defines the callback to call on success
  120361. * @param errorCallback defines the callback to call on error
  120362. */
  120363. open(successCallback: () => void, errorCallback: () => void): void;
  120364. /**
  120365. * Loads an image from the database
  120366. * @param url defines the url to load from
  120367. * @param image defines the target DOM image
  120368. */
  120369. loadImage(url: string, image: HTMLImageElement): void;
  120370. private _loadImageFromDBAsync;
  120371. private _saveImageIntoDBAsync;
  120372. private _checkVersionFromDB;
  120373. private _loadVersionFromDBAsync;
  120374. private _saveVersionIntoDBAsync;
  120375. /**
  120376. * Loads a file from database
  120377. * @param url defines the URL to load from
  120378. * @param sceneLoaded defines a callback to call on success
  120379. * @param progressCallBack defines a callback to call when progress changed
  120380. * @param errorCallback defines a callback to call on error
  120381. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  120382. */
  120383. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  120384. private _loadFileAsync;
  120385. private _saveFileAsync;
  120386. /**
  120387. * Validates if xhr data is correct
  120388. * @param xhr defines the request to validate
  120389. * @param dataType defines the expected data type
  120390. * @returns true if data is correct
  120391. */
  120392. private static _ValidateXHRData;
  120393. }
  120394. }
  120395. declare module BABYLON {
  120396. /** @hidden */
  120397. export var gpuUpdateParticlesPixelShader: {
  120398. name: string;
  120399. shader: string;
  120400. };
  120401. }
  120402. declare module BABYLON {
  120403. /** @hidden */
  120404. export var gpuUpdateParticlesVertexShader: {
  120405. name: string;
  120406. shader: string;
  120407. };
  120408. }
  120409. declare module BABYLON {
  120410. /** @hidden */
  120411. export var clipPlaneFragmentDeclaration2: {
  120412. name: string;
  120413. shader: string;
  120414. };
  120415. }
  120416. declare module BABYLON {
  120417. /** @hidden */
  120418. export var gpuRenderParticlesPixelShader: {
  120419. name: string;
  120420. shader: string;
  120421. };
  120422. }
  120423. declare module BABYLON {
  120424. /** @hidden */
  120425. export var clipPlaneVertexDeclaration2: {
  120426. name: string;
  120427. shader: string;
  120428. };
  120429. }
  120430. declare module BABYLON {
  120431. /** @hidden */
  120432. export var gpuRenderParticlesVertexShader: {
  120433. name: string;
  120434. shader: string;
  120435. };
  120436. }
  120437. declare module BABYLON {
  120438. /**
  120439. * This represents a GPU particle system in Babylon
  120440. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  120441. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  120442. */
  120443. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  120444. /**
  120445. * The layer mask we are rendering the particles through.
  120446. */
  120447. layerMask: number;
  120448. private _capacity;
  120449. private _activeCount;
  120450. private _currentActiveCount;
  120451. private _accumulatedCount;
  120452. private _renderEffect;
  120453. private _updateEffect;
  120454. private _buffer0;
  120455. private _buffer1;
  120456. private _spriteBuffer;
  120457. private _updateVAO;
  120458. private _renderVAO;
  120459. private _targetIndex;
  120460. private _sourceBuffer;
  120461. private _targetBuffer;
  120462. private _engine;
  120463. private _currentRenderId;
  120464. private _started;
  120465. private _stopped;
  120466. private _timeDelta;
  120467. private _randomTexture;
  120468. private _randomTexture2;
  120469. private _attributesStrideSize;
  120470. private _updateEffectOptions;
  120471. private _randomTextureSize;
  120472. private _actualFrame;
  120473. private readonly _rawTextureWidth;
  120474. /**
  120475. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  120476. */
  120477. static readonly IsSupported: boolean;
  120478. /**
  120479. * An event triggered when the system is disposed.
  120480. */
  120481. onDisposeObservable: Observable<GPUParticleSystem>;
  120482. /**
  120483. * Gets the maximum number of particles active at the same time.
  120484. * @returns The max number of active particles.
  120485. */
  120486. getCapacity(): number;
  120487. /**
  120488. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  120489. * to override the particles.
  120490. */
  120491. forceDepthWrite: boolean;
  120492. /**
  120493. * Gets or set the number of active particles
  120494. */
  120495. activeParticleCount: number;
  120496. private _preWarmDone;
  120497. /**
  120498. * Is this system ready to be used/rendered
  120499. * @return true if the system is ready
  120500. */
  120501. isReady(): boolean;
  120502. /**
  120503. * Gets if the system has been started. (Note: this will still be true after stop is called)
  120504. * @returns True if it has been started, otherwise false.
  120505. */
  120506. isStarted(): boolean;
  120507. /**
  120508. * Starts the particle system and begins to emit
  120509. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  120510. */
  120511. start(delay?: number): void;
  120512. /**
  120513. * Stops the particle system.
  120514. */
  120515. stop(): void;
  120516. /**
  120517. * Remove all active particles
  120518. */
  120519. reset(): void;
  120520. /**
  120521. * Returns the string "GPUParticleSystem"
  120522. * @returns a string containing the class name
  120523. */
  120524. getClassName(): string;
  120525. private _colorGradientsTexture;
  120526. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  120527. /**
  120528. * Adds a new color gradient
  120529. * @param gradient defines the gradient to use (between 0 and 1)
  120530. * @param color1 defines the color to affect to the specified gradient
  120531. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  120532. * @returns the current particle system
  120533. */
  120534. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  120535. /**
  120536. * Remove a specific color gradient
  120537. * @param gradient defines the gradient to remove
  120538. * @returns the current particle system
  120539. */
  120540. removeColorGradient(gradient: number): GPUParticleSystem;
  120541. private _angularSpeedGradientsTexture;
  120542. private _sizeGradientsTexture;
  120543. private _velocityGradientsTexture;
  120544. private _limitVelocityGradientsTexture;
  120545. private _dragGradientsTexture;
  120546. private _addFactorGradient;
  120547. /**
  120548. * Adds a new size gradient
  120549. * @param gradient defines the gradient to use (between 0 and 1)
  120550. * @param factor defines the size factor to affect to the specified gradient
  120551. * @returns the current particle system
  120552. */
  120553. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  120554. /**
  120555. * Remove a specific size gradient
  120556. * @param gradient defines the gradient to remove
  120557. * @returns the current particle system
  120558. */
  120559. removeSizeGradient(gradient: number): GPUParticleSystem;
  120560. /**
  120561. * Adds a new angular speed gradient
  120562. * @param gradient defines the gradient to use (between 0 and 1)
  120563. * @param factor defines the angular speed to affect to the specified gradient
  120564. * @returns the current particle system
  120565. */
  120566. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  120567. /**
  120568. * Remove a specific angular speed gradient
  120569. * @param gradient defines the gradient to remove
  120570. * @returns the current particle system
  120571. */
  120572. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  120573. /**
  120574. * Adds a new velocity gradient
  120575. * @param gradient defines the gradient to use (between 0 and 1)
  120576. * @param factor defines the velocity to affect to the specified gradient
  120577. * @returns the current particle system
  120578. */
  120579. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  120580. /**
  120581. * Remove a specific velocity gradient
  120582. * @param gradient defines the gradient to remove
  120583. * @returns the current particle system
  120584. */
  120585. removeVelocityGradient(gradient: number): GPUParticleSystem;
  120586. /**
  120587. * Adds a new limit velocity gradient
  120588. * @param gradient defines the gradient to use (between 0 and 1)
  120589. * @param factor defines the limit velocity value to affect to the specified gradient
  120590. * @returns the current particle system
  120591. */
  120592. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  120593. /**
  120594. * Remove a specific limit velocity gradient
  120595. * @param gradient defines the gradient to remove
  120596. * @returns the current particle system
  120597. */
  120598. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  120599. /**
  120600. * Adds a new drag gradient
  120601. * @param gradient defines the gradient to use (between 0 and 1)
  120602. * @param factor defines the drag value to affect to the specified gradient
  120603. * @returns the current particle system
  120604. */
  120605. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  120606. /**
  120607. * Remove a specific drag gradient
  120608. * @param gradient defines the gradient to remove
  120609. * @returns the current particle system
  120610. */
  120611. removeDragGradient(gradient: number): GPUParticleSystem;
  120612. /**
  120613. * Not supported by GPUParticleSystem
  120614. * @param gradient defines the gradient to use (between 0 and 1)
  120615. * @param factor defines the emit rate value to affect to the specified gradient
  120616. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  120617. * @returns the current particle system
  120618. */
  120619. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  120620. /**
  120621. * Not supported by GPUParticleSystem
  120622. * @param gradient defines the gradient to remove
  120623. * @returns the current particle system
  120624. */
  120625. removeEmitRateGradient(gradient: number): IParticleSystem;
  120626. /**
  120627. * Not supported by GPUParticleSystem
  120628. * @param gradient defines the gradient to use (between 0 and 1)
  120629. * @param factor defines the start size value to affect to the specified gradient
  120630. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  120631. * @returns the current particle system
  120632. */
  120633. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  120634. /**
  120635. * Not supported by GPUParticleSystem
  120636. * @param gradient defines the gradient to remove
  120637. * @returns the current particle system
  120638. */
  120639. removeStartSizeGradient(gradient: number): IParticleSystem;
  120640. /**
  120641. * Not supported by GPUParticleSystem
  120642. * @param gradient defines the gradient to use (between 0 and 1)
  120643. * @param min defines the color remap minimal range
  120644. * @param max defines the color remap maximal range
  120645. * @returns the current particle system
  120646. */
  120647. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  120648. /**
  120649. * Not supported by GPUParticleSystem
  120650. * @param gradient defines the gradient to remove
  120651. * @returns the current particle system
  120652. */
  120653. removeColorRemapGradient(): IParticleSystem;
  120654. /**
  120655. * Not supported by GPUParticleSystem
  120656. * @param gradient defines the gradient to use (between 0 and 1)
  120657. * @param min defines the alpha remap minimal range
  120658. * @param max defines the alpha remap maximal range
  120659. * @returns the current particle system
  120660. */
  120661. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  120662. /**
  120663. * Not supported by GPUParticleSystem
  120664. * @param gradient defines the gradient to remove
  120665. * @returns the current particle system
  120666. */
  120667. removeAlphaRemapGradient(): IParticleSystem;
  120668. /**
  120669. * Not supported by GPUParticleSystem
  120670. * @param gradient defines the gradient to use (between 0 and 1)
  120671. * @param color defines the color to affect to the specified gradient
  120672. * @returns the current particle system
  120673. */
  120674. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  120675. /**
  120676. * Not supported by GPUParticleSystem
  120677. * @param gradient defines the gradient to remove
  120678. * @returns the current particle system
  120679. */
  120680. removeRampGradient(): IParticleSystem;
  120681. /**
  120682. * Not supported by GPUParticleSystem
  120683. * @returns the list of ramp gradients
  120684. */
  120685. getRampGradients(): Nullable<Array<Color3Gradient>>;
  120686. /**
  120687. * Not supported by GPUParticleSystem
  120688. * Gets or sets a boolean indicating that ramp gradients must be used
  120689. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  120690. */
  120691. useRampGradients: boolean;
  120692. /**
  120693. * Not supported by GPUParticleSystem
  120694. * @param gradient defines the gradient to use (between 0 and 1)
  120695. * @param factor defines the life time factor to affect to the specified gradient
  120696. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  120697. * @returns the current particle system
  120698. */
  120699. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  120700. /**
  120701. * Not supported by GPUParticleSystem
  120702. * @param gradient defines the gradient to remove
  120703. * @returns the current particle system
  120704. */
  120705. removeLifeTimeGradient(gradient: number): IParticleSystem;
  120706. /**
  120707. * Instantiates a GPU particle system.
  120708. * 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.
  120709. * @param name The name of the particle system
  120710. * @param options The options used to create the system
  120711. * @param scene The scene the particle system belongs to
  120712. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  120713. */
  120714. constructor(name: string, options: Partial<{
  120715. capacity: number;
  120716. randomTextureSize: number;
  120717. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  120718. protected _reset(): void;
  120719. private _createUpdateVAO;
  120720. private _createRenderVAO;
  120721. private _initialize;
  120722. /** @hidden */
  120723. _recreateUpdateEffect(): void;
  120724. /** @hidden */
  120725. _recreateRenderEffect(): void;
  120726. /**
  120727. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  120728. * @param preWarm defines if we are in the pre-warmimg phase
  120729. */
  120730. animate(preWarm?: boolean): void;
  120731. private _createFactorGradientTexture;
  120732. private _createSizeGradientTexture;
  120733. private _createAngularSpeedGradientTexture;
  120734. private _createVelocityGradientTexture;
  120735. private _createLimitVelocityGradientTexture;
  120736. private _createDragGradientTexture;
  120737. private _createColorGradientTexture;
  120738. /**
  120739. * Renders the particle system in its current state
  120740. * @param preWarm defines if the system should only update the particles but not render them
  120741. * @returns the current number of particles
  120742. */
  120743. render(preWarm?: boolean): number;
  120744. /**
  120745. * Rebuilds the particle system
  120746. */
  120747. rebuild(): void;
  120748. private _releaseBuffers;
  120749. private _releaseVAOs;
  120750. /**
  120751. * Disposes the particle system and free the associated resources
  120752. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  120753. */
  120754. dispose(disposeTexture?: boolean): void;
  120755. /**
  120756. * Clones the particle system.
  120757. * @param name The name of the cloned object
  120758. * @param newEmitter The new emitter to use
  120759. * @returns the cloned particle system
  120760. */
  120761. clone(name: string, newEmitter: any): GPUParticleSystem;
  120762. /**
  120763. * Serializes the particle system to a JSON object.
  120764. * @returns the JSON object
  120765. */
  120766. serialize(): any;
  120767. /**
  120768. * Parses a JSON object to create a GPU particle system.
  120769. * @param parsedParticleSystem The JSON object to parse
  120770. * @param scene The scene to create the particle system in
  120771. * @param rootUrl The root url to use to load external dependencies like texture
  120772. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  120773. * @returns the parsed GPU particle system
  120774. */
  120775. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  120776. }
  120777. }
  120778. declare module BABYLON {
  120779. /**
  120780. * Represents a set of particle systems working together to create a specific effect
  120781. */
  120782. export class ParticleSystemSet implements IDisposable {
  120783. private _emitterCreationOptions;
  120784. private _emitterNode;
  120785. /**
  120786. * Gets the particle system list
  120787. */
  120788. systems: IParticleSystem[];
  120789. /**
  120790. * Gets the emitter node used with this set
  120791. */
  120792. readonly emitterNode: Nullable<TransformNode>;
  120793. /**
  120794. * Creates a new emitter mesh as a sphere
  120795. * @param options defines the options used to create the sphere
  120796. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  120797. * @param scene defines the hosting scene
  120798. */
  120799. setEmitterAsSphere(options: {
  120800. diameter: number;
  120801. segments: number;
  120802. color: Color3;
  120803. }, renderingGroupId: number, scene: Scene): void;
  120804. /**
  120805. * Starts all particle systems of the set
  120806. * @param emitter defines an optional mesh to use as emitter for the particle systems
  120807. */
  120808. start(emitter?: AbstractMesh): void;
  120809. /**
  120810. * Release all associated resources
  120811. */
  120812. dispose(): void;
  120813. /**
  120814. * Serialize the set into a JSON compatible object
  120815. * @returns a JSON compatible representation of the set
  120816. */
  120817. serialize(): any;
  120818. /**
  120819. * Parse a new ParticleSystemSet from a serialized source
  120820. * @param data defines a JSON compatible representation of the set
  120821. * @param scene defines the hosting scene
  120822. * @param gpu defines if we want GPU particles or CPU particles
  120823. * @returns a new ParticleSystemSet
  120824. */
  120825. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  120826. }
  120827. }
  120828. declare module BABYLON {
  120829. /**
  120830. * This class is made for on one-liner static method to help creating particle system set.
  120831. */
  120832. export class ParticleHelper {
  120833. /**
  120834. * Gets or sets base Assets URL
  120835. */
  120836. static BaseAssetsUrl: string;
  120837. /**
  120838. * Create a default particle system that you can tweak
  120839. * @param emitter defines the emitter to use
  120840. * @param capacity defines the system capacity (default is 500 particles)
  120841. * @param scene defines the hosting scene
  120842. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  120843. * @returns the new Particle system
  120844. */
  120845. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  120846. /**
  120847. * This is the main static method (one-liner) of this helper to create different particle systems
  120848. * @param type This string represents the type to the particle system to create
  120849. * @param scene The scene where the particle system should live
  120850. * @param gpu If the system will use gpu
  120851. * @returns the ParticleSystemSet created
  120852. */
  120853. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  120854. /**
  120855. * Static function used to export a particle system to a ParticleSystemSet variable.
  120856. * Please note that the emitter shape is not exported
  120857. * @param systems defines the particle systems to export
  120858. * @returns the created particle system set
  120859. */
  120860. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  120861. }
  120862. }
  120863. declare module BABYLON {
  120864. interface Engine {
  120865. /**
  120866. * Create an effect to use with particle systems.
  120867. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  120868. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  120869. * @param uniformsNames defines a list of attribute names
  120870. * @param samplers defines an array of string used to represent textures
  120871. * @param defines defines the string containing the defines to use to compile the shaders
  120872. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  120873. * @param onCompiled defines a function to call when the effect creation is successful
  120874. * @param onError defines a function to call when the effect creation has failed
  120875. * @returns the new Effect
  120876. */
  120877. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  120878. }
  120879. interface Mesh {
  120880. /**
  120881. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  120882. * @returns an array of IParticleSystem
  120883. */
  120884. getEmittedParticleSystems(): IParticleSystem[];
  120885. /**
  120886. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  120887. * @returns an array of IParticleSystem
  120888. */
  120889. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  120890. }
  120891. /**
  120892. * @hidden
  120893. */
  120894. export var _IDoNeedToBeInTheBuild: number;
  120895. }
  120896. declare module BABYLON {
  120897. interface Scene {
  120898. /** @hidden (Backing field) */
  120899. _physicsEngine: Nullable<IPhysicsEngine>;
  120900. /**
  120901. * Gets the current physics engine
  120902. * @returns a IPhysicsEngine or null if none attached
  120903. */
  120904. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  120905. /**
  120906. * Enables physics to the current scene
  120907. * @param gravity defines the scene's gravity for the physics engine
  120908. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  120909. * @return a boolean indicating if the physics engine was initialized
  120910. */
  120911. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  120912. /**
  120913. * Disables and disposes the physics engine associated with the scene
  120914. */
  120915. disablePhysicsEngine(): void;
  120916. /**
  120917. * Gets a boolean indicating if there is an active physics engine
  120918. * @returns a boolean indicating if there is an active physics engine
  120919. */
  120920. isPhysicsEnabled(): boolean;
  120921. /**
  120922. * Deletes a physics compound impostor
  120923. * @param compound defines the compound to delete
  120924. */
  120925. deleteCompoundImpostor(compound: any): void;
  120926. /**
  120927. * An event triggered when physic simulation is about to be run
  120928. */
  120929. onBeforePhysicsObservable: Observable<Scene>;
  120930. /**
  120931. * An event triggered when physic simulation has been done
  120932. */
  120933. onAfterPhysicsObservable: Observable<Scene>;
  120934. }
  120935. interface AbstractMesh {
  120936. /** @hidden */
  120937. _physicsImpostor: Nullable<PhysicsImpostor>;
  120938. /**
  120939. * Gets or sets impostor used for physic simulation
  120940. * @see http://doc.babylonjs.com/features/physics_engine
  120941. */
  120942. physicsImpostor: Nullable<PhysicsImpostor>;
  120943. /**
  120944. * Gets the current physics impostor
  120945. * @see http://doc.babylonjs.com/features/physics_engine
  120946. * @returns a physics impostor or null
  120947. */
  120948. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  120949. /** Apply a physic impulse to the mesh
  120950. * @param force defines the force to apply
  120951. * @param contactPoint defines where to apply the force
  120952. * @returns the current mesh
  120953. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  120954. */
  120955. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  120956. /**
  120957. * Creates a physic joint between two meshes
  120958. * @param otherMesh defines the other mesh to use
  120959. * @param pivot1 defines the pivot to use on this mesh
  120960. * @param pivot2 defines the pivot to use on the other mesh
  120961. * @param options defines additional options (can be plugin dependent)
  120962. * @returns the current mesh
  120963. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  120964. */
  120965. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  120966. /** @hidden */
  120967. _disposePhysicsObserver: Nullable<Observer<Node>>;
  120968. }
  120969. /**
  120970. * Defines the physics engine scene component responsible to manage a physics engine
  120971. */
  120972. export class PhysicsEngineSceneComponent implements ISceneComponent {
  120973. /**
  120974. * The component name helpful to identify the component in the list of scene components.
  120975. */
  120976. readonly name: string;
  120977. /**
  120978. * The scene the component belongs to.
  120979. */
  120980. scene: Scene;
  120981. /**
  120982. * Creates a new instance of the component for the given scene
  120983. * @param scene Defines the scene to register the component in
  120984. */
  120985. constructor(scene: Scene);
  120986. /**
  120987. * Registers the component in a given scene
  120988. */
  120989. register(): void;
  120990. /**
  120991. * Rebuilds the elements related to this component in case of
  120992. * context lost for instance.
  120993. */
  120994. rebuild(): void;
  120995. /**
  120996. * Disposes the component and the associated ressources
  120997. */
  120998. dispose(): void;
  120999. }
  121000. }
  121001. declare module BABYLON {
  121002. /**
  121003. * A helper for physics simulations
  121004. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121005. */
  121006. export class PhysicsHelper {
  121007. private _scene;
  121008. private _physicsEngine;
  121009. /**
  121010. * Initializes the Physics helper
  121011. * @param scene Babylon.js scene
  121012. */
  121013. constructor(scene: Scene);
  121014. /**
  121015. * Applies a radial explosion impulse
  121016. * @param origin the origin of the explosion
  121017. * @param radiusOrEventOptions the radius or the options of radial explosion
  121018. * @param strength the explosion strength
  121019. * @param falloff possible options: Constant & Linear. Defaults to Constant
  121020. * @returns A physics radial explosion event, or null
  121021. */
  121022. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  121023. /**
  121024. * Applies a radial explosion force
  121025. * @param origin the origin of the explosion
  121026. * @param radiusOrEventOptions the radius or the options of radial explosion
  121027. * @param strength the explosion strength
  121028. * @param falloff possible options: Constant & Linear. Defaults to Constant
  121029. * @returns A physics radial explosion event, or null
  121030. */
  121031. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  121032. /**
  121033. * Creates a gravitational field
  121034. * @param origin the origin of the explosion
  121035. * @param radiusOrEventOptions the radius or the options of radial explosion
  121036. * @param strength the explosion strength
  121037. * @param falloff possible options: Constant & Linear. Defaults to Constant
  121038. * @returns A physics gravitational field event, or null
  121039. */
  121040. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  121041. /**
  121042. * Creates a physics updraft event
  121043. * @param origin the origin of the updraft
  121044. * @param radiusOrEventOptions the radius or the options of the updraft
  121045. * @param strength the strength of the updraft
  121046. * @param height the height of the updraft
  121047. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  121048. * @returns A physics updraft event, or null
  121049. */
  121050. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  121051. /**
  121052. * Creates a physics vortex event
  121053. * @param origin the of the vortex
  121054. * @param radiusOrEventOptions the radius or the options of the vortex
  121055. * @param strength the strength of the vortex
  121056. * @param height the height of the vortex
  121057. * @returns a Physics vortex event, or null
  121058. * A physics vortex event or null
  121059. */
  121060. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  121061. }
  121062. /**
  121063. * Represents a physics radial explosion event
  121064. */
  121065. class PhysicsRadialExplosionEvent {
  121066. private _scene;
  121067. private _options;
  121068. private _sphere;
  121069. private _dataFetched;
  121070. /**
  121071. * Initializes a radial explosioin event
  121072. * @param _scene BabylonJS scene
  121073. * @param _options The options for the vortex event
  121074. */
  121075. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  121076. /**
  121077. * Returns the data related to the radial explosion event (sphere).
  121078. * @returns The radial explosion event data
  121079. */
  121080. getData(): PhysicsRadialExplosionEventData;
  121081. /**
  121082. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  121083. * @param impostor A physics imposter
  121084. * @param origin the origin of the explosion
  121085. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  121086. */
  121087. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  121088. /**
  121089. * Triggers affecterd impostors callbacks
  121090. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  121091. */
  121092. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  121093. /**
  121094. * Disposes the sphere.
  121095. * @param force Specifies if the sphere should be disposed by force
  121096. */
  121097. dispose(force?: boolean): void;
  121098. /*** Helpers ***/
  121099. private _prepareSphere;
  121100. private _intersectsWithSphere;
  121101. }
  121102. /**
  121103. * Represents a gravitational field event
  121104. */
  121105. class PhysicsGravitationalFieldEvent {
  121106. private _physicsHelper;
  121107. private _scene;
  121108. private _origin;
  121109. private _options;
  121110. private _tickCallback;
  121111. private _sphere;
  121112. private _dataFetched;
  121113. /**
  121114. * Initializes the physics gravitational field event
  121115. * @param _physicsHelper A physics helper
  121116. * @param _scene BabylonJS scene
  121117. * @param _origin The origin position of the gravitational field event
  121118. * @param _options The options for the vortex event
  121119. */
  121120. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  121121. /**
  121122. * Returns the data related to the gravitational field event (sphere).
  121123. * @returns A gravitational field event
  121124. */
  121125. getData(): PhysicsGravitationalFieldEventData;
  121126. /**
  121127. * Enables the gravitational field.
  121128. */
  121129. enable(): void;
  121130. /**
  121131. * Disables the gravitational field.
  121132. */
  121133. disable(): void;
  121134. /**
  121135. * Disposes the sphere.
  121136. * @param force The force to dispose from the gravitational field event
  121137. */
  121138. dispose(force?: boolean): void;
  121139. private _tick;
  121140. }
  121141. /**
  121142. * Represents a physics updraft event
  121143. */
  121144. class PhysicsUpdraftEvent {
  121145. private _scene;
  121146. private _origin;
  121147. private _options;
  121148. private _physicsEngine;
  121149. private _originTop;
  121150. private _originDirection;
  121151. private _tickCallback;
  121152. private _cylinder;
  121153. private _cylinderPosition;
  121154. private _dataFetched;
  121155. /**
  121156. * Initializes the physics updraft event
  121157. * @param _scene BabylonJS scene
  121158. * @param _origin The origin position of the updraft
  121159. * @param _options The options for the updraft event
  121160. */
  121161. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  121162. /**
  121163. * Returns the data related to the updraft event (cylinder).
  121164. * @returns A physics updraft event
  121165. */
  121166. getData(): PhysicsUpdraftEventData;
  121167. /**
  121168. * Enables the updraft.
  121169. */
  121170. enable(): void;
  121171. /**
  121172. * Disables the updraft.
  121173. */
  121174. disable(): void;
  121175. /**
  121176. * Disposes the cylinder.
  121177. * @param force Specifies if the updraft should be disposed by force
  121178. */
  121179. dispose(force?: boolean): void;
  121180. private getImpostorHitData;
  121181. private _tick;
  121182. /*** Helpers ***/
  121183. private _prepareCylinder;
  121184. private _intersectsWithCylinder;
  121185. }
  121186. /**
  121187. * Represents a physics vortex event
  121188. */
  121189. class PhysicsVortexEvent {
  121190. private _scene;
  121191. private _origin;
  121192. private _options;
  121193. private _physicsEngine;
  121194. private _originTop;
  121195. private _tickCallback;
  121196. private _cylinder;
  121197. private _cylinderPosition;
  121198. private _dataFetched;
  121199. /**
  121200. * Initializes the physics vortex event
  121201. * @param _scene The BabylonJS scene
  121202. * @param _origin The origin position of the vortex
  121203. * @param _options The options for the vortex event
  121204. */
  121205. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  121206. /**
  121207. * Returns the data related to the vortex event (cylinder).
  121208. * @returns The physics vortex event data
  121209. */
  121210. getData(): PhysicsVortexEventData;
  121211. /**
  121212. * Enables the vortex.
  121213. */
  121214. enable(): void;
  121215. /**
  121216. * Disables the cortex.
  121217. */
  121218. disable(): void;
  121219. /**
  121220. * Disposes the sphere.
  121221. * @param force
  121222. */
  121223. dispose(force?: boolean): void;
  121224. private getImpostorHitData;
  121225. private _tick;
  121226. /*** Helpers ***/
  121227. private _prepareCylinder;
  121228. private _intersectsWithCylinder;
  121229. }
  121230. /**
  121231. * Options fot the radial explosion event
  121232. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121233. */
  121234. export class PhysicsRadialExplosionEventOptions {
  121235. /**
  121236. * The radius of the sphere for the radial explosion.
  121237. */
  121238. radius: number;
  121239. /**
  121240. * The strenth of the explosion.
  121241. */
  121242. strength: number;
  121243. /**
  121244. * The strenght of the force in correspondence to the distance of the affected object
  121245. */
  121246. falloff: PhysicsRadialImpulseFalloff;
  121247. /**
  121248. * Sphere options for the radial explosion.
  121249. */
  121250. sphere: {
  121251. segments: number;
  121252. diameter: number;
  121253. };
  121254. /**
  121255. * Sphere options for the radial explosion.
  121256. */
  121257. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  121258. }
  121259. /**
  121260. * Options fot the updraft event
  121261. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121262. */
  121263. export class PhysicsUpdraftEventOptions {
  121264. /**
  121265. * The radius of the cylinder for the vortex
  121266. */
  121267. radius: number;
  121268. /**
  121269. * The strenth of the updraft.
  121270. */
  121271. strength: number;
  121272. /**
  121273. * The height of the cylinder for the updraft.
  121274. */
  121275. height: number;
  121276. /**
  121277. * The mode for the the updraft.
  121278. */
  121279. updraftMode: PhysicsUpdraftMode;
  121280. }
  121281. /**
  121282. * Options fot the vortex event
  121283. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121284. */
  121285. export class PhysicsVortexEventOptions {
  121286. /**
  121287. * The radius of the cylinder for the vortex
  121288. */
  121289. radius: number;
  121290. /**
  121291. * The strenth of the vortex.
  121292. */
  121293. strength: number;
  121294. /**
  121295. * The height of the cylinder for the vortex.
  121296. */
  121297. height: number;
  121298. /**
  121299. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  121300. */
  121301. centripetalForceThreshold: number;
  121302. /**
  121303. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  121304. */
  121305. centripetalForceMultiplier: number;
  121306. /**
  121307. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  121308. */
  121309. centrifugalForceMultiplier: number;
  121310. /**
  121311. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  121312. */
  121313. updraftForceMultiplier: number;
  121314. }
  121315. /**
  121316. * The strenght of the force in correspondence to the distance of the affected object
  121317. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121318. */
  121319. export enum PhysicsRadialImpulseFalloff {
  121320. /** Defines that impulse is constant in strength across it's whole radius */
  121321. Constant = 0,
  121322. /** Defines that impulse gets weaker if it's further from the origin */
  121323. Linear = 1
  121324. }
  121325. /**
  121326. * The strength of the force in correspondence to the distance of the affected object
  121327. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121328. */
  121329. export enum PhysicsUpdraftMode {
  121330. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  121331. Center = 0,
  121332. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  121333. Perpendicular = 1
  121334. }
  121335. /**
  121336. * Interface for a physics hit data
  121337. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121338. */
  121339. export interface PhysicsHitData {
  121340. /**
  121341. * The force applied at the contact point
  121342. */
  121343. force: Vector3;
  121344. /**
  121345. * The contact point
  121346. */
  121347. contactPoint: Vector3;
  121348. /**
  121349. * The distance from the origin to the contact point
  121350. */
  121351. distanceFromOrigin: number;
  121352. }
  121353. /**
  121354. * Interface for radial explosion event data
  121355. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121356. */
  121357. export interface PhysicsRadialExplosionEventData {
  121358. /**
  121359. * A sphere used for the radial explosion event
  121360. */
  121361. sphere: Mesh;
  121362. }
  121363. /**
  121364. * Interface for gravitational field event data
  121365. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121366. */
  121367. export interface PhysicsGravitationalFieldEventData {
  121368. /**
  121369. * A sphere mesh used for the gravitational field event
  121370. */
  121371. sphere: Mesh;
  121372. }
  121373. /**
  121374. * Interface for updraft event data
  121375. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121376. */
  121377. export interface PhysicsUpdraftEventData {
  121378. /**
  121379. * A cylinder used for the updraft event
  121380. */
  121381. cylinder: Mesh;
  121382. }
  121383. /**
  121384. * Interface for vortex event data
  121385. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121386. */
  121387. export interface PhysicsVortexEventData {
  121388. /**
  121389. * A cylinder used for the vortex event
  121390. */
  121391. cylinder: Mesh;
  121392. }
  121393. /**
  121394. * Interface for an affected physics impostor
  121395. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121396. */
  121397. export interface PhysicsAffectedImpostorWithData {
  121398. /**
  121399. * The impostor affected by the effect
  121400. */
  121401. impostor: PhysicsImpostor;
  121402. /**
  121403. * The data about the hit/horce from the explosion
  121404. */
  121405. hitData: PhysicsHitData;
  121406. }
  121407. }
  121408. declare module BABYLON {
  121409. /** @hidden */
  121410. export var blackAndWhitePixelShader: {
  121411. name: string;
  121412. shader: string;
  121413. };
  121414. }
  121415. declare module BABYLON {
  121416. /**
  121417. * Post process used to render in black and white
  121418. */
  121419. export class BlackAndWhitePostProcess extends PostProcess {
  121420. /**
  121421. * Linear about to convert he result to black and white (default: 1)
  121422. */
  121423. degree: number;
  121424. /**
  121425. * Creates a black and white post process
  121426. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  121427. * @param name The name of the effect.
  121428. * @param options The required width/height ratio to downsize to before computing the render pass.
  121429. * @param camera The camera to apply the render pass to.
  121430. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121431. * @param engine The engine which the post process will be applied. (default: current engine)
  121432. * @param reusable If the post process can be reused on the same frame. (default: false)
  121433. */
  121434. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  121435. }
  121436. }
  121437. declare module BABYLON {
  121438. /**
  121439. * This represents a set of one or more post processes in Babylon.
  121440. * A post process can be used to apply a shader to a texture after it is rendered.
  121441. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  121442. */
  121443. export class PostProcessRenderEffect {
  121444. private _postProcesses;
  121445. private _getPostProcesses;
  121446. private _singleInstance;
  121447. private _cameras;
  121448. private _indicesForCamera;
  121449. /**
  121450. * Name of the effect
  121451. * @hidden
  121452. */
  121453. _name: string;
  121454. /**
  121455. * Instantiates a post process render effect.
  121456. * A post process can be used to apply a shader to a texture after it is rendered.
  121457. * @param engine The engine the effect is tied to
  121458. * @param name The name of the effect
  121459. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  121460. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  121461. */
  121462. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  121463. /**
  121464. * Checks if all the post processes in the effect are supported.
  121465. */
  121466. readonly isSupported: boolean;
  121467. /**
  121468. * Updates the current state of the effect
  121469. * @hidden
  121470. */
  121471. _update(): void;
  121472. /**
  121473. * Attaches the effect on cameras
  121474. * @param cameras The camera to attach to.
  121475. * @hidden
  121476. */
  121477. _attachCameras(cameras: Camera): void;
  121478. /**
  121479. * Attaches the effect on cameras
  121480. * @param cameras The camera to attach to.
  121481. * @hidden
  121482. */
  121483. _attachCameras(cameras: Camera[]): void;
  121484. /**
  121485. * Detaches the effect on cameras
  121486. * @param cameras The camera to detatch from.
  121487. * @hidden
  121488. */
  121489. _detachCameras(cameras: Camera): void;
  121490. /**
  121491. * Detatches the effect on cameras
  121492. * @param cameras The camera to detatch from.
  121493. * @hidden
  121494. */
  121495. _detachCameras(cameras: Camera[]): void;
  121496. /**
  121497. * Enables the effect on given cameras
  121498. * @param cameras The camera to enable.
  121499. * @hidden
  121500. */
  121501. _enable(cameras: Camera): void;
  121502. /**
  121503. * Enables the effect on given cameras
  121504. * @param cameras The camera to enable.
  121505. * @hidden
  121506. */
  121507. _enable(cameras: Nullable<Camera[]>): void;
  121508. /**
  121509. * Disables the effect on the given cameras
  121510. * @param cameras The camera to disable.
  121511. * @hidden
  121512. */
  121513. _disable(cameras: Camera): void;
  121514. /**
  121515. * Disables the effect on the given cameras
  121516. * @param cameras The camera to disable.
  121517. * @hidden
  121518. */
  121519. _disable(cameras: Nullable<Camera[]>): void;
  121520. /**
  121521. * Gets a list of the post processes contained in the effect.
  121522. * @param camera The camera to get the post processes on.
  121523. * @returns The list of the post processes in the effect.
  121524. */
  121525. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  121526. }
  121527. }
  121528. declare module BABYLON {
  121529. /** @hidden */
  121530. export var extractHighlightsPixelShader: {
  121531. name: string;
  121532. shader: string;
  121533. };
  121534. }
  121535. declare module BABYLON {
  121536. /**
  121537. * 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.
  121538. */
  121539. export class ExtractHighlightsPostProcess extends PostProcess {
  121540. /**
  121541. * The luminance threshold, pixels below this value will be set to black.
  121542. */
  121543. threshold: number;
  121544. /** @hidden */
  121545. _exposure: number;
  121546. /**
  121547. * Post process which has the input texture to be used when performing highlight extraction
  121548. * @hidden
  121549. */
  121550. _inputPostProcess: Nullable<PostProcess>;
  121551. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121552. }
  121553. }
  121554. declare module BABYLON {
  121555. /** @hidden */
  121556. export var bloomMergePixelShader: {
  121557. name: string;
  121558. shader: string;
  121559. };
  121560. }
  121561. declare module BABYLON {
  121562. /**
  121563. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  121564. */
  121565. export class BloomMergePostProcess extends PostProcess {
  121566. /** Weight of the bloom to be added to the original input. */
  121567. weight: number;
  121568. /**
  121569. * Creates a new instance of @see BloomMergePostProcess
  121570. * @param name The name of the effect.
  121571. * @param originalFromInput Post process which's input will be used for the merge.
  121572. * @param blurred Blurred highlights post process which's output will be used.
  121573. * @param weight Weight of the bloom to be added to the original input.
  121574. * @param options The required width/height ratio to downsize to before computing the render pass.
  121575. * @param camera The camera to apply the render pass to.
  121576. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121577. * @param engine The engine which the post process will be applied. (default: current engine)
  121578. * @param reusable If the post process can be reused on the same frame. (default: false)
  121579. * @param textureType Type of textures used when performing the post process. (default: 0)
  121580. * @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)
  121581. */
  121582. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  121583. /** Weight of the bloom to be added to the original input. */
  121584. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121585. }
  121586. }
  121587. declare module BABYLON {
  121588. /**
  121589. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  121590. */
  121591. export class BloomEffect extends PostProcessRenderEffect {
  121592. private bloomScale;
  121593. /**
  121594. * @hidden Internal
  121595. */
  121596. _effects: Array<PostProcess>;
  121597. /**
  121598. * @hidden Internal
  121599. */
  121600. _downscale: ExtractHighlightsPostProcess;
  121601. private _blurX;
  121602. private _blurY;
  121603. private _merge;
  121604. /**
  121605. * The luminance threshold to find bright areas of the image to bloom.
  121606. */
  121607. threshold: number;
  121608. /**
  121609. * The strength of the bloom.
  121610. */
  121611. weight: number;
  121612. /**
  121613. * Specifies the size of the bloom blur kernel, relative to the final output size
  121614. */
  121615. kernel: number;
  121616. /**
  121617. * Creates a new instance of @see BloomEffect
  121618. * @param scene The scene the effect belongs to.
  121619. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  121620. * @param bloomKernel The size of the kernel to be used when applying the blur.
  121621. * @param bloomWeight The the strength of bloom.
  121622. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  121623. * @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)
  121624. */
  121625. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  121626. /**
  121627. * Disposes each of the internal effects for a given camera.
  121628. * @param camera The camera to dispose the effect on.
  121629. */
  121630. disposeEffects(camera: Camera): void;
  121631. /**
  121632. * @hidden Internal
  121633. */
  121634. _updateEffects(): void;
  121635. /**
  121636. * Internal
  121637. * @returns if all the contained post processes are ready.
  121638. * @hidden
  121639. */
  121640. _isReady(): boolean;
  121641. }
  121642. }
  121643. declare module BABYLON {
  121644. /** @hidden */
  121645. export var chromaticAberrationPixelShader: {
  121646. name: string;
  121647. shader: string;
  121648. };
  121649. }
  121650. declare module BABYLON {
  121651. /**
  121652. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  121653. */
  121654. export class ChromaticAberrationPostProcess extends PostProcess {
  121655. /**
  121656. * The amount of seperation of rgb channels (default: 30)
  121657. */
  121658. aberrationAmount: number;
  121659. /**
  121660. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  121661. */
  121662. radialIntensity: number;
  121663. /**
  121664. * 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))
  121665. */
  121666. direction: Vector2;
  121667. /**
  121668. * 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))
  121669. */
  121670. centerPosition: Vector2;
  121671. /**
  121672. * Creates a new instance ChromaticAberrationPostProcess
  121673. * @param name The name of the effect.
  121674. * @param screenWidth The width of the screen to apply the effect on.
  121675. * @param screenHeight The height of the screen to apply the effect on.
  121676. * @param options The required width/height ratio to downsize to before computing the render pass.
  121677. * @param camera The camera to apply the render pass to.
  121678. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121679. * @param engine The engine which the post process will be applied. (default: current engine)
  121680. * @param reusable If the post process can be reused on the same frame. (default: false)
  121681. * @param textureType Type of textures used when performing the post process. (default: 0)
  121682. * @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)
  121683. */
  121684. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121685. }
  121686. }
  121687. declare module BABYLON {
  121688. /** @hidden */
  121689. export var circleOfConfusionPixelShader: {
  121690. name: string;
  121691. shader: string;
  121692. };
  121693. }
  121694. declare module BABYLON {
  121695. /**
  121696. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  121697. */
  121698. export class CircleOfConfusionPostProcess extends PostProcess {
  121699. /**
  121700. * 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.
  121701. */
  121702. lensSize: number;
  121703. /**
  121704. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  121705. */
  121706. fStop: number;
  121707. /**
  121708. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  121709. */
  121710. focusDistance: number;
  121711. /**
  121712. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  121713. */
  121714. focalLength: number;
  121715. private _depthTexture;
  121716. /**
  121717. * Creates a new instance CircleOfConfusionPostProcess
  121718. * @param name The name of the effect.
  121719. * @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.
  121720. * @param options The required width/height ratio to downsize to before computing the render pass.
  121721. * @param camera The camera to apply the render pass to.
  121722. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121723. * @param engine The engine which the post process will be applied. (default: current engine)
  121724. * @param reusable If the post process can be reused on the same frame. (default: false)
  121725. * @param textureType Type of textures used when performing the post process. (default: 0)
  121726. * @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)
  121727. */
  121728. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121729. /**
  121730. * 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.
  121731. */
  121732. depthTexture: RenderTargetTexture;
  121733. }
  121734. }
  121735. declare module BABYLON {
  121736. /** @hidden */
  121737. export var colorCorrectionPixelShader: {
  121738. name: string;
  121739. shader: string;
  121740. };
  121741. }
  121742. declare module BABYLON {
  121743. /**
  121744. *
  121745. * This post-process allows the modification of rendered colors by using
  121746. * a 'look-up table' (LUT). This effect is also called Color Grading.
  121747. *
  121748. * The object needs to be provided an url to a texture containing the color
  121749. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  121750. * Use an image editing software to tweak the LUT to match your needs.
  121751. *
  121752. * For an example of a color LUT, see here:
  121753. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  121754. * For explanations on color grading, see here:
  121755. * @see http://udn.epicgames.com/Three/ColorGrading.html
  121756. *
  121757. */
  121758. export class ColorCorrectionPostProcess extends PostProcess {
  121759. private _colorTableTexture;
  121760. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  121761. }
  121762. }
  121763. declare module BABYLON {
  121764. /** @hidden */
  121765. export var convolutionPixelShader: {
  121766. name: string;
  121767. shader: string;
  121768. };
  121769. }
  121770. declare module BABYLON {
  121771. /**
  121772. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  121773. * input texture to perform effects such as edge detection or sharpening
  121774. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  121775. */
  121776. export class ConvolutionPostProcess extends PostProcess {
  121777. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  121778. kernel: number[];
  121779. /**
  121780. * Creates a new instance ConvolutionPostProcess
  121781. * @param name The name of the effect.
  121782. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  121783. * @param options The required width/height ratio to downsize to before computing the render pass.
  121784. * @param camera The camera to apply the render pass to.
  121785. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121786. * @param engine The engine which the post process will be applied. (default: current engine)
  121787. * @param reusable If the post process can be reused on the same frame. (default: false)
  121788. * @param textureType Type of textures used when performing the post process. (default: 0)
  121789. */
  121790. constructor(name: string,
  121791. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  121792. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  121793. /**
  121794. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121795. */
  121796. static EdgeDetect0Kernel: number[];
  121797. /**
  121798. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121799. */
  121800. static EdgeDetect1Kernel: number[];
  121801. /**
  121802. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121803. */
  121804. static EdgeDetect2Kernel: number[];
  121805. /**
  121806. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121807. */
  121808. static SharpenKernel: number[];
  121809. /**
  121810. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121811. */
  121812. static EmbossKernel: number[];
  121813. /**
  121814. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121815. */
  121816. static GaussianKernel: number[];
  121817. }
  121818. }
  121819. declare module BABYLON {
  121820. /**
  121821. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  121822. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  121823. * based on samples that have a large difference in distance than the center pixel.
  121824. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  121825. */
  121826. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  121827. direction: Vector2;
  121828. /**
  121829. * Creates a new instance CircleOfConfusionPostProcess
  121830. * @param name The name of the effect.
  121831. * @param scene The scene the effect belongs to.
  121832. * @param direction The direction the blur should be applied.
  121833. * @param kernel The size of the kernel used to blur.
  121834. * @param options The required width/height ratio to downsize to before computing the render pass.
  121835. * @param camera The camera to apply the render pass to.
  121836. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  121837. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  121838. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121839. * @param engine The engine which the post process will be applied. (default: current engine)
  121840. * @param reusable If the post process can be reused on the same frame. (default: false)
  121841. * @param textureType Type of textures used when performing the post process. (default: 0)
  121842. * @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)
  121843. */
  121844. 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);
  121845. }
  121846. }
  121847. declare module BABYLON {
  121848. /** @hidden */
  121849. export var depthOfFieldMergePixelShader: {
  121850. name: string;
  121851. shader: string;
  121852. };
  121853. }
  121854. declare module BABYLON {
  121855. /**
  121856. * Options to be set when merging outputs from the default pipeline.
  121857. */
  121858. export class DepthOfFieldMergePostProcessOptions {
  121859. /**
  121860. * The original image to merge on top of
  121861. */
  121862. originalFromInput: PostProcess;
  121863. /**
  121864. * Parameters to perform the merge of the depth of field effect
  121865. */
  121866. depthOfField?: {
  121867. circleOfConfusion: PostProcess;
  121868. blurSteps: Array<PostProcess>;
  121869. };
  121870. /**
  121871. * Parameters to perform the merge of bloom effect
  121872. */
  121873. bloom?: {
  121874. blurred: PostProcess;
  121875. weight: number;
  121876. };
  121877. }
  121878. /**
  121879. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  121880. */
  121881. export class DepthOfFieldMergePostProcess extends PostProcess {
  121882. private blurSteps;
  121883. /**
  121884. * Creates a new instance of DepthOfFieldMergePostProcess
  121885. * @param name The name of the effect.
  121886. * @param originalFromInput Post process which's input will be used for the merge.
  121887. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  121888. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  121889. * @param options The required width/height ratio to downsize to before computing the render pass.
  121890. * @param camera The camera to apply the render pass to.
  121891. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121892. * @param engine The engine which the post process will be applied. (default: current engine)
  121893. * @param reusable If the post process can be reused on the same frame. (default: false)
  121894. * @param textureType Type of textures used when performing the post process. (default: 0)
  121895. * @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)
  121896. */
  121897. 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);
  121898. /**
  121899. * Updates the effect with the current post process compile time values and recompiles the shader.
  121900. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  121901. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  121902. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  121903. * @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
  121904. * @param onCompiled Called when the shader has been compiled.
  121905. * @param onError Called if there is an error when compiling a shader.
  121906. */
  121907. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  121908. }
  121909. }
  121910. declare module BABYLON {
  121911. /**
  121912. * Specifies the level of max blur that should be applied when using the depth of field effect
  121913. */
  121914. export enum DepthOfFieldEffectBlurLevel {
  121915. /**
  121916. * Subtle blur
  121917. */
  121918. Low = 0,
  121919. /**
  121920. * Medium blur
  121921. */
  121922. Medium = 1,
  121923. /**
  121924. * Large blur
  121925. */
  121926. High = 2
  121927. }
  121928. /**
  121929. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  121930. */
  121931. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  121932. private _circleOfConfusion;
  121933. /**
  121934. * @hidden Internal, blurs from high to low
  121935. */
  121936. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  121937. private _depthOfFieldBlurY;
  121938. private _dofMerge;
  121939. /**
  121940. * @hidden Internal post processes in depth of field effect
  121941. */
  121942. _effects: Array<PostProcess>;
  121943. /**
  121944. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  121945. */
  121946. focalLength: number;
  121947. /**
  121948. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  121949. */
  121950. fStop: number;
  121951. /**
  121952. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  121953. */
  121954. focusDistance: number;
  121955. /**
  121956. * 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.
  121957. */
  121958. lensSize: number;
  121959. /**
  121960. * Creates a new instance DepthOfFieldEffect
  121961. * @param scene The scene the effect belongs to.
  121962. * @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.
  121963. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  121964. * @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)
  121965. */
  121966. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  121967. /**
  121968. * Get the current class name of the current effet
  121969. * @returns "DepthOfFieldEffect"
  121970. */
  121971. getClassName(): string;
  121972. /**
  121973. * 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.
  121974. */
  121975. depthTexture: RenderTargetTexture;
  121976. /**
  121977. * Disposes each of the internal effects for a given camera.
  121978. * @param camera The camera to dispose the effect on.
  121979. */
  121980. disposeEffects(camera: Camera): void;
  121981. /**
  121982. * @hidden Internal
  121983. */
  121984. _updateEffects(): void;
  121985. /**
  121986. * Internal
  121987. * @returns if all the contained post processes are ready.
  121988. * @hidden
  121989. */
  121990. _isReady(): boolean;
  121991. }
  121992. }
  121993. declare module BABYLON {
  121994. /** @hidden */
  121995. export var displayPassPixelShader: {
  121996. name: string;
  121997. shader: string;
  121998. };
  121999. }
  122000. declare module BABYLON {
  122001. /**
  122002. * DisplayPassPostProcess which produces an output the same as it's input
  122003. */
  122004. export class DisplayPassPostProcess extends PostProcess {
  122005. /**
  122006. * Creates the DisplayPassPostProcess
  122007. * @param name The name of the effect.
  122008. * @param options The required width/height ratio to downsize to before computing the render pass.
  122009. * @param camera The camera to apply the render pass to.
  122010. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122011. * @param engine The engine which the post process will be applied. (default: current engine)
  122012. * @param reusable If the post process can be reused on the same frame. (default: false)
  122013. */
  122014. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  122015. }
  122016. }
  122017. declare module BABYLON {
  122018. /** @hidden */
  122019. export var filterPixelShader: {
  122020. name: string;
  122021. shader: string;
  122022. };
  122023. }
  122024. declare module BABYLON {
  122025. /**
  122026. * Applies a kernel filter to the image
  122027. */
  122028. export class FilterPostProcess extends PostProcess {
  122029. /** The matrix to be applied to the image */
  122030. kernelMatrix: Matrix;
  122031. /**
  122032. *
  122033. * @param name The name of the effect.
  122034. * @param kernelMatrix The matrix to be applied to the image
  122035. * @param options The required width/height ratio to downsize to before computing the render pass.
  122036. * @param camera The camera to apply the render pass to.
  122037. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122038. * @param engine The engine which the post process will be applied. (default: current engine)
  122039. * @param reusable If the post process can be reused on the same frame. (default: false)
  122040. */
  122041. constructor(name: string,
  122042. /** The matrix to be applied to the image */
  122043. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  122044. }
  122045. }
  122046. declare module BABYLON {
  122047. /** @hidden */
  122048. export var fxaaPixelShader: {
  122049. name: string;
  122050. shader: string;
  122051. };
  122052. }
  122053. declare module BABYLON {
  122054. /** @hidden */
  122055. export var fxaaVertexShader: {
  122056. name: string;
  122057. shader: string;
  122058. };
  122059. }
  122060. declare module BABYLON {
  122061. /**
  122062. * Fxaa post process
  122063. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  122064. */
  122065. export class FxaaPostProcess extends PostProcess {
  122066. /** @hidden */
  122067. texelWidth: number;
  122068. /** @hidden */
  122069. texelHeight: number;
  122070. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  122071. private _getDefines;
  122072. }
  122073. }
  122074. declare module BABYLON {
  122075. /** @hidden */
  122076. export var grainPixelShader: {
  122077. name: string;
  122078. shader: string;
  122079. };
  122080. }
  122081. declare module BABYLON {
  122082. /**
  122083. * The GrainPostProcess adds noise to the image at mid luminance levels
  122084. */
  122085. export class GrainPostProcess extends PostProcess {
  122086. /**
  122087. * The intensity of the grain added (default: 30)
  122088. */
  122089. intensity: number;
  122090. /**
  122091. * If the grain should be randomized on every frame
  122092. */
  122093. animated: boolean;
  122094. /**
  122095. * Creates a new instance of @see GrainPostProcess
  122096. * @param name The name of the effect.
  122097. * @param options The required width/height ratio to downsize to before computing the render pass.
  122098. * @param camera The camera to apply the render pass to.
  122099. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122100. * @param engine The engine which the post process will be applied. (default: current engine)
  122101. * @param reusable If the post process can be reused on the same frame. (default: false)
  122102. * @param textureType Type of textures used when performing the post process. (default: 0)
  122103. * @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)
  122104. */
  122105. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  122106. }
  122107. }
  122108. declare module BABYLON {
  122109. /** @hidden */
  122110. export var highlightsPixelShader: {
  122111. name: string;
  122112. shader: string;
  122113. };
  122114. }
  122115. declare module BABYLON {
  122116. /**
  122117. * Extracts highlights from the image
  122118. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  122119. */
  122120. export class HighlightsPostProcess extends PostProcess {
  122121. /**
  122122. * Extracts highlights from the image
  122123. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  122124. * @param name The name of the effect.
  122125. * @param options The required width/height ratio to downsize to before computing the render pass.
  122126. * @param camera The camera to apply the render pass to.
  122127. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122128. * @param engine The engine which the post process will be applied. (default: current engine)
  122129. * @param reusable If the post process can be reused on the same frame. (default: false)
  122130. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  122131. */
  122132. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  122133. }
  122134. }
  122135. declare module BABYLON {
  122136. /** @hidden */
  122137. export var mrtFragmentDeclaration: {
  122138. name: string;
  122139. shader: string;
  122140. };
  122141. }
  122142. declare module BABYLON {
  122143. /** @hidden */
  122144. export var geometryPixelShader: {
  122145. name: string;
  122146. shader: string;
  122147. };
  122148. }
  122149. declare module BABYLON {
  122150. /** @hidden */
  122151. export var geometryVertexShader: {
  122152. name: string;
  122153. shader: string;
  122154. };
  122155. }
  122156. declare module BABYLON {
  122157. /** @hidden */
  122158. interface ISavedTransformationMatrix {
  122159. world: Matrix;
  122160. viewProjection: Matrix;
  122161. }
  122162. /**
  122163. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  122164. */
  122165. export class GeometryBufferRenderer {
  122166. /**
  122167. * Constant used to retrieve the position texture index in the G-Buffer textures array
  122168. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  122169. */
  122170. static readonly POSITION_TEXTURE_TYPE: number;
  122171. /**
  122172. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  122173. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  122174. */
  122175. static readonly VELOCITY_TEXTURE_TYPE: number;
  122176. /**
  122177. * Dictionary used to store the previous transformation matrices of each rendered mesh
  122178. * in order to compute objects velocities when enableVelocity is set to "true"
  122179. * @hidden
  122180. */
  122181. _previousTransformationMatrices: {
  122182. [index: number]: ISavedTransformationMatrix;
  122183. };
  122184. /**
  122185. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  122186. * in order to compute objects velocities when enableVelocity is set to "true"
  122187. * @hidden
  122188. */
  122189. _previousBonesTransformationMatrices: {
  122190. [index: number]: Float32Array;
  122191. };
  122192. /**
  122193. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  122194. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  122195. */
  122196. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  122197. private _scene;
  122198. private _multiRenderTarget;
  122199. private _ratio;
  122200. private _enablePosition;
  122201. private _enableVelocity;
  122202. private _positionIndex;
  122203. private _velocityIndex;
  122204. protected _effect: Effect;
  122205. protected _cachedDefines: string;
  122206. /**
  122207. * Set the render list (meshes to be rendered) used in the G buffer.
  122208. */
  122209. renderList: Mesh[];
  122210. /**
  122211. * Gets wether or not G buffer are supported by the running hardware.
  122212. * This requires draw buffer supports
  122213. */
  122214. readonly isSupported: boolean;
  122215. /**
  122216. * Returns the index of the given texture type in the G-Buffer textures array
  122217. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  122218. * @returns the index of the given texture type in the G-Buffer textures array
  122219. */
  122220. getTextureIndex(textureType: number): number;
  122221. /**
  122222. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  122223. */
  122224. /**
  122225. * Sets whether or not objects positions are enabled for the G buffer.
  122226. */
  122227. enablePosition: boolean;
  122228. /**
  122229. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  122230. */
  122231. /**
  122232. * Sets wether or not objects velocities are enabled for the G buffer.
  122233. */
  122234. enableVelocity: boolean;
  122235. /**
  122236. * Gets the scene associated with the buffer.
  122237. */
  122238. readonly scene: Scene;
  122239. /**
  122240. * Gets the ratio used by the buffer during its creation.
  122241. * How big is the buffer related to the main canvas.
  122242. */
  122243. readonly ratio: number;
  122244. /** @hidden */
  122245. static _SceneComponentInitialization: (scene: Scene) => void;
  122246. /**
  122247. * Creates a new G Buffer for the scene
  122248. * @param scene The scene the buffer belongs to
  122249. * @param ratio How big is the buffer related to the main canvas.
  122250. */
  122251. constructor(scene: Scene, ratio?: number);
  122252. /**
  122253. * Checks wether everything is ready to render a submesh to the G buffer.
  122254. * @param subMesh the submesh to check readiness for
  122255. * @param useInstances is the mesh drawn using instance or not
  122256. * @returns true if ready otherwise false
  122257. */
  122258. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  122259. /**
  122260. * Gets the current underlying G Buffer.
  122261. * @returns the buffer
  122262. */
  122263. getGBuffer(): MultiRenderTarget;
  122264. /**
  122265. * Gets the number of samples used to render the buffer (anti aliasing).
  122266. */
  122267. /**
  122268. * Sets the number of samples used to render the buffer (anti aliasing).
  122269. */
  122270. samples: number;
  122271. /**
  122272. * Disposes the renderer and frees up associated resources.
  122273. */
  122274. dispose(): void;
  122275. protected _createRenderTargets(): void;
  122276. private _copyBonesTransformationMatrices;
  122277. }
  122278. }
  122279. declare module BABYLON {
  122280. interface Scene {
  122281. /** @hidden (Backing field) */
  122282. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  122283. /**
  122284. * Gets or Sets the current geometry buffer associated to the scene.
  122285. */
  122286. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  122287. /**
  122288. * Enables a GeometryBufferRender and associates it with the scene
  122289. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  122290. * @returns the GeometryBufferRenderer
  122291. */
  122292. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  122293. /**
  122294. * Disables the GeometryBufferRender associated with the scene
  122295. */
  122296. disableGeometryBufferRenderer(): void;
  122297. }
  122298. /**
  122299. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  122300. * in several rendering techniques.
  122301. */
  122302. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  122303. /**
  122304. * The component name helpful to identify the component in the list of scene components.
  122305. */
  122306. readonly name: string;
  122307. /**
  122308. * The scene the component belongs to.
  122309. */
  122310. scene: Scene;
  122311. /**
  122312. * Creates a new instance of the component for the given scene
  122313. * @param scene Defines the scene to register the component in
  122314. */
  122315. constructor(scene: Scene);
  122316. /**
  122317. * Registers the component in a given scene
  122318. */
  122319. register(): void;
  122320. /**
  122321. * Rebuilds the elements related to this component in case of
  122322. * context lost for instance.
  122323. */
  122324. rebuild(): void;
  122325. /**
  122326. * Disposes the component and the associated ressources
  122327. */
  122328. dispose(): void;
  122329. private _gatherRenderTargets;
  122330. }
  122331. }
  122332. declare module BABYLON {
  122333. /** @hidden */
  122334. export var motionBlurPixelShader: {
  122335. name: string;
  122336. shader: string;
  122337. };
  122338. }
  122339. declare module BABYLON {
  122340. /**
  122341. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  122342. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  122343. * As an example, all you have to do is to create the post-process:
  122344. * var mb = new BABYLON.MotionBlurPostProcess(
  122345. * 'mb', // The name of the effect.
  122346. * scene, // The scene containing the objects to blur according to their velocity.
  122347. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  122348. * camera // The camera to apply the render pass to.
  122349. * );
  122350. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  122351. */
  122352. export class MotionBlurPostProcess extends PostProcess {
  122353. /**
  122354. * Defines how much the image is blurred by the movement. Default value is equal to 1
  122355. */
  122356. motionStrength: number;
  122357. /**
  122358. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  122359. */
  122360. /**
  122361. * Sets the number of iterations to be used for motion blur quality
  122362. */
  122363. motionBlurSamples: number;
  122364. private _motionBlurSamples;
  122365. private _geometryBufferRenderer;
  122366. /**
  122367. * Creates a new instance MotionBlurPostProcess
  122368. * @param name The name of the effect.
  122369. * @param scene The scene containing the objects to blur according to their velocity.
  122370. * @param options The required width/height ratio to downsize to before computing the render pass.
  122371. * @param camera The camera to apply the render pass to.
  122372. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122373. * @param engine The engine which the post process will be applied. (default: current engine)
  122374. * @param reusable If the post process can be reused on the same frame. (default: false)
  122375. * @param textureType Type of textures used when performing the post process. (default: 0)
  122376. * @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)
  122377. */
  122378. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  122379. /**
  122380. * Excludes the given skinned mesh from computing bones velocities.
  122381. * 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.
  122382. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  122383. */
  122384. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  122385. /**
  122386. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  122387. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  122388. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  122389. */
  122390. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  122391. /**
  122392. * Disposes the post process.
  122393. * @param camera The camera to dispose the post process on.
  122394. */
  122395. dispose(camera?: Camera): void;
  122396. }
  122397. }
  122398. declare module BABYLON {
  122399. /** @hidden */
  122400. export var refractionPixelShader: {
  122401. name: string;
  122402. shader: string;
  122403. };
  122404. }
  122405. declare module BABYLON {
  122406. /**
  122407. * Post process which applies a refractin texture
  122408. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  122409. */
  122410. export class RefractionPostProcess extends PostProcess {
  122411. /** the base color of the refraction (used to taint the rendering) */
  122412. color: Color3;
  122413. /** simulated refraction depth */
  122414. depth: number;
  122415. /** the coefficient of the base color (0 to remove base color tainting) */
  122416. colorLevel: number;
  122417. private _refTexture;
  122418. private _ownRefractionTexture;
  122419. /**
  122420. * Gets or sets the refraction texture
  122421. * Please note that you are responsible for disposing the texture if you set it manually
  122422. */
  122423. refractionTexture: Texture;
  122424. /**
  122425. * Initializes the RefractionPostProcess
  122426. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  122427. * @param name The name of the effect.
  122428. * @param refractionTextureUrl Url of the refraction texture to use
  122429. * @param color the base color of the refraction (used to taint the rendering)
  122430. * @param depth simulated refraction depth
  122431. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  122432. * @param camera The camera to apply the render pass to.
  122433. * @param options The required width/height ratio to downsize to before computing the render pass.
  122434. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122435. * @param engine The engine which the post process will be applied. (default: current engine)
  122436. * @param reusable If the post process can be reused on the same frame. (default: false)
  122437. */
  122438. constructor(name: string, refractionTextureUrl: string,
  122439. /** the base color of the refraction (used to taint the rendering) */
  122440. color: Color3,
  122441. /** simulated refraction depth */
  122442. depth: number,
  122443. /** the coefficient of the base color (0 to remove base color tainting) */
  122444. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  122445. /**
  122446. * Disposes of the post process
  122447. * @param camera Camera to dispose post process on
  122448. */
  122449. dispose(camera: Camera): void;
  122450. }
  122451. }
  122452. declare module BABYLON {
  122453. /** @hidden */
  122454. export var sharpenPixelShader: {
  122455. name: string;
  122456. shader: string;
  122457. };
  122458. }
  122459. declare module BABYLON {
  122460. /**
  122461. * The SharpenPostProcess applies a sharpen kernel to every pixel
  122462. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  122463. */
  122464. export class SharpenPostProcess extends PostProcess {
  122465. /**
  122466. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  122467. */
  122468. colorAmount: number;
  122469. /**
  122470. * How much sharpness should be applied (default: 0.3)
  122471. */
  122472. edgeAmount: number;
  122473. /**
  122474. * Creates a new instance ConvolutionPostProcess
  122475. * @param name The name of the effect.
  122476. * @param options The required width/height ratio to downsize to before computing the render pass.
  122477. * @param camera The camera to apply the render pass to.
  122478. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122479. * @param engine The engine which the post process will be applied. (default: current engine)
  122480. * @param reusable If the post process can be reused on the same frame. (default: false)
  122481. * @param textureType Type of textures used when performing the post process. (default: 0)
  122482. * @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)
  122483. */
  122484. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  122485. }
  122486. }
  122487. declare module BABYLON {
  122488. /**
  122489. * PostProcessRenderPipeline
  122490. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  122491. */
  122492. export class PostProcessRenderPipeline {
  122493. private engine;
  122494. private _renderEffects;
  122495. private _renderEffectsForIsolatedPass;
  122496. /**
  122497. * List of inspectable custom properties (used by the Inspector)
  122498. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  122499. */
  122500. inspectableCustomProperties: IInspectable[];
  122501. /**
  122502. * @hidden
  122503. */
  122504. protected _cameras: Camera[];
  122505. /** @hidden */
  122506. _name: string;
  122507. /**
  122508. * Gets pipeline name
  122509. */
  122510. readonly name: string;
  122511. /**
  122512. * Initializes a PostProcessRenderPipeline
  122513. * @param engine engine to add the pipeline to
  122514. * @param name name of the pipeline
  122515. */
  122516. constructor(engine: Engine, name: string);
  122517. /**
  122518. * Gets the class name
  122519. * @returns "PostProcessRenderPipeline"
  122520. */
  122521. getClassName(): string;
  122522. /**
  122523. * If all the render effects in the pipeline are supported
  122524. */
  122525. readonly isSupported: boolean;
  122526. /**
  122527. * Adds an effect to the pipeline
  122528. * @param renderEffect the effect to add
  122529. */
  122530. addEffect(renderEffect: PostProcessRenderEffect): void;
  122531. /** @hidden */
  122532. _rebuild(): void;
  122533. /** @hidden */
  122534. _enableEffect(renderEffectName: string, cameras: Camera): void;
  122535. /** @hidden */
  122536. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  122537. /** @hidden */
  122538. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  122539. /** @hidden */
  122540. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  122541. /** @hidden */
  122542. _attachCameras(cameras: Camera, unique: boolean): void;
  122543. /** @hidden */
  122544. _attachCameras(cameras: Camera[], unique: boolean): void;
  122545. /** @hidden */
  122546. _detachCameras(cameras: Camera): void;
  122547. /** @hidden */
  122548. _detachCameras(cameras: Nullable<Camera[]>): void;
  122549. /** @hidden */
  122550. _update(): void;
  122551. /** @hidden */
  122552. _reset(): void;
  122553. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  122554. /**
  122555. * Disposes of the pipeline
  122556. */
  122557. dispose(): void;
  122558. }
  122559. }
  122560. declare module BABYLON {
  122561. /**
  122562. * PostProcessRenderPipelineManager class
  122563. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  122564. */
  122565. export class PostProcessRenderPipelineManager {
  122566. private _renderPipelines;
  122567. /**
  122568. * Initializes a PostProcessRenderPipelineManager
  122569. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  122570. */
  122571. constructor();
  122572. /**
  122573. * Gets the list of supported render pipelines
  122574. */
  122575. readonly supportedPipelines: PostProcessRenderPipeline[];
  122576. /**
  122577. * Adds a pipeline to the manager
  122578. * @param renderPipeline The pipeline to add
  122579. */
  122580. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  122581. /**
  122582. * Attaches a camera to the pipeline
  122583. * @param renderPipelineName The name of the pipeline to attach to
  122584. * @param cameras the camera to attach
  122585. * @param unique if the camera can be attached multiple times to the pipeline
  122586. */
  122587. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  122588. /**
  122589. * Detaches a camera from the pipeline
  122590. * @param renderPipelineName The name of the pipeline to detach from
  122591. * @param cameras the camera to detach
  122592. */
  122593. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  122594. /**
  122595. * Enables an effect by name on a pipeline
  122596. * @param renderPipelineName the name of the pipeline to enable the effect in
  122597. * @param renderEffectName the name of the effect to enable
  122598. * @param cameras the cameras that the effect should be enabled on
  122599. */
  122600. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  122601. /**
  122602. * Disables an effect by name on a pipeline
  122603. * @param renderPipelineName the name of the pipeline to disable the effect in
  122604. * @param renderEffectName the name of the effect to disable
  122605. * @param cameras the cameras that the effect should be disabled on
  122606. */
  122607. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  122608. /**
  122609. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  122610. */
  122611. update(): void;
  122612. /** @hidden */
  122613. _rebuild(): void;
  122614. /**
  122615. * Disposes of the manager and pipelines
  122616. */
  122617. dispose(): void;
  122618. }
  122619. }
  122620. declare module BABYLON {
  122621. interface Scene {
  122622. /** @hidden (Backing field) */
  122623. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  122624. /**
  122625. * Gets the postprocess render pipeline manager
  122626. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  122627. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  122628. */
  122629. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  122630. }
  122631. /**
  122632. * Defines the Render Pipeline scene component responsible to rendering pipelines
  122633. */
  122634. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  122635. /**
  122636. * The component name helpfull to identify the component in the list of scene components.
  122637. */
  122638. readonly name: string;
  122639. /**
  122640. * The scene the component belongs to.
  122641. */
  122642. scene: Scene;
  122643. /**
  122644. * Creates a new instance of the component for the given scene
  122645. * @param scene Defines the scene to register the component in
  122646. */
  122647. constructor(scene: Scene);
  122648. /**
  122649. * Registers the component in a given scene
  122650. */
  122651. register(): void;
  122652. /**
  122653. * Rebuilds the elements related to this component in case of
  122654. * context lost for instance.
  122655. */
  122656. rebuild(): void;
  122657. /**
  122658. * Disposes the component and the associated ressources
  122659. */
  122660. dispose(): void;
  122661. private _gatherRenderTargets;
  122662. }
  122663. }
  122664. declare module BABYLON {
  122665. /**
  122666. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  122667. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  122668. */
  122669. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  122670. private _scene;
  122671. private _camerasToBeAttached;
  122672. /**
  122673. * ID of the sharpen post process,
  122674. */
  122675. private readonly SharpenPostProcessId;
  122676. /**
  122677. * @ignore
  122678. * ID of the image processing post process;
  122679. */
  122680. readonly ImageProcessingPostProcessId: string;
  122681. /**
  122682. * @ignore
  122683. * ID of the Fast Approximate Anti-Aliasing post process;
  122684. */
  122685. readonly FxaaPostProcessId: string;
  122686. /**
  122687. * ID of the chromatic aberration post process,
  122688. */
  122689. private readonly ChromaticAberrationPostProcessId;
  122690. /**
  122691. * ID of the grain post process
  122692. */
  122693. private readonly GrainPostProcessId;
  122694. /**
  122695. * Sharpen post process which will apply a sharpen convolution to enhance edges
  122696. */
  122697. sharpen: SharpenPostProcess;
  122698. private _sharpenEffect;
  122699. private bloom;
  122700. /**
  122701. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  122702. */
  122703. depthOfField: DepthOfFieldEffect;
  122704. /**
  122705. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  122706. */
  122707. fxaa: FxaaPostProcess;
  122708. /**
  122709. * Image post processing pass used to perform operations such as tone mapping or color grading.
  122710. */
  122711. imageProcessing: ImageProcessingPostProcess;
  122712. /**
  122713. * Chromatic aberration post process which will shift rgb colors in the image
  122714. */
  122715. chromaticAberration: ChromaticAberrationPostProcess;
  122716. private _chromaticAberrationEffect;
  122717. /**
  122718. * Grain post process which add noise to the image
  122719. */
  122720. grain: GrainPostProcess;
  122721. private _grainEffect;
  122722. /**
  122723. * Glow post process which adds a glow to emissive areas of the image
  122724. */
  122725. private _glowLayer;
  122726. /**
  122727. * Animations which can be used to tweak settings over a period of time
  122728. */
  122729. animations: Animation[];
  122730. private _imageProcessingConfigurationObserver;
  122731. private _sharpenEnabled;
  122732. private _bloomEnabled;
  122733. private _depthOfFieldEnabled;
  122734. private _depthOfFieldBlurLevel;
  122735. private _fxaaEnabled;
  122736. private _imageProcessingEnabled;
  122737. private _defaultPipelineTextureType;
  122738. private _bloomScale;
  122739. private _chromaticAberrationEnabled;
  122740. private _grainEnabled;
  122741. private _buildAllowed;
  122742. /**
  122743. * Gets active scene
  122744. */
  122745. readonly scene: Scene;
  122746. /**
  122747. * Enable or disable the sharpen process from the pipeline
  122748. */
  122749. sharpenEnabled: boolean;
  122750. private _resizeObserver;
  122751. private _hardwareScaleLevel;
  122752. private _bloomKernel;
  122753. /**
  122754. * Specifies the size of the bloom blur kernel, relative to the final output size
  122755. */
  122756. bloomKernel: number;
  122757. /**
  122758. * Specifies the weight of the bloom in the final rendering
  122759. */
  122760. private _bloomWeight;
  122761. /**
  122762. * Specifies the luma threshold for the area that will be blurred by the bloom
  122763. */
  122764. private _bloomThreshold;
  122765. private _hdr;
  122766. /**
  122767. * The strength of the bloom.
  122768. */
  122769. bloomWeight: number;
  122770. /**
  122771. * The strength of the bloom.
  122772. */
  122773. bloomThreshold: number;
  122774. /**
  122775. * The scale of the bloom, lower value will provide better performance.
  122776. */
  122777. bloomScale: number;
  122778. /**
  122779. * Enable or disable the bloom from the pipeline
  122780. */
  122781. bloomEnabled: boolean;
  122782. private _rebuildBloom;
  122783. /**
  122784. * If the depth of field is enabled.
  122785. */
  122786. depthOfFieldEnabled: boolean;
  122787. /**
  122788. * Blur level of the depth of field effect. (Higher blur will effect performance)
  122789. */
  122790. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  122791. /**
  122792. * If the anti aliasing is enabled.
  122793. */
  122794. fxaaEnabled: boolean;
  122795. private _samples;
  122796. /**
  122797. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  122798. */
  122799. samples: number;
  122800. /**
  122801. * If image processing is enabled.
  122802. */
  122803. imageProcessingEnabled: boolean;
  122804. /**
  122805. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  122806. */
  122807. glowLayerEnabled: boolean;
  122808. /**
  122809. * Gets the glow layer (or null if not defined)
  122810. */
  122811. readonly glowLayer: Nullable<GlowLayer>;
  122812. /**
  122813. * Enable or disable the chromaticAberration process from the pipeline
  122814. */
  122815. chromaticAberrationEnabled: boolean;
  122816. /**
  122817. * Enable or disable the grain process from the pipeline
  122818. */
  122819. grainEnabled: boolean;
  122820. /**
  122821. * @constructor
  122822. * @param name - The rendering pipeline name (default: "")
  122823. * @param hdr - If high dynamic range textures should be used (default: true)
  122824. * @param scene - The scene linked to this pipeline (default: the last created scene)
  122825. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  122826. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  122827. */
  122828. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  122829. /**
  122830. * Get the class name
  122831. * @returns "DefaultRenderingPipeline"
  122832. */
  122833. getClassName(): string;
  122834. /**
  122835. * Force the compilation of the entire pipeline.
  122836. */
  122837. prepare(): void;
  122838. private _hasCleared;
  122839. private _prevPostProcess;
  122840. private _prevPrevPostProcess;
  122841. private _setAutoClearAndTextureSharing;
  122842. private _depthOfFieldSceneObserver;
  122843. private _buildPipeline;
  122844. private _disposePostProcesses;
  122845. /**
  122846. * Adds a camera to the pipeline
  122847. * @param camera the camera to be added
  122848. */
  122849. addCamera(camera: Camera): void;
  122850. /**
  122851. * Removes a camera from the pipeline
  122852. * @param camera the camera to remove
  122853. */
  122854. removeCamera(camera: Camera): void;
  122855. /**
  122856. * Dispose of the pipeline and stop all post processes
  122857. */
  122858. dispose(): void;
  122859. /**
  122860. * Serialize the rendering pipeline (Used when exporting)
  122861. * @returns the serialized object
  122862. */
  122863. serialize(): any;
  122864. /**
  122865. * Parse the serialized pipeline
  122866. * @param source Source pipeline.
  122867. * @param scene The scene to load the pipeline to.
  122868. * @param rootUrl The URL of the serialized pipeline.
  122869. * @returns An instantiated pipeline from the serialized object.
  122870. */
  122871. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  122872. }
  122873. }
  122874. declare module BABYLON {
  122875. /** @hidden */
  122876. export var lensHighlightsPixelShader: {
  122877. name: string;
  122878. shader: string;
  122879. };
  122880. }
  122881. declare module BABYLON {
  122882. /** @hidden */
  122883. export var depthOfFieldPixelShader: {
  122884. name: string;
  122885. shader: string;
  122886. };
  122887. }
  122888. declare module BABYLON {
  122889. /**
  122890. * BABYLON.JS Chromatic Aberration GLSL Shader
  122891. * Author: Olivier Guyot
  122892. * Separates very slightly R, G and B colors on the edges of the screen
  122893. * Inspired by Francois Tarlier & Martins Upitis
  122894. */
  122895. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  122896. /**
  122897. * @ignore
  122898. * The chromatic aberration PostProcess id in the pipeline
  122899. */
  122900. LensChromaticAberrationEffect: string;
  122901. /**
  122902. * @ignore
  122903. * The highlights enhancing PostProcess id in the pipeline
  122904. */
  122905. HighlightsEnhancingEffect: string;
  122906. /**
  122907. * @ignore
  122908. * The depth-of-field PostProcess id in the pipeline
  122909. */
  122910. LensDepthOfFieldEffect: string;
  122911. private _scene;
  122912. private _depthTexture;
  122913. private _grainTexture;
  122914. private _chromaticAberrationPostProcess;
  122915. private _highlightsPostProcess;
  122916. private _depthOfFieldPostProcess;
  122917. private _edgeBlur;
  122918. private _grainAmount;
  122919. private _chromaticAberration;
  122920. private _distortion;
  122921. private _highlightsGain;
  122922. private _highlightsThreshold;
  122923. private _dofDistance;
  122924. private _dofAperture;
  122925. private _dofDarken;
  122926. private _dofPentagon;
  122927. private _blurNoise;
  122928. /**
  122929. * @constructor
  122930. *
  122931. * Effect parameters are as follow:
  122932. * {
  122933. * chromatic_aberration: number; // from 0 to x (1 for realism)
  122934. * edge_blur: number; // from 0 to x (1 for realism)
  122935. * distortion: number; // from 0 to x (1 for realism)
  122936. * grain_amount: number; // from 0 to 1
  122937. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  122938. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  122939. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  122940. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  122941. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  122942. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  122943. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  122944. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  122945. * }
  122946. * Note: if an effect parameter is unset, effect is disabled
  122947. *
  122948. * @param name The rendering pipeline name
  122949. * @param parameters - An object containing all parameters (see above)
  122950. * @param scene The scene linked to this pipeline
  122951. * @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)
  122952. * @param cameras The array of cameras that the rendering pipeline will be attached to
  122953. */
  122954. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  122955. /**
  122956. * Get the class name
  122957. * @returns "LensRenderingPipeline"
  122958. */
  122959. getClassName(): string;
  122960. /**
  122961. * Gets associated scene
  122962. */
  122963. readonly scene: Scene;
  122964. /**
  122965. * Gets or sets the edge blur
  122966. */
  122967. edgeBlur: number;
  122968. /**
  122969. * Gets or sets the grain amount
  122970. */
  122971. grainAmount: number;
  122972. /**
  122973. * Gets or sets the chromatic aberration amount
  122974. */
  122975. chromaticAberration: number;
  122976. /**
  122977. * Gets or sets the depth of field aperture
  122978. */
  122979. dofAperture: number;
  122980. /**
  122981. * Gets or sets the edge distortion
  122982. */
  122983. edgeDistortion: number;
  122984. /**
  122985. * Gets or sets the depth of field distortion
  122986. */
  122987. dofDistortion: number;
  122988. /**
  122989. * Gets or sets the darken out of focus amount
  122990. */
  122991. darkenOutOfFocus: number;
  122992. /**
  122993. * Gets or sets a boolean indicating if blur noise is enabled
  122994. */
  122995. blurNoise: boolean;
  122996. /**
  122997. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  122998. */
  122999. pentagonBokeh: boolean;
  123000. /**
  123001. * Gets or sets the highlight grain amount
  123002. */
  123003. highlightsGain: number;
  123004. /**
  123005. * Gets or sets the highlight threshold
  123006. */
  123007. highlightsThreshold: number;
  123008. /**
  123009. * Sets the amount of blur at the edges
  123010. * @param amount blur amount
  123011. */
  123012. setEdgeBlur(amount: number): void;
  123013. /**
  123014. * Sets edge blur to 0
  123015. */
  123016. disableEdgeBlur(): void;
  123017. /**
  123018. * Sets the amout of grain
  123019. * @param amount Amount of grain
  123020. */
  123021. setGrainAmount(amount: number): void;
  123022. /**
  123023. * Set grain amount to 0
  123024. */
  123025. disableGrain(): void;
  123026. /**
  123027. * Sets the chromatic aberration amount
  123028. * @param amount amount of chromatic aberration
  123029. */
  123030. setChromaticAberration(amount: number): void;
  123031. /**
  123032. * Sets chromatic aberration amount to 0
  123033. */
  123034. disableChromaticAberration(): void;
  123035. /**
  123036. * Sets the EdgeDistortion amount
  123037. * @param amount amount of EdgeDistortion
  123038. */
  123039. setEdgeDistortion(amount: number): void;
  123040. /**
  123041. * Sets edge distortion to 0
  123042. */
  123043. disableEdgeDistortion(): void;
  123044. /**
  123045. * Sets the FocusDistance amount
  123046. * @param amount amount of FocusDistance
  123047. */
  123048. setFocusDistance(amount: number): void;
  123049. /**
  123050. * Disables depth of field
  123051. */
  123052. disableDepthOfField(): void;
  123053. /**
  123054. * Sets the Aperture amount
  123055. * @param amount amount of Aperture
  123056. */
  123057. setAperture(amount: number): void;
  123058. /**
  123059. * Sets the DarkenOutOfFocus amount
  123060. * @param amount amount of DarkenOutOfFocus
  123061. */
  123062. setDarkenOutOfFocus(amount: number): void;
  123063. private _pentagonBokehIsEnabled;
  123064. /**
  123065. * Creates a pentagon bokeh effect
  123066. */
  123067. enablePentagonBokeh(): void;
  123068. /**
  123069. * Disables the pentagon bokeh effect
  123070. */
  123071. disablePentagonBokeh(): void;
  123072. /**
  123073. * Enables noise blur
  123074. */
  123075. enableNoiseBlur(): void;
  123076. /**
  123077. * Disables noise blur
  123078. */
  123079. disableNoiseBlur(): void;
  123080. /**
  123081. * Sets the HighlightsGain amount
  123082. * @param amount amount of HighlightsGain
  123083. */
  123084. setHighlightsGain(amount: number): void;
  123085. /**
  123086. * Sets the HighlightsThreshold amount
  123087. * @param amount amount of HighlightsThreshold
  123088. */
  123089. setHighlightsThreshold(amount: number): void;
  123090. /**
  123091. * Disables highlights
  123092. */
  123093. disableHighlights(): void;
  123094. /**
  123095. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  123096. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  123097. */
  123098. dispose(disableDepthRender?: boolean): void;
  123099. private _createChromaticAberrationPostProcess;
  123100. private _createHighlightsPostProcess;
  123101. private _createDepthOfFieldPostProcess;
  123102. private _createGrainTexture;
  123103. }
  123104. }
  123105. declare module BABYLON {
  123106. /** @hidden */
  123107. export var ssao2PixelShader: {
  123108. name: string;
  123109. shader: string;
  123110. };
  123111. }
  123112. declare module BABYLON {
  123113. /** @hidden */
  123114. export var ssaoCombinePixelShader: {
  123115. name: string;
  123116. shader: string;
  123117. };
  123118. }
  123119. declare module BABYLON {
  123120. /**
  123121. * Render pipeline to produce ssao effect
  123122. */
  123123. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  123124. /**
  123125. * @ignore
  123126. * The PassPostProcess id in the pipeline that contains the original scene color
  123127. */
  123128. SSAOOriginalSceneColorEffect: string;
  123129. /**
  123130. * @ignore
  123131. * The SSAO PostProcess id in the pipeline
  123132. */
  123133. SSAORenderEffect: string;
  123134. /**
  123135. * @ignore
  123136. * The horizontal blur PostProcess id in the pipeline
  123137. */
  123138. SSAOBlurHRenderEffect: string;
  123139. /**
  123140. * @ignore
  123141. * The vertical blur PostProcess id in the pipeline
  123142. */
  123143. SSAOBlurVRenderEffect: string;
  123144. /**
  123145. * @ignore
  123146. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  123147. */
  123148. SSAOCombineRenderEffect: string;
  123149. /**
  123150. * The output strength of the SSAO post-process. Default value is 1.0.
  123151. */
  123152. totalStrength: number;
  123153. /**
  123154. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  123155. */
  123156. maxZ: number;
  123157. /**
  123158. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  123159. */
  123160. minZAspect: number;
  123161. private _samples;
  123162. /**
  123163. * Number of samples used for the SSAO calculations. Default value is 8
  123164. */
  123165. samples: number;
  123166. private _textureSamples;
  123167. /**
  123168. * Number of samples to use for antialiasing
  123169. */
  123170. textureSamples: number;
  123171. /**
  123172. * Ratio object used for SSAO ratio and blur ratio
  123173. */
  123174. private _ratio;
  123175. /**
  123176. * Dynamically generated sphere sampler.
  123177. */
  123178. private _sampleSphere;
  123179. /**
  123180. * Blur filter offsets
  123181. */
  123182. private _samplerOffsets;
  123183. private _expensiveBlur;
  123184. /**
  123185. * If bilateral blur should be used
  123186. */
  123187. expensiveBlur: boolean;
  123188. /**
  123189. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  123190. */
  123191. radius: number;
  123192. /**
  123193. * The base color of the SSAO post-process
  123194. * The final result is "base + ssao" between [0, 1]
  123195. */
  123196. base: number;
  123197. /**
  123198. * Support test.
  123199. */
  123200. static readonly IsSupported: boolean;
  123201. private _scene;
  123202. private _depthTexture;
  123203. private _normalTexture;
  123204. private _randomTexture;
  123205. private _originalColorPostProcess;
  123206. private _ssaoPostProcess;
  123207. private _blurHPostProcess;
  123208. private _blurVPostProcess;
  123209. private _ssaoCombinePostProcess;
  123210. private _firstUpdate;
  123211. /**
  123212. * Gets active scene
  123213. */
  123214. readonly scene: Scene;
  123215. /**
  123216. * @constructor
  123217. * @param name The rendering pipeline name
  123218. * @param scene The scene linked to this pipeline
  123219. * @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 }
  123220. * @param cameras The array of cameras that the rendering pipeline will be attached to
  123221. */
  123222. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  123223. /**
  123224. * Get the class name
  123225. * @returns "SSAO2RenderingPipeline"
  123226. */
  123227. getClassName(): string;
  123228. /**
  123229. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  123230. */
  123231. dispose(disableGeometryBufferRenderer?: boolean): void;
  123232. private _createBlurPostProcess;
  123233. /** @hidden */
  123234. _rebuild(): void;
  123235. private _bits;
  123236. private _radicalInverse_VdC;
  123237. private _hammersley;
  123238. private _hemisphereSample_uniform;
  123239. private _generateHemisphere;
  123240. private _createSSAOPostProcess;
  123241. private _createSSAOCombinePostProcess;
  123242. private _createRandomTexture;
  123243. /**
  123244. * Serialize the rendering pipeline (Used when exporting)
  123245. * @returns the serialized object
  123246. */
  123247. serialize(): any;
  123248. /**
  123249. * Parse the serialized pipeline
  123250. * @param source Source pipeline.
  123251. * @param scene The scene to load the pipeline to.
  123252. * @param rootUrl The URL of the serialized pipeline.
  123253. * @returns An instantiated pipeline from the serialized object.
  123254. */
  123255. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  123256. }
  123257. }
  123258. declare module BABYLON {
  123259. /** @hidden */
  123260. export var ssaoPixelShader: {
  123261. name: string;
  123262. shader: string;
  123263. };
  123264. }
  123265. declare module BABYLON {
  123266. /**
  123267. * Render pipeline to produce ssao effect
  123268. */
  123269. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  123270. /**
  123271. * @ignore
  123272. * The PassPostProcess id in the pipeline that contains the original scene color
  123273. */
  123274. SSAOOriginalSceneColorEffect: string;
  123275. /**
  123276. * @ignore
  123277. * The SSAO PostProcess id in the pipeline
  123278. */
  123279. SSAORenderEffect: string;
  123280. /**
  123281. * @ignore
  123282. * The horizontal blur PostProcess id in the pipeline
  123283. */
  123284. SSAOBlurHRenderEffect: string;
  123285. /**
  123286. * @ignore
  123287. * The vertical blur PostProcess id in the pipeline
  123288. */
  123289. SSAOBlurVRenderEffect: string;
  123290. /**
  123291. * @ignore
  123292. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  123293. */
  123294. SSAOCombineRenderEffect: string;
  123295. /**
  123296. * The output strength of the SSAO post-process. Default value is 1.0.
  123297. */
  123298. totalStrength: number;
  123299. /**
  123300. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  123301. */
  123302. radius: number;
  123303. /**
  123304. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  123305. * Must not be equal to fallOff and superior to fallOff.
  123306. * Default value is 0.0075
  123307. */
  123308. area: number;
  123309. /**
  123310. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  123311. * Must not be equal to area and inferior to area.
  123312. * Default value is 0.000001
  123313. */
  123314. fallOff: number;
  123315. /**
  123316. * The base color of the SSAO post-process
  123317. * The final result is "base + ssao" between [0, 1]
  123318. */
  123319. base: number;
  123320. private _scene;
  123321. private _depthTexture;
  123322. private _randomTexture;
  123323. private _originalColorPostProcess;
  123324. private _ssaoPostProcess;
  123325. private _blurHPostProcess;
  123326. private _blurVPostProcess;
  123327. private _ssaoCombinePostProcess;
  123328. private _firstUpdate;
  123329. /**
  123330. * Gets active scene
  123331. */
  123332. readonly scene: Scene;
  123333. /**
  123334. * @constructor
  123335. * @param name - The rendering pipeline name
  123336. * @param scene - The scene linked to this pipeline
  123337. * @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 }
  123338. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  123339. */
  123340. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  123341. /**
  123342. * Get the class name
  123343. * @returns "SSAORenderingPipeline"
  123344. */
  123345. getClassName(): string;
  123346. /**
  123347. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  123348. */
  123349. dispose(disableDepthRender?: boolean): void;
  123350. private _createBlurPostProcess;
  123351. /** @hidden */
  123352. _rebuild(): void;
  123353. private _createSSAOPostProcess;
  123354. private _createSSAOCombinePostProcess;
  123355. private _createRandomTexture;
  123356. }
  123357. }
  123358. declare module BABYLON {
  123359. /** @hidden */
  123360. export var standardPixelShader: {
  123361. name: string;
  123362. shader: string;
  123363. };
  123364. }
  123365. declare module BABYLON {
  123366. /**
  123367. * Standard rendering pipeline
  123368. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  123369. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  123370. */
  123371. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  123372. /**
  123373. * Public members
  123374. */
  123375. /**
  123376. * Post-process which contains the original scene color before the pipeline applies all the effects
  123377. */
  123378. originalPostProcess: Nullable<PostProcess>;
  123379. /**
  123380. * Post-process used to down scale an image x4
  123381. */
  123382. downSampleX4PostProcess: Nullable<PostProcess>;
  123383. /**
  123384. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  123385. */
  123386. brightPassPostProcess: Nullable<PostProcess>;
  123387. /**
  123388. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  123389. */
  123390. blurHPostProcesses: PostProcess[];
  123391. /**
  123392. * Post-process array storing all the vertical blur post-processes used by the pipeline
  123393. */
  123394. blurVPostProcesses: PostProcess[];
  123395. /**
  123396. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  123397. */
  123398. textureAdderPostProcess: Nullable<PostProcess>;
  123399. /**
  123400. * Post-process used to create volumetric lighting effect
  123401. */
  123402. volumetricLightPostProcess: Nullable<PostProcess>;
  123403. /**
  123404. * Post-process used to smooth the previous volumetric light post-process on the X axis
  123405. */
  123406. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  123407. /**
  123408. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  123409. */
  123410. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  123411. /**
  123412. * Post-process used to merge the volumetric light effect and the real scene color
  123413. */
  123414. volumetricLightMergePostProces: Nullable<PostProcess>;
  123415. /**
  123416. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  123417. */
  123418. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  123419. /**
  123420. * Base post-process used to calculate the average luminance of the final image for HDR
  123421. */
  123422. luminancePostProcess: Nullable<PostProcess>;
  123423. /**
  123424. * Post-processes used to create down sample post-processes in order to get
  123425. * the average luminance of the final image for HDR
  123426. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  123427. */
  123428. luminanceDownSamplePostProcesses: PostProcess[];
  123429. /**
  123430. * Post-process used to create a HDR effect (light adaptation)
  123431. */
  123432. hdrPostProcess: Nullable<PostProcess>;
  123433. /**
  123434. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  123435. */
  123436. textureAdderFinalPostProcess: Nullable<PostProcess>;
  123437. /**
  123438. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  123439. */
  123440. lensFlareFinalPostProcess: Nullable<PostProcess>;
  123441. /**
  123442. * Post-process used to merge the final HDR post-process and the real scene color
  123443. */
  123444. hdrFinalPostProcess: Nullable<PostProcess>;
  123445. /**
  123446. * Post-process used to create a lens flare effect
  123447. */
  123448. lensFlarePostProcess: Nullable<PostProcess>;
  123449. /**
  123450. * Post-process that merges the result of the lens flare post-process and the real scene color
  123451. */
  123452. lensFlareComposePostProcess: Nullable<PostProcess>;
  123453. /**
  123454. * Post-process used to create a motion blur effect
  123455. */
  123456. motionBlurPostProcess: Nullable<PostProcess>;
  123457. /**
  123458. * Post-process used to create a depth of field effect
  123459. */
  123460. depthOfFieldPostProcess: Nullable<PostProcess>;
  123461. /**
  123462. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  123463. */
  123464. fxaaPostProcess: Nullable<FxaaPostProcess>;
  123465. /**
  123466. * Represents the brightness threshold in order to configure the illuminated surfaces
  123467. */
  123468. brightThreshold: number;
  123469. /**
  123470. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  123471. */
  123472. blurWidth: number;
  123473. /**
  123474. * Sets if the blur for highlighted surfaces must be only horizontal
  123475. */
  123476. horizontalBlur: boolean;
  123477. /**
  123478. * Gets the overall exposure used by the pipeline
  123479. */
  123480. /**
  123481. * Sets the overall exposure used by the pipeline
  123482. */
  123483. exposure: number;
  123484. /**
  123485. * Texture used typically to simulate "dirty" on camera lens
  123486. */
  123487. lensTexture: Nullable<Texture>;
  123488. /**
  123489. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  123490. */
  123491. volumetricLightCoefficient: number;
  123492. /**
  123493. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  123494. */
  123495. volumetricLightPower: number;
  123496. /**
  123497. * Used the set the blur intensity to smooth the volumetric lights
  123498. */
  123499. volumetricLightBlurScale: number;
  123500. /**
  123501. * Light (spot or directional) used to generate the volumetric lights rays
  123502. * The source light must have a shadow generate so the pipeline can get its
  123503. * depth map
  123504. */
  123505. sourceLight: Nullable<SpotLight | DirectionalLight>;
  123506. /**
  123507. * For eye adaptation, represents the minimum luminance the eye can see
  123508. */
  123509. hdrMinimumLuminance: number;
  123510. /**
  123511. * For eye adaptation, represents the decrease luminance speed
  123512. */
  123513. hdrDecreaseRate: number;
  123514. /**
  123515. * For eye adaptation, represents the increase luminance speed
  123516. */
  123517. hdrIncreaseRate: number;
  123518. /**
  123519. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  123520. */
  123521. /**
  123522. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  123523. */
  123524. hdrAutoExposure: boolean;
  123525. /**
  123526. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  123527. */
  123528. lensColorTexture: Nullable<Texture>;
  123529. /**
  123530. * The overall strengh for the lens flare effect
  123531. */
  123532. lensFlareStrength: number;
  123533. /**
  123534. * Dispersion coefficient for lens flare ghosts
  123535. */
  123536. lensFlareGhostDispersal: number;
  123537. /**
  123538. * Main lens flare halo width
  123539. */
  123540. lensFlareHaloWidth: number;
  123541. /**
  123542. * Based on the lens distortion effect, defines how much the lens flare result
  123543. * is distorted
  123544. */
  123545. lensFlareDistortionStrength: number;
  123546. /**
  123547. * Lens star texture must be used to simulate rays on the flares and is available
  123548. * in the documentation
  123549. */
  123550. lensStarTexture: Nullable<Texture>;
  123551. /**
  123552. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  123553. * flare effect by taking account of the dirt texture
  123554. */
  123555. lensFlareDirtTexture: Nullable<Texture>;
  123556. /**
  123557. * Represents the focal length for the depth of field effect
  123558. */
  123559. depthOfFieldDistance: number;
  123560. /**
  123561. * Represents the blur intensity for the blurred part of the depth of field effect
  123562. */
  123563. depthOfFieldBlurWidth: number;
  123564. /**
  123565. * Gets how much the image is blurred by the movement while using the motion blur post-process
  123566. */
  123567. /**
  123568. * Sets how much the image is blurred by the movement while using the motion blur post-process
  123569. */
  123570. motionStrength: number;
  123571. /**
  123572. * Gets wether or not the motion blur post-process is object based or screen based.
  123573. */
  123574. /**
  123575. * Sets wether or not the motion blur post-process should be object based or screen based
  123576. */
  123577. objectBasedMotionBlur: boolean;
  123578. /**
  123579. * List of animations for the pipeline (IAnimatable implementation)
  123580. */
  123581. animations: Animation[];
  123582. /**
  123583. * Private members
  123584. */
  123585. private _scene;
  123586. private _currentDepthOfFieldSource;
  123587. private _basePostProcess;
  123588. private _fixedExposure;
  123589. private _currentExposure;
  123590. private _hdrAutoExposure;
  123591. private _hdrCurrentLuminance;
  123592. private _motionStrength;
  123593. private _isObjectBasedMotionBlur;
  123594. private _floatTextureType;
  123595. private _camerasToBeAttached;
  123596. private _ratio;
  123597. private _bloomEnabled;
  123598. private _depthOfFieldEnabled;
  123599. private _vlsEnabled;
  123600. private _lensFlareEnabled;
  123601. private _hdrEnabled;
  123602. private _motionBlurEnabled;
  123603. private _fxaaEnabled;
  123604. private _motionBlurSamples;
  123605. private _volumetricLightStepsCount;
  123606. private _samples;
  123607. /**
  123608. * @ignore
  123609. * Specifies if the bloom pipeline is enabled
  123610. */
  123611. BloomEnabled: boolean;
  123612. /**
  123613. * @ignore
  123614. * Specifies if the depth of field pipeline is enabed
  123615. */
  123616. DepthOfFieldEnabled: boolean;
  123617. /**
  123618. * @ignore
  123619. * Specifies if the lens flare pipeline is enabed
  123620. */
  123621. LensFlareEnabled: boolean;
  123622. /**
  123623. * @ignore
  123624. * Specifies if the HDR pipeline is enabled
  123625. */
  123626. HDREnabled: boolean;
  123627. /**
  123628. * @ignore
  123629. * Specifies if the volumetric lights scattering effect is enabled
  123630. */
  123631. VLSEnabled: boolean;
  123632. /**
  123633. * @ignore
  123634. * Specifies if the motion blur effect is enabled
  123635. */
  123636. MotionBlurEnabled: boolean;
  123637. /**
  123638. * Specifies if anti-aliasing is enabled
  123639. */
  123640. fxaaEnabled: boolean;
  123641. /**
  123642. * Specifies the number of steps used to calculate the volumetric lights
  123643. * Typically in interval [50, 200]
  123644. */
  123645. volumetricLightStepsCount: number;
  123646. /**
  123647. * Specifies the number of samples used for the motion blur effect
  123648. * Typically in interval [16, 64]
  123649. */
  123650. motionBlurSamples: number;
  123651. /**
  123652. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  123653. */
  123654. samples: number;
  123655. /**
  123656. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  123657. * @constructor
  123658. * @param name The rendering pipeline name
  123659. * @param scene The scene linked to this pipeline
  123660. * @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)
  123661. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  123662. * @param cameras The array of cameras that the rendering pipeline will be attached to
  123663. */
  123664. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  123665. private _buildPipeline;
  123666. private _createDownSampleX4PostProcess;
  123667. private _createBrightPassPostProcess;
  123668. private _createBlurPostProcesses;
  123669. private _createTextureAdderPostProcess;
  123670. private _createVolumetricLightPostProcess;
  123671. private _createLuminancePostProcesses;
  123672. private _createHdrPostProcess;
  123673. private _createLensFlarePostProcess;
  123674. private _createDepthOfFieldPostProcess;
  123675. private _createMotionBlurPostProcess;
  123676. private _getDepthTexture;
  123677. private _disposePostProcesses;
  123678. /**
  123679. * Dispose of the pipeline and stop all post processes
  123680. */
  123681. dispose(): void;
  123682. /**
  123683. * Serialize the rendering pipeline (Used when exporting)
  123684. * @returns the serialized object
  123685. */
  123686. serialize(): any;
  123687. /**
  123688. * Parse the serialized pipeline
  123689. * @param source Source pipeline.
  123690. * @param scene The scene to load the pipeline to.
  123691. * @param rootUrl The URL of the serialized pipeline.
  123692. * @returns An instantiated pipeline from the serialized object.
  123693. */
  123694. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  123695. /**
  123696. * Luminance steps
  123697. */
  123698. static LuminanceSteps: number;
  123699. }
  123700. }
  123701. declare module BABYLON {
  123702. /** @hidden */
  123703. export var tonemapPixelShader: {
  123704. name: string;
  123705. shader: string;
  123706. };
  123707. }
  123708. declare module BABYLON {
  123709. /** Defines operator used for tonemapping */
  123710. export enum TonemappingOperator {
  123711. /** Hable */
  123712. Hable = 0,
  123713. /** Reinhard */
  123714. Reinhard = 1,
  123715. /** HejiDawson */
  123716. HejiDawson = 2,
  123717. /** Photographic */
  123718. Photographic = 3
  123719. }
  123720. /**
  123721. * Defines a post process to apply tone mapping
  123722. */
  123723. export class TonemapPostProcess extends PostProcess {
  123724. private _operator;
  123725. /** Defines the required exposure adjustement */
  123726. exposureAdjustment: number;
  123727. /**
  123728. * Creates a new TonemapPostProcess
  123729. * @param name defines the name of the postprocess
  123730. * @param _operator defines the operator to use
  123731. * @param exposureAdjustment defines the required exposure adjustement
  123732. * @param camera defines the camera to use (can be null)
  123733. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  123734. * @param engine defines the hosting engine (can be ignore if camera is set)
  123735. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  123736. */
  123737. constructor(name: string, _operator: TonemappingOperator,
  123738. /** Defines the required exposure adjustement */
  123739. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  123740. }
  123741. }
  123742. declare module BABYLON {
  123743. /** @hidden */
  123744. export var depthVertexShader: {
  123745. name: string;
  123746. shader: string;
  123747. };
  123748. }
  123749. declare module BABYLON {
  123750. /** @hidden */
  123751. export var volumetricLightScatteringPixelShader: {
  123752. name: string;
  123753. shader: string;
  123754. };
  123755. }
  123756. declare module BABYLON {
  123757. /** @hidden */
  123758. export var volumetricLightScatteringPassVertexShader: {
  123759. name: string;
  123760. shader: string;
  123761. };
  123762. }
  123763. declare module BABYLON {
  123764. /** @hidden */
  123765. export var volumetricLightScatteringPassPixelShader: {
  123766. name: string;
  123767. shader: string;
  123768. };
  123769. }
  123770. declare module BABYLON {
  123771. /**
  123772. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  123773. */
  123774. export class VolumetricLightScatteringPostProcess extends PostProcess {
  123775. private _volumetricLightScatteringPass;
  123776. private _volumetricLightScatteringRTT;
  123777. private _viewPort;
  123778. private _screenCoordinates;
  123779. private _cachedDefines;
  123780. /**
  123781. * If not undefined, the mesh position is computed from the attached node position
  123782. */
  123783. attachedNode: {
  123784. position: Vector3;
  123785. };
  123786. /**
  123787. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  123788. */
  123789. customMeshPosition: Vector3;
  123790. /**
  123791. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  123792. */
  123793. useCustomMeshPosition: boolean;
  123794. /**
  123795. * If the post-process should inverse the light scattering direction
  123796. */
  123797. invert: boolean;
  123798. /**
  123799. * The internal mesh used by the post-process
  123800. */
  123801. mesh: Mesh;
  123802. /**
  123803. * @hidden
  123804. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  123805. */
  123806. useDiffuseColor: boolean;
  123807. /**
  123808. * Array containing the excluded meshes not rendered in the internal pass
  123809. */
  123810. excludedMeshes: AbstractMesh[];
  123811. /**
  123812. * Controls the overall intensity of the post-process
  123813. */
  123814. exposure: number;
  123815. /**
  123816. * Dissipates each sample's contribution in range [0, 1]
  123817. */
  123818. decay: number;
  123819. /**
  123820. * Controls the overall intensity of each sample
  123821. */
  123822. weight: number;
  123823. /**
  123824. * Controls the density of each sample
  123825. */
  123826. density: number;
  123827. /**
  123828. * @constructor
  123829. * @param name The post-process name
  123830. * @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)
  123831. * @param camera The camera that the post-process will be attached to
  123832. * @param mesh The mesh used to create the light scattering
  123833. * @param samples The post-process quality, default 100
  123834. * @param samplingModeThe post-process filtering mode
  123835. * @param engine The babylon engine
  123836. * @param reusable If the post-process is reusable
  123837. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  123838. */
  123839. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  123840. /**
  123841. * Returns the string "VolumetricLightScatteringPostProcess"
  123842. * @returns "VolumetricLightScatteringPostProcess"
  123843. */
  123844. getClassName(): string;
  123845. private _isReady;
  123846. /**
  123847. * Sets the new light position for light scattering effect
  123848. * @param position The new custom light position
  123849. */
  123850. setCustomMeshPosition(position: Vector3): void;
  123851. /**
  123852. * Returns the light position for light scattering effect
  123853. * @return Vector3 The custom light position
  123854. */
  123855. getCustomMeshPosition(): Vector3;
  123856. /**
  123857. * Disposes the internal assets and detaches the post-process from the camera
  123858. */
  123859. dispose(camera: Camera): void;
  123860. /**
  123861. * Returns the render target texture used by the post-process
  123862. * @return the render target texture used by the post-process
  123863. */
  123864. getPass(): RenderTargetTexture;
  123865. private _meshExcluded;
  123866. private _createPass;
  123867. private _updateMeshScreenCoordinates;
  123868. /**
  123869. * Creates a default mesh for the Volumeric Light Scattering post-process
  123870. * @param name The mesh name
  123871. * @param scene The scene where to create the mesh
  123872. * @return the default mesh
  123873. */
  123874. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  123875. }
  123876. }
  123877. declare module BABYLON {
  123878. interface Scene {
  123879. /** @hidden (Backing field) */
  123880. _boundingBoxRenderer: BoundingBoxRenderer;
  123881. /** @hidden (Backing field) */
  123882. _forceShowBoundingBoxes: boolean;
  123883. /**
  123884. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  123885. */
  123886. forceShowBoundingBoxes: boolean;
  123887. /**
  123888. * Gets the bounding box renderer associated with the scene
  123889. * @returns a BoundingBoxRenderer
  123890. */
  123891. getBoundingBoxRenderer(): BoundingBoxRenderer;
  123892. }
  123893. interface AbstractMesh {
  123894. /** @hidden (Backing field) */
  123895. _showBoundingBox: boolean;
  123896. /**
  123897. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  123898. */
  123899. showBoundingBox: boolean;
  123900. }
  123901. /**
  123902. * Component responsible of rendering the bounding box of the meshes in a scene.
  123903. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  123904. */
  123905. export class BoundingBoxRenderer implements ISceneComponent {
  123906. /**
  123907. * The component name helpfull to identify the component in the list of scene components.
  123908. */
  123909. readonly name: string;
  123910. /**
  123911. * The scene the component belongs to.
  123912. */
  123913. scene: Scene;
  123914. /**
  123915. * Color of the bounding box lines placed in front of an object
  123916. */
  123917. frontColor: Color3;
  123918. /**
  123919. * Color of the bounding box lines placed behind an object
  123920. */
  123921. backColor: Color3;
  123922. /**
  123923. * Defines if the renderer should show the back lines or not
  123924. */
  123925. showBackLines: boolean;
  123926. /**
  123927. * @hidden
  123928. */
  123929. renderList: SmartArray<BoundingBox>;
  123930. private _colorShader;
  123931. private _vertexBuffers;
  123932. private _indexBuffer;
  123933. private _fillIndexBuffer;
  123934. private _fillIndexData;
  123935. /**
  123936. * Instantiates a new bounding box renderer in a scene.
  123937. * @param scene the scene the renderer renders in
  123938. */
  123939. constructor(scene: Scene);
  123940. /**
  123941. * Registers the component in a given scene
  123942. */
  123943. register(): void;
  123944. private _evaluateSubMesh;
  123945. private _activeMesh;
  123946. private _prepareRessources;
  123947. private _createIndexBuffer;
  123948. /**
  123949. * Rebuilds the elements related to this component in case of
  123950. * context lost for instance.
  123951. */
  123952. rebuild(): void;
  123953. /**
  123954. * @hidden
  123955. */
  123956. reset(): void;
  123957. /**
  123958. * Render the bounding boxes of a specific rendering group
  123959. * @param renderingGroupId defines the rendering group to render
  123960. */
  123961. render(renderingGroupId: number): void;
  123962. /**
  123963. * In case of occlusion queries, we can render the occlusion bounding box through this method
  123964. * @param mesh Define the mesh to render the occlusion bounding box for
  123965. */
  123966. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  123967. /**
  123968. * Dispose and release the resources attached to this renderer.
  123969. */
  123970. dispose(): void;
  123971. }
  123972. }
  123973. declare module BABYLON {
  123974. /** @hidden */
  123975. export var depthPixelShader: {
  123976. name: string;
  123977. shader: string;
  123978. };
  123979. }
  123980. declare module BABYLON {
  123981. /**
  123982. * This represents a depth renderer in Babylon.
  123983. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  123984. */
  123985. export class DepthRenderer {
  123986. private _scene;
  123987. private _depthMap;
  123988. private _effect;
  123989. private readonly _storeNonLinearDepth;
  123990. private readonly _clearColor;
  123991. /** Get if the depth renderer is using packed depth or not */
  123992. readonly isPacked: boolean;
  123993. private _cachedDefines;
  123994. private _camera;
  123995. /**
  123996. * Specifiess that the depth renderer will only be used within
  123997. * the camera it is created for.
  123998. * This can help forcing its rendering during the camera processing.
  123999. */
  124000. useOnlyInActiveCamera: boolean;
  124001. /** @hidden */
  124002. static _SceneComponentInitialization: (scene: Scene) => void;
  124003. /**
  124004. * Instantiates a depth renderer
  124005. * @param scene The scene the renderer belongs to
  124006. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  124007. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  124008. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  124009. */
  124010. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  124011. /**
  124012. * Creates the depth rendering effect and checks if the effect is ready.
  124013. * @param subMesh The submesh to be used to render the depth map of
  124014. * @param useInstances If multiple world instances should be used
  124015. * @returns if the depth renderer is ready to render the depth map
  124016. */
  124017. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  124018. /**
  124019. * Gets the texture which the depth map will be written to.
  124020. * @returns The depth map texture
  124021. */
  124022. getDepthMap(): RenderTargetTexture;
  124023. /**
  124024. * Disposes of the depth renderer.
  124025. */
  124026. dispose(): void;
  124027. }
  124028. }
  124029. declare module BABYLON {
  124030. interface Scene {
  124031. /** @hidden (Backing field) */
  124032. _depthRenderer: {
  124033. [id: string]: DepthRenderer;
  124034. };
  124035. /**
  124036. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  124037. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  124038. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  124039. * @returns the created depth renderer
  124040. */
  124041. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  124042. /**
  124043. * Disables a depth renderer for a given camera
  124044. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  124045. */
  124046. disableDepthRenderer(camera?: Nullable<Camera>): void;
  124047. }
  124048. /**
  124049. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  124050. * in several rendering techniques.
  124051. */
  124052. export class DepthRendererSceneComponent implements ISceneComponent {
  124053. /**
  124054. * The component name helpfull to identify the component in the list of scene components.
  124055. */
  124056. readonly name: string;
  124057. /**
  124058. * The scene the component belongs to.
  124059. */
  124060. scene: Scene;
  124061. /**
  124062. * Creates a new instance of the component for the given scene
  124063. * @param scene Defines the scene to register the component in
  124064. */
  124065. constructor(scene: Scene);
  124066. /**
  124067. * Registers the component in a given scene
  124068. */
  124069. register(): void;
  124070. /**
  124071. * Rebuilds the elements related to this component in case of
  124072. * context lost for instance.
  124073. */
  124074. rebuild(): void;
  124075. /**
  124076. * Disposes the component and the associated ressources
  124077. */
  124078. dispose(): void;
  124079. private _gatherRenderTargets;
  124080. private _gatherActiveCameraRenderTargets;
  124081. }
  124082. }
  124083. declare module BABYLON {
  124084. /** @hidden */
  124085. export var outlinePixelShader: {
  124086. name: string;
  124087. shader: string;
  124088. };
  124089. }
  124090. declare module BABYLON {
  124091. /** @hidden */
  124092. export var outlineVertexShader: {
  124093. name: string;
  124094. shader: string;
  124095. };
  124096. }
  124097. declare module BABYLON {
  124098. interface Scene {
  124099. /** @hidden */
  124100. _outlineRenderer: OutlineRenderer;
  124101. /**
  124102. * Gets the outline renderer associated with the scene
  124103. * @returns a OutlineRenderer
  124104. */
  124105. getOutlineRenderer(): OutlineRenderer;
  124106. }
  124107. interface AbstractMesh {
  124108. /** @hidden (Backing field) */
  124109. _renderOutline: boolean;
  124110. /**
  124111. * Gets or sets a boolean indicating if the outline must be rendered as well
  124112. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  124113. */
  124114. renderOutline: boolean;
  124115. /** @hidden (Backing field) */
  124116. _renderOverlay: boolean;
  124117. /**
  124118. * Gets or sets a boolean indicating if the overlay must be rendered as well
  124119. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  124120. */
  124121. renderOverlay: boolean;
  124122. }
  124123. /**
  124124. * This class is responsible to draw bothe outline/overlay of meshes.
  124125. * It should not be used directly but through the available method on mesh.
  124126. */
  124127. export class OutlineRenderer implements ISceneComponent {
  124128. /**
  124129. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  124130. */
  124131. private static _StencilReference;
  124132. /**
  124133. * The name of the component. Each component must have a unique name.
  124134. */
  124135. name: string;
  124136. /**
  124137. * The scene the component belongs to.
  124138. */
  124139. scene: Scene;
  124140. /**
  124141. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  124142. */
  124143. zOffset: number;
  124144. private _engine;
  124145. private _effect;
  124146. private _cachedDefines;
  124147. private _savedDepthWrite;
  124148. /**
  124149. * Instantiates a new outline renderer. (There could be only one per scene).
  124150. * @param scene Defines the scene it belongs to
  124151. */
  124152. constructor(scene: Scene);
  124153. /**
  124154. * Register the component to one instance of a scene.
  124155. */
  124156. register(): void;
  124157. /**
  124158. * Rebuilds the elements related to this component in case of
  124159. * context lost for instance.
  124160. */
  124161. rebuild(): void;
  124162. /**
  124163. * Disposes the component and the associated ressources.
  124164. */
  124165. dispose(): void;
  124166. /**
  124167. * Renders the outline in the canvas.
  124168. * @param subMesh Defines the sumesh to render
  124169. * @param batch Defines the batch of meshes in case of instances
  124170. * @param useOverlay Defines if the rendering is for the overlay or the outline
  124171. */
  124172. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  124173. /**
  124174. * Returns whether or not the outline renderer is ready for a given submesh.
  124175. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  124176. * @param subMesh Defines the submesh to check readyness for
  124177. * @param useInstances Defines wheter wee are trying to render instances or not
  124178. * @returns true if ready otherwise false
  124179. */
  124180. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  124181. private _beforeRenderingMesh;
  124182. private _afterRenderingMesh;
  124183. }
  124184. }
  124185. declare module BABYLON {
  124186. /**
  124187. * Class used to manage multiple sprites of different sizes on the same spritesheet
  124188. * @see http://doc.babylonjs.com/babylon101/sprites
  124189. */
  124190. export class SpritePackedManager extends SpriteManager {
  124191. /** defines the packed manager's name */
  124192. name: string;
  124193. /**
  124194. * Creates a new sprite manager from a packed sprite sheet
  124195. * @param name defines the manager's name
  124196. * @param imgUrl defines the sprite sheet url
  124197. * @param capacity defines the maximum allowed number of sprites
  124198. * @param scene defines the hosting scene
  124199. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  124200. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  124201. * @param samplingMode defines the smapling mode to use with spritesheet
  124202. * @param fromPacked set to true; do not alter
  124203. */
  124204. constructor(
  124205. /** defines the packed manager's name */
  124206. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  124207. }
  124208. }
  124209. declare module BABYLON {
  124210. /**
  124211. * Defines the list of states available for a task inside a AssetsManager
  124212. */
  124213. export enum AssetTaskState {
  124214. /**
  124215. * Initialization
  124216. */
  124217. INIT = 0,
  124218. /**
  124219. * Running
  124220. */
  124221. RUNNING = 1,
  124222. /**
  124223. * Done
  124224. */
  124225. DONE = 2,
  124226. /**
  124227. * Error
  124228. */
  124229. ERROR = 3
  124230. }
  124231. /**
  124232. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  124233. */
  124234. export abstract class AbstractAssetTask {
  124235. /**
  124236. * Task name
  124237. */ name: string;
  124238. /**
  124239. * Callback called when the task is successful
  124240. */
  124241. onSuccess: (task: any) => void;
  124242. /**
  124243. * Callback called when the task is not successful
  124244. */
  124245. onError: (task: any, message?: string, exception?: any) => void;
  124246. /**
  124247. * Creates a new AssetsManager
  124248. * @param name defines the name of the task
  124249. */
  124250. constructor(
  124251. /**
  124252. * Task name
  124253. */ name: string);
  124254. private _isCompleted;
  124255. private _taskState;
  124256. private _errorObject;
  124257. /**
  124258. * Get if the task is completed
  124259. */
  124260. readonly isCompleted: boolean;
  124261. /**
  124262. * Gets the current state of the task
  124263. */
  124264. readonly taskState: AssetTaskState;
  124265. /**
  124266. * Gets the current error object (if task is in error)
  124267. */
  124268. readonly errorObject: {
  124269. message?: string;
  124270. exception?: any;
  124271. };
  124272. /**
  124273. * Internal only
  124274. * @hidden
  124275. */
  124276. _setErrorObject(message?: string, exception?: any): void;
  124277. /**
  124278. * Execute the current task
  124279. * @param scene defines the scene where you want your assets to be loaded
  124280. * @param onSuccess is a callback called when the task is successfully executed
  124281. * @param onError is a callback called if an error occurs
  124282. */
  124283. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124284. /**
  124285. * Execute the current task
  124286. * @param scene defines the scene where you want your assets to be loaded
  124287. * @param onSuccess is a callback called when the task is successfully executed
  124288. * @param onError is a callback called if an error occurs
  124289. */
  124290. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124291. /**
  124292. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  124293. * This can be used with failed tasks that have the reason for failure fixed.
  124294. */
  124295. reset(): void;
  124296. private onErrorCallback;
  124297. private onDoneCallback;
  124298. }
  124299. /**
  124300. * Define the interface used by progress events raised during assets loading
  124301. */
  124302. export interface IAssetsProgressEvent {
  124303. /**
  124304. * Defines the number of remaining tasks to process
  124305. */
  124306. remainingCount: number;
  124307. /**
  124308. * Defines the total number of tasks
  124309. */
  124310. totalCount: number;
  124311. /**
  124312. * Defines the task that was just processed
  124313. */
  124314. task: AbstractAssetTask;
  124315. }
  124316. /**
  124317. * Class used to share progress information about assets loading
  124318. */
  124319. export class AssetsProgressEvent implements IAssetsProgressEvent {
  124320. /**
  124321. * Defines the number of remaining tasks to process
  124322. */
  124323. remainingCount: number;
  124324. /**
  124325. * Defines the total number of tasks
  124326. */
  124327. totalCount: number;
  124328. /**
  124329. * Defines the task that was just processed
  124330. */
  124331. task: AbstractAssetTask;
  124332. /**
  124333. * Creates a AssetsProgressEvent
  124334. * @param remainingCount defines the number of remaining tasks to process
  124335. * @param totalCount defines the total number of tasks
  124336. * @param task defines the task that was just processed
  124337. */
  124338. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  124339. }
  124340. /**
  124341. * Define a task used by AssetsManager to load meshes
  124342. */
  124343. export class MeshAssetTask extends AbstractAssetTask {
  124344. /**
  124345. * Defines the name of the task
  124346. */
  124347. name: string;
  124348. /**
  124349. * Defines the list of mesh's names you want to load
  124350. */
  124351. meshesNames: any;
  124352. /**
  124353. * Defines the root url to use as a base to load your meshes and associated resources
  124354. */
  124355. rootUrl: string;
  124356. /**
  124357. * Defines the filename of the scene to load from
  124358. */
  124359. sceneFilename: string;
  124360. /**
  124361. * Gets the list of loaded meshes
  124362. */
  124363. loadedMeshes: Array<AbstractMesh>;
  124364. /**
  124365. * Gets the list of loaded particle systems
  124366. */
  124367. loadedParticleSystems: Array<IParticleSystem>;
  124368. /**
  124369. * Gets the list of loaded skeletons
  124370. */
  124371. loadedSkeletons: Array<Skeleton>;
  124372. /**
  124373. * Gets the list of loaded animation groups
  124374. */
  124375. loadedAnimationGroups: Array<AnimationGroup>;
  124376. /**
  124377. * Callback called when the task is successful
  124378. */
  124379. onSuccess: (task: MeshAssetTask) => void;
  124380. /**
  124381. * Callback called when the task is successful
  124382. */
  124383. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  124384. /**
  124385. * Creates a new MeshAssetTask
  124386. * @param name defines the name of the task
  124387. * @param meshesNames defines the list of mesh's names you want to load
  124388. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  124389. * @param sceneFilename defines the filename of the scene to load from
  124390. */
  124391. constructor(
  124392. /**
  124393. * Defines the name of the task
  124394. */
  124395. name: string,
  124396. /**
  124397. * Defines the list of mesh's names you want to load
  124398. */
  124399. meshesNames: any,
  124400. /**
  124401. * Defines the root url to use as a base to load your meshes and associated resources
  124402. */
  124403. rootUrl: string,
  124404. /**
  124405. * Defines the filename of the scene to load from
  124406. */
  124407. sceneFilename: string);
  124408. /**
  124409. * Execute the current task
  124410. * @param scene defines the scene where you want your assets to be loaded
  124411. * @param onSuccess is a callback called when the task is successfully executed
  124412. * @param onError is a callback called if an error occurs
  124413. */
  124414. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124415. }
  124416. /**
  124417. * Define a task used by AssetsManager to load text content
  124418. */
  124419. export class TextFileAssetTask extends AbstractAssetTask {
  124420. /**
  124421. * Defines the name of the task
  124422. */
  124423. name: string;
  124424. /**
  124425. * Defines the location of the file to load
  124426. */
  124427. url: string;
  124428. /**
  124429. * Gets the loaded text string
  124430. */
  124431. text: string;
  124432. /**
  124433. * Callback called when the task is successful
  124434. */
  124435. onSuccess: (task: TextFileAssetTask) => void;
  124436. /**
  124437. * Callback called when the task is successful
  124438. */
  124439. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  124440. /**
  124441. * Creates a new TextFileAssetTask object
  124442. * @param name defines the name of the task
  124443. * @param url defines the location of the file to load
  124444. */
  124445. constructor(
  124446. /**
  124447. * Defines the name of the task
  124448. */
  124449. name: string,
  124450. /**
  124451. * Defines the location of the file to load
  124452. */
  124453. url: string);
  124454. /**
  124455. * Execute the current task
  124456. * @param scene defines the scene where you want your assets to be loaded
  124457. * @param onSuccess is a callback called when the task is successfully executed
  124458. * @param onError is a callback called if an error occurs
  124459. */
  124460. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124461. }
  124462. /**
  124463. * Define a task used by AssetsManager to load binary data
  124464. */
  124465. export class BinaryFileAssetTask extends AbstractAssetTask {
  124466. /**
  124467. * Defines the name of the task
  124468. */
  124469. name: string;
  124470. /**
  124471. * Defines the location of the file to load
  124472. */
  124473. url: string;
  124474. /**
  124475. * Gets the lodaded data (as an array buffer)
  124476. */
  124477. data: ArrayBuffer;
  124478. /**
  124479. * Callback called when the task is successful
  124480. */
  124481. onSuccess: (task: BinaryFileAssetTask) => void;
  124482. /**
  124483. * Callback called when the task is successful
  124484. */
  124485. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  124486. /**
  124487. * Creates a new BinaryFileAssetTask object
  124488. * @param name defines the name of the new task
  124489. * @param url defines the location of the file to load
  124490. */
  124491. constructor(
  124492. /**
  124493. * Defines the name of the task
  124494. */
  124495. name: string,
  124496. /**
  124497. * Defines the location of the file to load
  124498. */
  124499. url: string);
  124500. /**
  124501. * Execute the current task
  124502. * @param scene defines the scene where you want your assets to be loaded
  124503. * @param onSuccess is a callback called when the task is successfully executed
  124504. * @param onError is a callback called if an error occurs
  124505. */
  124506. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124507. }
  124508. /**
  124509. * Define a task used by AssetsManager to load images
  124510. */
  124511. export class ImageAssetTask extends AbstractAssetTask {
  124512. /**
  124513. * Defines the name of the task
  124514. */
  124515. name: string;
  124516. /**
  124517. * Defines the location of the image to load
  124518. */
  124519. url: string;
  124520. /**
  124521. * Gets the loaded images
  124522. */
  124523. image: HTMLImageElement;
  124524. /**
  124525. * Callback called when the task is successful
  124526. */
  124527. onSuccess: (task: ImageAssetTask) => void;
  124528. /**
  124529. * Callback called when the task is successful
  124530. */
  124531. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  124532. /**
  124533. * Creates a new ImageAssetTask
  124534. * @param name defines the name of the task
  124535. * @param url defines the location of the image to load
  124536. */
  124537. constructor(
  124538. /**
  124539. * Defines the name of the task
  124540. */
  124541. name: string,
  124542. /**
  124543. * Defines the location of the image to load
  124544. */
  124545. url: string);
  124546. /**
  124547. * Execute the current task
  124548. * @param scene defines the scene where you want your assets to be loaded
  124549. * @param onSuccess is a callback called when the task is successfully executed
  124550. * @param onError is a callback called if an error occurs
  124551. */
  124552. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124553. }
  124554. /**
  124555. * Defines the interface used by texture loading tasks
  124556. */
  124557. export interface ITextureAssetTask<TEX extends BaseTexture> {
  124558. /**
  124559. * Gets the loaded texture
  124560. */
  124561. texture: TEX;
  124562. }
  124563. /**
  124564. * Define a task used by AssetsManager to load 2D textures
  124565. */
  124566. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  124567. /**
  124568. * Defines the name of the task
  124569. */
  124570. name: string;
  124571. /**
  124572. * Defines the location of the file to load
  124573. */
  124574. url: string;
  124575. /**
  124576. * Defines if mipmap should not be generated (default is false)
  124577. */
  124578. noMipmap?: boolean | undefined;
  124579. /**
  124580. * Defines if texture must be inverted on Y axis (default is false)
  124581. */
  124582. invertY?: boolean | undefined;
  124583. /**
  124584. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  124585. */
  124586. samplingMode: number;
  124587. /**
  124588. * Gets the loaded texture
  124589. */
  124590. texture: Texture;
  124591. /**
  124592. * Callback called when the task is successful
  124593. */
  124594. onSuccess: (task: TextureAssetTask) => void;
  124595. /**
  124596. * Callback called when the task is successful
  124597. */
  124598. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  124599. /**
  124600. * Creates a new TextureAssetTask object
  124601. * @param name defines the name of the task
  124602. * @param url defines the location of the file to load
  124603. * @param noMipmap defines if mipmap should not be generated (default is false)
  124604. * @param invertY defines if texture must be inverted on Y axis (default is false)
  124605. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  124606. */
  124607. constructor(
  124608. /**
  124609. * Defines the name of the task
  124610. */
  124611. name: string,
  124612. /**
  124613. * Defines the location of the file to load
  124614. */
  124615. url: string,
  124616. /**
  124617. * Defines if mipmap should not be generated (default is false)
  124618. */
  124619. noMipmap?: boolean | undefined,
  124620. /**
  124621. * Defines if texture must be inverted on Y axis (default is false)
  124622. */
  124623. invertY?: boolean | undefined,
  124624. /**
  124625. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  124626. */
  124627. samplingMode?: number);
  124628. /**
  124629. * Execute the current task
  124630. * @param scene defines the scene where you want your assets to be loaded
  124631. * @param onSuccess is a callback called when the task is successfully executed
  124632. * @param onError is a callback called if an error occurs
  124633. */
  124634. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124635. }
  124636. /**
  124637. * Define a task used by AssetsManager to load cube textures
  124638. */
  124639. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  124640. /**
  124641. * Defines the name of the task
  124642. */
  124643. name: string;
  124644. /**
  124645. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  124646. */
  124647. url: string;
  124648. /**
  124649. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  124650. */
  124651. extensions?: string[] | undefined;
  124652. /**
  124653. * Defines if mipmaps should not be generated (default is false)
  124654. */
  124655. noMipmap?: boolean | undefined;
  124656. /**
  124657. * Defines the explicit list of files (undefined by default)
  124658. */
  124659. files?: string[] | undefined;
  124660. /**
  124661. * Gets the loaded texture
  124662. */
  124663. texture: CubeTexture;
  124664. /**
  124665. * Callback called when the task is successful
  124666. */
  124667. onSuccess: (task: CubeTextureAssetTask) => void;
  124668. /**
  124669. * Callback called when the task is successful
  124670. */
  124671. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  124672. /**
  124673. * Creates a new CubeTextureAssetTask
  124674. * @param name defines the name of the task
  124675. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  124676. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  124677. * @param noMipmap defines if mipmaps should not be generated (default is false)
  124678. * @param files defines the explicit list of files (undefined by default)
  124679. */
  124680. constructor(
  124681. /**
  124682. * Defines the name of the task
  124683. */
  124684. name: string,
  124685. /**
  124686. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  124687. */
  124688. url: string,
  124689. /**
  124690. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  124691. */
  124692. extensions?: string[] | undefined,
  124693. /**
  124694. * Defines if mipmaps should not be generated (default is false)
  124695. */
  124696. noMipmap?: boolean | undefined,
  124697. /**
  124698. * Defines the explicit list of files (undefined by default)
  124699. */
  124700. files?: string[] | undefined);
  124701. /**
  124702. * Execute the current task
  124703. * @param scene defines the scene where you want your assets to be loaded
  124704. * @param onSuccess is a callback called when the task is successfully executed
  124705. * @param onError is a callback called if an error occurs
  124706. */
  124707. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124708. }
  124709. /**
  124710. * Define a task used by AssetsManager to load HDR cube textures
  124711. */
  124712. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  124713. /**
  124714. * Defines the name of the task
  124715. */
  124716. name: string;
  124717. /**
  124718. * Defines the location of the file to load
  124719. */
  124720. url: string;
  124721. /**
  124722. * Defines the desired size (the more it increases the longer the generation will be)
  124723. */
  124724. size: number;
  124725. /**
  124726. * Defines if mipmaps should not be generated (default is false)
  124727. */
  124728. noMipmap: boolean;
  124729. /**
  124730. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  124731. */
  124732. generateHarmonics: boolean;
  124733. /**
  124734. * 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)
  124735. */
  124736. gammaSpace: boolean;
  124737. /**
  124738. * Internal Use Only
  124739. */
  124740. reserved: boolean;
  124741. /**
  124742. * Gets the loaded texture
  124743. */
  124744. texture: HDRCubeTexture;
  124745. /**
  124746. * Callback called when the task is successful
  124747. */
  124748. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  124749. /**
  124750. * Callback called when the task is successful
  124751. */
  124752. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  124753. /**
  124754. * Creates a new HDRCubeTextureAssetTask object
  124755. * @param name defines the name of the task
  124756. * @param url defines the location of the file to load
  124757. * @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.
  124758. * @param noMipmap defines if mipmaps should not be generated (default is false)
  124759. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  124760. * @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)
  124761. * @param reserved Internal use only
  124762. */
  124763. constructor(
  124764. /**
  124765. * Defines the name of the task
  124766. */
  124767. name: string,
  124768. /**
  124769. * Defines the location of the file to load
  124770. */
  124771. url: string,
  124772. /**
  124773. * Defines the desired size (the more it increases the longer the generation will be)
  124774. */
  124775. size: number,
  124776. /**
  124777. * Defines if mipmaps should not be generated (default is false)
  124778. */
  124779. noMipmap?: boolean,
  124780. /**
  124781. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  124782. */
  124783. generateHarmonics?: boolean,
  124784. /**
  124785. * 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)
  124786. */
  124787. gammaSpace?: boolean,
  124788. /**
  124789. * Internal Use Only
  124790. */
  124791. reserved?: boolean);
  124792. /**
  124793. * Execute the current task
  124794. * @param scene defines the scene where you want your assets to be loaded
  124795. * @param onSuccess is a callback called when the task is successfully executed
  124796. * @param onError is a callback called if an error occurs
  124797. */
  124798. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124799. }
  124800. /**
  124801. * Define a task used by AssetsManager to load Equirectangular cube textures
  124802. */
  124803. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  124804. /**
  124805. * Defines the name of the task
  124806. */
  124807. name: string;
  124808. /**
  124809. * Defines the location of the file to load
  124810. */
  124811. url: string;
  124812. /**
  124813. * Defines the desired size (the more it increases the longer the generation will be)
  124814. */
  124815. size: number;
  124816. /**
  124817. * Defines if mipmaps should not be generated (default is false)
  124818. */
  124819. noMipmap: boolean;
  124820. /**
  124821. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  124822. * but the standard material would require them in Gamma space) (default is true)
  124823. */
  124824. gammaSpace: boolean;
  124825. /**
  124826. * Gets the loaded texture
  124827. */
  124828. texture: EquiRectangularCubeTexture;
  124829. /**
  124830. * Callback called when the task is successful
  124831. */
  124832. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  124833. /**
  124834. * Callback called when the task is successful
  124835. */
  124836. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  124837. /**
  124838. * Creates a new EquiRectangularCubeTextureAssetTask object
  124839. * @param name defines the name of the task
  124840. * @param url defines the location of the file to load
  124841. * @param size defines the desired size (the more it increases the longer the generation will be)
  124842. * If the size is omitted this implies you are using a preprocessed cubemap.
  124843. * @param noMipmap defines if mipmaps should not be generated (default is false)
  124844. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  124845. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  124846. * (default is true)
  124847. */
  124848. constructor(
  124849. /**
  124850. * Defines the name of the task
  124851. */
  124852. name: string,
  124853. /**
  124854. * Defines the location of the file to load
  124855. */
  124856. url: string,
  124857. /**
  124858. * Defines the desired size (the more it increases the longer the generation will be)
  124859. */
  124860. size: number,
  124861. /**
  124862. * Defines if mipmaps should not be generated (default is false)
  124863. */
  124864. noMipmap?: boolean,
  124865. /**
  124866. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  124867. * but the standard material would require them in Gamma space) (default is true)
  124868. */
  124869. gammaSpace?: boolean);
  124870. /**
  124871. * Execute the current task
  124872. * @param scene defines the scene where you want your assets to be loaded
  124873. * @param onSuccess is a callback called when the task is successfully executed
  124874. * @param onError is a callback called if an error occurs
  124875. */
  124876. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124877. }
  124878. /**
  124879. * This class can be used to easily import assets into a scene
  124880. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  124881. */
  124882. export class AssetsManager {
  124883. private _scene;
  124884. private _isLoading;
  124885. protected _tasks: AbstractAssetTask[];
  124886. protected _waitingTasksCount: number;
  124887. protected _totalTasksCount: number;
  124888. /**
  124889. * Callback called when all tasks are processed
  124890. */
  124891. onFinish: (tasks: AbstractAssetTask[]) => void;
  124892. /**
  124893. * Callback called when a task is successful
  124894. */
  124895. onTaskSuccess: (task: AbstractAssetTask) => void;
  124896. /**
  124897. * Callback called when a task had an error
  124898. */
  124899. onTaskError: (task: AbstractAssetTask) => void;
  124900. /**
  124901. * Callback called when a task is done (whatever the result is)
  124902. */
  124903. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  124904. /**
  124905. * Observable called when all tasks are processed
  124906. */
  124907. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  124908. /**
  124909. * Observable called when a task had an error
  124910. */
  124911. onTaskErrorObservable: Observable<AbstractAssetTask>;
  124912. /**
  124913. * Observable called when all tasks were executed
  124914. */
  124915. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  124916. /**
  124917. * Observable called when a task is done (whatever the result is)
  124918. */
  124919. onProgressObservable: Observable<IAssetsProgressEvent>;
  124920. /**
  124921. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  124922. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  124923. */
  124924. useDefaultLoadingScreen: boolean;
  124925. /**
  124926. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  124927. * when all assets have been downloaded.
  124928. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  124929. */
  124930. autoHideLoadingUI: boolean;
  124931. /**
  124932. * Creates a new AssetsManager
  124933. * @param scene defines the scene to work on
  124934. */
  124935. constructor(scene: Scene);
  124936. /**
  124937. * Add a MeshAssetTask to the list of active tasks
  124938. * @param taskName defines the name of the new task
  124939. * @param meshesNames defines the name of meshes to load
  124940. * @param rootUrl defines the root url to use to locate files
  124941. * @param sceneFilename defines the filename of the scene file
  124942. * @returns a new MeshAssetTask object
  124943. */
  124944. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  124945. /**
  124946. * Add a TextFileAssetTask to the list of active tasks
  124947. * @param taskName defines the name of the new task
  124948. * @param url defines the url of the file to load
  124949. * @returns a new TextFileAssetTask object
  124950. */
  124951. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  124952. /**
  124953. * Add a BinaryFileAssetTask to the list of active tasks
  124954. * @param taskName defines the name of the new task
  124955. * @param url defines the url of the file to load
  124956. * @returns a new BinaryFileAssetTask object
  124957. */
  124958. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  124959. /**
  124960. * Add a ImageAssetTask to the list of active tasks
  124961. * @param taskName defines the name of the new task
  124962. * @param url defines the url of the file to load
  124963. * @returns a new ImageAssetTask object
  124964. */
  124965. addImageTask(taskName: string, url: string): ImageAssetTask;
  124966. /**
  124967. * Add a TextureAssetTask to the list of active tasks
  124968. * @param taskName defines the name of the new task
  124969. * @param url defines the url of the file to load
  124970. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  124971. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  124972. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  124973. * @returns a new TextureAssetTask object
  124974. */
  124975. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  124976. /**
  124977. * Add a CubeTextureAssetTask to the list of active tasks
  124978. * @param taskName defines the name of the new task
  124979. * @param url defines the url of the file to load
  124980. * @param extensions defines the extension to use to load the cube map (can be null)
  124981. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  124982. * @param files defines the list of files to load (can be null)
  124983. * @returns a new CubeTextureAssetTask object
  124984. */
  124985. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  124986. /**
  124987. *
  124988. * Add a HDRCubeTextureAssetTask to the list of active tasks
  124989. * @param taskName defines the name of the new task
  124990. * @param url defines the url of the file to load
  124991. * @param size defines the size you want for the cubemap (can be null)
  124992. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  124993. * @param generateHarmonics defines if you want to automatically generate (true by default)
  124994. * @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)
  124995. * @param reserved Internal use only
  124996. * @returns a new HDRCubeTextureAssetTask object
  124997. */
  124998. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  124999. /**
  125000. *
  125001. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  125002. * @param taskName defines the name of the new task
  125003. * @param url defines the url of the file to load
  125004. * @param size defines the size you want for the cubemap (can be null)
  125005. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  125006. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  125007. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  125008. * @returns a new EquiRectangularCubeTextureAssetTask object
  125009. */
  125010. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  125011. /**
  125012. * Remove a task from the assets manager.
  125013. * @param task the task to remove
  125014. */
  125015. removeTask(task: AbstractAssetTask): void;
  125016. private _decreaseWaitingTasksCount;
  125017. private _runTask;
  125018. /**
  125019. * Reset the AssetsManager and remove all tasks
  125020. * @return the current instance of the AssetsManager
  125021. */
  125022. reset(): AssetsManager;
  125023. /**
  125024. * Start the loading process
  125025. * @return the current instance of the AssetsManager
  125026. */
  125027. load(): AssetsManager;
  125028. /**
  125029. * Start the loading process as an async operation
  125030. * @return a promise returning the list of failed tasks
  125031. */
  125032. loadAsync(): Promise<void>;
  125033. }
  125034. }
  125035. declare module BABYLON {
  125036. /**
  125037. * Wrapper class for promise with external resolve and reject.
  125038. */
  125039. export class Deferred<T> {
  125040. /**
  125041. * The promise associated with this deferred object.
  125042. */
  125043. readonly promise: Promise<T>;
  125044. private _resolve;
  125045. private _reject;
  125046. /**
  125047. * The resolve method of the promise associated with this deferred object.
  125048. */
  125049. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  125050. /**
  125051. * The reject method of the promise associated with this deferred object.
  125052. */
  125053. readonly reject: (reason?: any) => void;
  125054. /**
  125055. * Constructor for this deferred object.
  125056. */
  125057. constructor();
  125058. }
  125059. }
  125060. declare module BABYLON {
  125061. /**
  125062. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  125063. */
  125064. export class MeshExploder {
  125065. private _centerMesh;
  125066. private _meshes;
  125067. private _meshesOrigins;
  125068. private _toCenterVectors;
  125069. private _scaledDirection;
  125070. private _newPosition;
  125071. private _centerPosition;
  125072. /**
  125073. * Explodes meshes from a center mesh.
  125074. * @param meshes The meshes to explode.
  125075. * @param centerMesh The mesh to be center of explosion.
  125076. */
  125077. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  125078. private _setCenterMesh;
  125079. /**
  125080. * Get class name
  125081. * @returns "MeshExploder"
  125082. */
  125083. getClassName(): string;
  125084. /**
  125085. * "Exploded meshes"
  125086. * @returns Array of meshes with the centerMesh at index 0.
  125087. */
  125088. getMeshes(): Array<Mesh>;
  125089. /**
  125090. * Explodes meshes giving a specific direction
  125091. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  125092. */
  125093. explode(direction?: number): void;
  125094. }
  125095. }
  125096. declare module BABYLON {
  125097. /**
  125098. * Class used to help managing file picking and drag'n'drop
  125099. */
  125100. export class FilesInput {
  125101. /**
  125102. * List of files ready to be loaded
  125103. */
  125104. static readonly FilesToLoad: {
  125105. [key: string]: File;
  125106. };
  125107. /**
  125108. * Callback called when a file is processed
  125109. */
  125110. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  125111. private _engine;
  125112. private _currentScene;
  125113. private _sceneLoadedCallback;
  125114. private _progressCallback;
  125115. private _additionalRenderLoopLogicCallback;
  125116. private _textureLoadingCallback;
  125117. private _startingProcessingFilesCallback;
  125118. private _onReloadCallback;
  125119. private _errorCallback;
  125120. private _elementToMonitor;
  125121. private _sceneFileToLoad;
  125122. private _filesToLoad;
  125123. /**
  125124. * Creates a new FilesInput
  125125. * @param engine defines the rendering engine
  125126. * @param scene defines the hosting scene
  125127. * @param sceneLoadedCallback callback called when scene is loaded
  125128. * @param progressCallback callback called to track progress
  125129. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  125130. * @param textureLoadingCallback callback called when a texture is loading
  125131. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  125132. * @param onReloadCallback callback called when a reload is requested
  125133. * @param errorCallback callback call if an error occurs
  125134. */
  125135. 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);
  125136. private _dragEnterHandler;
  125137. private _dragOverHandler;
  125138. private _dropHandler;
  125139. /**
  125140. * Calls this function to listen to drag'n'drop events on a specific DOM element
  125141. * @param elementToMonitor defines the DOM element to track
  125142. */
  125143. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  125144. /**
  125145. * Release all associated resources
  125146. */
  125147. dispose(): void;
  125148. private renderFunction;
  125149. private drag;
  125150. private drop;
  125151. private _traverseFolder;
  125152. private _processFiles;
  125153. /**
  125154. * Load files from a drop event
  125155. * @param event defines the drop event to use as source
  125156. */
  125157. loadFiles(event: any): void;
  125158. private _processReload;
  125159. /**
  125160. * Reload the current scene from the loaded files
  125161. */
  125162. reload(): void;
  125163. }
  125164. }
  125165. declare module BABYLON {
  125166. /**
  125167. * Defines the root class used to create scene optimization to use with SceneOptimizer
  125168. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125169. */
  125170. export class SceneOptimization {
  125171. /**
  125172. * Defines the priority of this optimization (0 by default which means first in the list)
  125173. */
  125174. priority: number;
  125175. /**
  125176. * Gets a string describing the action executed by the current optimization
  125177. * @returns description string
  125178. */
  125179. getDescription(): string;
  125180. /**
  125181. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125182. * @param scene defines the current scene where to apply this optimization
  125183. * @param optimizer defines the current optimizer
  125184. * @returns true if everything that can be done was applied
  125185. */
  125186. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125187. /**
  125188. * Creates the SceneOptimization object
  125189. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  125190. * @param desc defines the description associated with the optimization
  125191. */
  125192. constructor(
  125193. /**
  125194. * Defines the priority of this optimization (0 by default which means first in the list)
  125195. */
  125196. priority?: number);
  125197. }
  125198. /**
  125199. * Defines an optimization used to reduce the size of render target textures
  125200. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125201. */
  125202. export class TextureOptimization extends SceneOptimization {
  125203. /**
  125204. * Defines the priority of this optimization (0 by default which means first in the list)
  125205. */
  125206. priority: number;
  125207. /**
  125208. * 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
  125209. */
  125210. maximumSize: number;
  125211. /**
  125212. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  125213. */
  125214. step: number;
  125215. /**
  125216. * Gets a string describing the action executed by the current optimization
  125217. * @returns description string
  125218. */
  125219. getDescription(): string;
  125220. /**
  125221. * Creates the TextureOptimization object
  125222. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  125223. * @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
  125224. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  125225. */
  125226. constructor(
  125227. /**
  125228. * Defines the priority of this optimization (0 by default which means first in the list)
  125229. */
  125230. priority?: number,
  125231. /**
  125232. * 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
  125233. */
  125234. maximumSize?: number,
  125235. /**
  125236. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  125237. */
  125238. step?: number);
  125239. /**
  125240. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125241. * @param scene defines the current scene where to apply this optimization
  125242. * @param optimizer defines the current optimizer
  125243. * @returns true if everything that can be done was applied
  125244. */
  125245. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125246. }
  125247. /**
  125248. * Defines an optimization used to increase or decrease the rendering resolution
  125249. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125250. */
  125251. export class HardwareScalingOptimization extends SceneOptimization {
  125252. /**
  125253. * Defines the priority of this optimization (0 by default which means first in the list)
  125254. */
  125255. priority: number;
  125256. /**
  125257. * Defines the maximum scale to use (2 by default)
  125258. */
  125259. maximumScale: number;
  125260. /**
  125261. * Defines the step to use between two passes (0.5 by default)
  125262. */
  125263. step: number;
  125264. private _currentScale;
  125265. private _directionOffset;
  125266. /**
  125267. * Gets a string describing the action executed by the current optimization
  125268. * @return description string
  125269. */
  125270. getDescription(): string;
  125271. /**
  125272. * Creates the HardwareScalingOptimization object
  125273. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  125274. * @param maximumScale defines the maximum scale to use (2 by default)
  125275. * @param step defines the step to use between two passes (0.5 by default)
  125276. */
  125277. constructor(
  125278. /**
  125279. * Defines the priority of this optimization (0 by default which means first in the list)
  125280. */
  125281. priority?: number,
  125282. /**
  125283. * Defines the maximum scale to use (2 by default)
  125284. */
  125285. maximumScale?: number,
  125286. /**
  125287. * Defines the step to use between two passes (0.5 by default)
  125288. */
  125289. step?: number);
  125290. /**
  125291. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125292. * @param scene defines the current scene where to apply this optimization
  125293. * @param optimizer defines the current optimizer
  125294. * @returns true if everything that can be done was applied
  125295. */
  125296. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125297. }
  125298. /**
  125299. * Defines an optimization used to remove shadows
  125300. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125301. */
  125302. export class ShadowsOptimization extends SceneOptimization {
  125303. /**
  125304. * Gets a string describing the action executed by the current optimization
  125305. * @return description string
  125306. */
  125307. getDescription(): string;
  125308. /**
  125309. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125310. * @param scene defines the current scene where to apply this optimization
  125311. * @param optimizer defines the current optimizer
  125312. * @returns true if everything that can be done was applied
  125313. */
  125314. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125315. }
  125316. /**
  125317. * Defines an optimization used to turn post-processes off
  125318. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125319. */
  125320. export class PostProcessesOptimization extends SceneOptimization {
  125321. /**
  125322. * Gets a string describing the action executed by the current optimization
  125323. * @return description string
  125324. */
  125325. getDescription(): string;
  125326. /**
  125327. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125328. * @param scene defines the current scene where to apply this optimization
  125329. * @param optimizer defines the current optimizer
  125330. * @returns true if everything that can be done was applied
  125331. */
  125332. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125333. }
  125334. /**
  125335. * Defines an optimization used to turn lens flares off
  125336. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125337. */
  125338. export class LensFlaresOptimization extends SceneOptimization {
  125339. /**
  125340. * Gets a string describing the action executed by the current optimization
  125341. * @return description string
  125342. */
  125343. getDescription(): string;
  125344. /**
  125345. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125346. * @param scene defines the current scene where to apply this optimization
  125347. * @param optimizer defines the current optimizer
  125348. * @returns true if everything that can be done was applied
  125349. */
  125350. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125351. }
  125352. /**
  125353. * Defines an optimization based on user defined callback.
  125354. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125355. */
  125356. export class CustomOptimization extends SceneOptimization {
  125357. /**
  125358. * Callback called to apply the custom optimization.
  125359. */
  125360. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  125361. /**
  125362. * Callback called to get custom description
  125363. */
  125364. onGetDescription: () => string;
  125365. /**
  125366. * Gets a string describing the action executed by the current optimization
  125367. * @returns description string
  125368. */
  125369. getDescription(): string;
  125370. /**
  125371. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125372. * @param scene defines the current scene where to apply this optimization
  125373. * @param optimizer defines the current optimizer
  125374. * @returns true if everything that can be done was applied
  125375. */
  125376. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125377. }
  125378. /**
  125379. * Defines an optimization used to turn particles off
  125380. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125381. */
  125382. export class ParticlesOptimization extends SceneOptimization {
  125383. /**
  125384. * Gets a string describing the action executed by the current optimization
  125385. * @return description string
  125386. */
  125387. getDescription(): string;
  125388. /**
  125389. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125390. * @param scene defines the current scene where to apply this optimization
  125391. * @param optimizer defines the current optimizer
  125392. * @returns true if everything that can be done was applied
  125393. */
  125394. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125395. }
  125396. /**
  125397. * Defines an optimization used to turn render targets off
  125398. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125399. */
  125400. export class RenderTargetsOptimization extends SceneOptimization {
  125401. /**
  125402. * Gets a string describing the action executed by the current optimization
  125403. * @return description string
  125404. */
  125405. getDescription(): string;
  125406. /**
  125407. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125408. * @param scene defines the current scene where to apply this optimization
  125409. * @param optimizer defines the current optimizer
  125410. * @returns true if everything that can be done was applied
  125411. */
  125412. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125413. }
  125414. /**
  125415. * Defines an optimization used to merge meshes with compatible materials
  125416. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125417. */
  125418. export class MergeMeshesOptimization extends SceneOptimization {
  125419. private static _UpdateSelectionTree;
  125420. /**
  125421. * Gets or sets a boolean which defines if optimization octree has to be updated
  125422. */
  125423. /**
  125424. * Gets or sets a boolean which defines if optimization octree has to be updated
  125425. */
  125426. static UpdateSelectionTree: boolean;
  125427. /**
  125428. * Gets a string describing the action executed by the current optimization
  125429. * @return description string
  125430. */
  125431. getDescription(): string;
  125432. private _canBeMerged;
  125433. /**
  125434. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125435. * @param scene defines the current scene where to apply this optimization
  125436. * @param optimizer defines the current optimizer
  125437. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  125438. * @returns true if everything that can be done was applied
  125439. */
  125440. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  125441. }
  125442. /**
  125443. * Defines a list of options used by SceneOptimizer
  125444. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125445. */
  125446. export class SceneOptimizerOptions {
  125447. /**
  125448. * Defines the target frame rate to reach (60 by default)
  125449. */
  125450. targetFrameRate: number;
  125451. /**
  125452. * Defines the interval between two checkes (2000ms by default)
  125453. */
  125454. trackerDuration: number;
  125455. /**
  125456. * Gets the list of optimizations to apply
  125457. */
  125458. optimizations: SceneOptimization[];
  125459. /**
  125460. * Creates a new list of options used by SceneOptimizer
  125461. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  125462. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  125463. */
  125464. constructor(
  125465. /**
  125466. * Defines the target frame rate to reach (60 by default)
  125467. */
  125468. targetFrameRate?: number,
  125469. /**
  125470. * Defines the interval between two checkes (2000ms by default)
  125471. */
  125472. trackerDuration?: number);
  125473. /**
  125474. * Add a new optimization
  125475. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  125476. * @returns the current SceneOptimizerOptions
  125477. */
  125478. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  125479. /**
  125480. * Add a new custom optimization
  125481. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  125482. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  125483. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  125484. * @returns the current SceneOptimizerOptions
  125485. */
  125486. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  125487. /**
  125488. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  125489. * @param targetFrameRate defines the target frame rate (60 by default)
  125490. * @returns a SceneOptimizerOptions object
  125491. */
  125492. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  125493. /**
  125494. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  125495. * @param targetFrameRate defines the target frame rate (60 by default)
  125496. * @returns a SceneOptimizerOptions object
  125497. */
  125498. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  125499. /**
  125500. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  125501. * @param targetFrameRate defines the target frame rate (60 by default)
  125502. * @returns a SceneOptimizerOptions object
  125503. */
  125504. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  125505. }
  125506. /**
  125507. * Class used to run optimizations in order to reach a target frame rate
  125508. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125509. */
  125510. export class SceneOptimizer implements IDisposable {
  125511. private _isRunning;
  125512. private _options;
  125513. private _scene;
  125514. private _currentPriorityLevel;
  125515. private _targetFrameRate;
  125516. private _trackerDuration;
  125517. private _currentFrameRate;
  125518. private _sceneDisposeObserver;
  125519. private _improvementMode;
  125520. /**
  125521. * Defines an observable called when the optimizer reaches the target frame rate
  125522. */
  125523. onSuccessObservable: Observable<SceneOptimizer>;
  125524. /**
  125525. * Defines an observable called when the optimizer enables an optimization
  125526. */
  125527. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  125528. /**
  125529. * Defines an observable called when the optimizer is not able to reach the target frame rate
  125530. */
  125531. onFailureObservable: Observable<SceneOptimizer>;
  125532. /**
  125533. * Gets a boolean indicating if the optimizer is in improvement mode
  125534. */
  125535. readonly isInImprovementMode: boolean;
  125536. /**
  125537. * Gets the current priority level (0 at start)
  125538. */
  125539. readonly currentPriorityLevel: number;
  125540. /**
  125541. * Gets the current frame rate checked by the SceneOptimizer
  125542. */
  125543. readonly currentFrameRate: number;
  125544. /**
  125545. * Gets or sets the current target frame rate (60 by default)
  125546. */
  125547. /**
  125548. * Gets or sets the current target frame rate (60 by default)
  125549. */
  125550. targetFrameRate: number;
  125551. /**
  125552. * Gets or sets the current interval between two checks (every 2000ms by default)
  125553. */
  125554. /**
  125555. * Gets or sets the current interval between two checks (every 2000ms by default)
  125556. */
  125557. trackerDuration: number;
  125558. /**
  125559. * Gets the list of active optimizations
  125560. */
  125561. readonly optimizations: SceneOptimization[];
  125562. /**
  125563. * Creates a new SceneOptimizer
  125564. * @param scene defines the scene to work on
  125565. * @param options defines the options to use with the SceneOptimizer
  125566. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  125567. * @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)
  125568. */
  125569. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  125570. /**
  125571. * Stops the current optimizer
  125572. */
  125573. stop(): void;
  125574. /**
  125575. * Reset the optimizer to initial step (current priority level = 0)
  125576. */
  125577. reset(): void;
  125578. /**
  125579. * Start the optimizer. By default it will try to reach a specific framerate
  125580. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  125581. */
  125582. start(): void;
  125583. private _checkCurrentState;
  125584. /**
  125585. * Release all resources
  125586. */
  125587. dispose(): void;
  125588. /**
  125589. * Helper function to create a SceneOptimizer with one single line of code
  125590. * @param scene defines the scene to work on
  125591. * @param options defines the options to use with the SceneOptimizer
  125592. * @param onSuccess defines a callback to call on success
  125593. * @param onFailure defines a callback to call on failure
  125594. * @returns the new SceneOptimizer object
  125595. */
  125596. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  125597. }
  125598. }
  125599. declare module BABYLON {
  125600. /**
  125601. * Class used to serialize a scene into a string
  125602. */
  125603. export class SceneSerializer {
  125604. /**
  125605. * Clear cache used by a previous serialization
  125606. */
  125607. static ClearCache(): void;
  125608. /**
  125609. * Serialize a scene into a JSON compatible object
  125610. * @param scene defines the scene to serialize
  125611. * @returns a JSON compatible object
  125612. */
  125613. static Serialize(scene: Scene): any;
  125614. /**
  125615. * Serialize a mesh into a JSON compatible object
  125616. * @param toSerialize defines the mesh to serialize
  125617. * @param withParents defines if parents must be serialized as well
  125618. * @param withChildren defines if children must be serialized as well
  125619. * @returns a JSON compatible object
  125620. */
  125621. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  125622. }
  125623. }
  125624. declare module BABYLON {
  125625. /**
  125626. * Class used to host texture specific utilities
  125627. */
  125628. export class TextureTools {
  125629. /**
  125630. * Uses the GPU to create a copy texture rescaled at a given size
  125631. * @param texture Texture to copy from
  125632. * @param width defines the desired width
  125633. * @param height defines the desired height
  125634. * @param useBilinearMode defines if bilinear mode has to be used
  125635. * @return the generated texture
  125636. */
  125637. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  125638. }
  125639. }
  125640. declare module BABYLON {
  125641. /**
  125642. * This represents the different options available for the video capture.
  125643. */
  125644. export interface VideoRecorderOptions {
  125645. /** Defines the mime type of the video. */
  125646. mimeType: string;
  125647. /** Defines the FPS the video should be recorded at. */
  125648. fps: number;
  125649. /** Defines the chunk size for the recording data. */
  125650. recordChunckSize: number;
  125651. /** The audio tracks to attach to the recording. */
  125652. audioTracks?: MediaStreamTrack[];
  125653. }
  125654. /**
  125655. * This can help with recording videos from BabylonJS.
  125656. * This is based on the available WebRTC functionalities of the browser.
  125657. *
  125658. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  125659. */
  125660. export class VideoRecorder {
  125661. private static readonly _defaultOptions;
  125662. /**
  125663. * Returns whether or not the VideoRecorder is available in your browser.
  125664. * @param engine Defines the Babylon Engine.
  125665. * @returns true if supported otherwise false.
  125666. */
  125667. static IsSupported(engine: Engine): boolean;
  125668. private readonly _options;
  125669. private _canvas;
  125670. private _mediaRecorder;
  125671. private _recordedChunks;
  125672. private _fileName;
  125673. private _resolve;
  125674. private _reject;
  125675. /**
  125676. * True when a recording is already in progress.
  125677. */
  125678. readonly isRecording: boolean;
  125679. /**
  125680. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  125681. * @param engine Defines the BabylonJS Engine you wish to record.
  125682. * @param options Defines options that can be used to customize the capture.
  125683. */
  125684. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  125685. /**
  125686. * Stops the current recording before the default capture timeout passed in the startRecording function.
  125687. */
  125688. stopRecording(): void;
  125689. /**
  125690. * Starts recording the canvas for a max duration specified in parameters.
  125691. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  125692. * If null no automatic download will start and you can rely on the promise to get the data back.
  125693. * @param maxDuration Defines the maximum recording time in seconds.
  125694. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  125695. * @return A promise callback at the end of the recording with the video data in Blob.
  125696. */
  125697. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  125698. /**
  125699. * Releases internal resources used during the recording.
  125700. */
  125701. dispose(): void;
  125702. private _handleDataAvailable;
  125703. private _handleError;
  125704. private _handleStop;
  125705. }
  125706. }
  125707. declare module BABYLON {
  125708. /**
  125709. * Class containing a set of static utilities functions for screenshots
  125710. */
  125711. export class ScreenshotTools {
  125712. /**
  125713. * Captures a screenshot of the current rendering
  125714. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  125715. * @param engine defines the rendering engine
  125716. * @param camera defines the source camera
  125717. * @param size This parameter can be set to a single number or to an object with the
  125718. * following (optional) properties: precision, width, height. If a single number is passed,
  125719. * it will be used for both width and height. If an object is passed, the screenshot size
  125720. * will be derived from the parameters. The precision property is a multiplier allowing
  125721. * rendering at a higher or lower resolution
  125722. * @param successCallback defines the callback receives a single parameter which contains the
  125723. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  125724. * src parameter of an <img> to display it
  125725. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  125726. * Check your browser for supported MIME types
  125727. */
  125728. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  125729. /**
  125730. * Captures a screenshot of the current rendering
  125731. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  125732. * @param engine defines the rendering engine
  125733. * @param camera defines the source camera
  125734. * @param size This parameter can be set to a single number or to an object with the
  125735. * following (optional) properties: precision, width, height. If a single number is passed,
  125736. * it will be used for both width and height. If an object is passed, the screenshot size
  125737. * will be derived from the parameters. The precision property is a multiplier allowing
  125738. * rendering at a higher or lower resolution
  125739. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  125740. * Check your browser for supported MIME types
  125741. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  125742. * to the src parameter of an <img> to display it
  125743. */
  125744. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  125745. /**
  125746. * Generates an image screenshot from the specified camera.
  125747. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  125748. * @param engine The engine to use for rendering
  125749. * @param camera The camera to use for rendering
  125750. * @param size This parameter can be set to a single number or to an object with the
  125751. * following (optional) properties: precision, width, height. If a single number is passed,
  125752. * it will be used for both width and height. If an object is passed, the screenshot size
  125753. * will be derived from the parameters. The precision property is a multiplier allowing
  125754. * rendering at a higher or lower resolution
  125755. * @param successCallback The callback receives a single parameter which contains the
  125756. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  125757. * src parameter of an <img> to display it
  125758. * @param mimeType The MIME type of the screenshot image (default: image/png).
  125759. * Check your browser for supported MIME types
  125760. * @param samples Texture samples (default: 1)
  125761. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  125762. * @param fileName A name for for the downloaded file.
  125763. */
  125764. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  125765. /**
  125766. * Generates an image screenshot from the specified camera.
  125767. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  125768. * @param engine The engine to use for rendering
  125769. * @param camera The camera to use for rendering
  125770. * @param size This parameter can be set to a single number or to an object with the
  125771. * following (optional) properties: precision, width, height. If a single number is passed,
  125772. * it will be used for both width and height. If an object is passed, the screenshot size
  125773. * will be derived from the parameters. The precision property is a multiplier allowing
  125774. * rendering at a higher or lower resolution
  125775. * @param mimeType The MIME type of the screenshot image (default: image/png).
  125776. * Check your browser for supported MIME types
  125777. * @param samples Texture samples (default: 1)
  125778. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  125779. * @param fileName A name for for the downloaded file.
  125780. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  125781. * to the src parameter of an <img> to display it
  125782. */
  125783. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  125784. /**
  125785. * Gets height and width for screenshot size
  125786. * @private
  125787. */
  125788. private static _getScreenshotSize;
  125789. }
  125790. }
  125791. declare module BABYLON {
  125792. /**
  125793. * A cursor which tracks a point on a path
  125794. */
  125795. export class PathCursor {
  125796. private path;
  125797. /**
  125798. * Stores path cursor callbacks for when an onchange event is triggered
  125799. */
  125800. private _onchange;
  125801. /**
  125802. * The value of the path cursor
  125803. */
  125804. value: number;
  125805. /**
  125806. * The animation array of the path cursor
  125807. */
  125808. animations: Animation[];
  125809. /**
  125810. * Initializes the path cursor
  125811. * @param path The path to track
  125812. */
  125813. constructor(path: Path2);
  125814. /**
  125815. * Gets the cursor point on the path
  125816. * @returns A point on the path cursor at the cursor location
  125817. */
  125818. getPoint(): Vector3;
  125819. /**
  125820. * Moves the cursor ahead by the step amount
  125821. * @param step The amount to move the cursor forward
  125822. * @returns This path cursor
  125823. */
  125824. moveAhead(step?: number): PathCursor;
  125825. /**
  125826. * Moves the cursor behind by the step amount
  125827. * @param step The amount to move the cursor back
  125828. * @returns This path cursor
  125829. */
  125830. moveBack(step?: number): PathCursor;
  125831. /**
  125832. * Moves the cursor by the step amount
  125833. * If the step amount is greater than one, an exception is thrown
  125834. * @param step The amount to move the cursor
  125835. * @returns This path cursor
  125836. */
  125837. move(step: number): PathCursor;
  125838. /**
  125839. * Ensures that the value is limited between zero and one
  125840. * @returns This path cursor
  125841. */
  125842. private ensureLimits;
  125843. /**
  125844. * Runs onchange callbacks on change (used by the animation engine)
  125845. * @returns This path cursor
  125846. */
  125847. private raiseOnChange;
  125848. /**
  125849. * Executes a function on change
  125850. * @param f A path cursor onchange callback
  125851. * @returns This path cursor
  125852. */
  125853. onchange(f: (cursor: PathCursor) => void): PathCursor;
  125854. }
  125855. }
  125856. declare module BABYLON {
  125857. /** @hidden */
  125858. export var blurPixelShader: {
  125859. name: string;
  125860. shader: string;
  125861. };
  125862. }
  125863. declare module BABYLON {
  125864. /** @hidden */
  125865. export var pointCloudVertexDeclaration: {
  125866. name: string;
  125867. shader: string;
  125868. };
  125869. }
  125870. // Mixins
  125871. interface Window {
  125872. mozIndexedDB: IDBFactory;
  125873. webkitIndexedDB: IDBFactory;
  125874. msIndexedDB: IDBFactory;
  125875. webkitURL: typeof URL;
  125876. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  125877. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  125878. WebGLRenderingContext: WebGLRenderingContext;
  125879. MSGesture: MSGesture;
  125880. CANNON: any;
  125881. AudioContext: AudioContext;
  125882. webkitAudioContext: AudioContext;
  125883. PointerEvent: any;
  125884. Math: Math;
  125885. Uint8Array: Uint8ArrayConstructor;
  125886. Float32Array: Float32ArrayConstructor;
  125887. mozURL: typeof URL;
  125888. msURL: typeof URL;
  125889. VRFrameData: any; // WebVR, from specs 1.1
  125890. DracoDecoderModule: any;
  125891. setImmediate(handler: (...args: any[]) => void): number;
  125892. }
  125893. interface HTMLCanvasElement {
  125894. requestPointerLock(): void;
  125895. msRequestPointerLock?(): void;
  125896. mozRequestPointerLock?(): void;
  125897. webkitRequestPointerLock?(): void;
  125898. /** Track wether a record is in progress */
  125899. isRecording: boolean;
  125900. /** Capture Stream method defined by some browsers */
  125901. captureStream(fps?: number): MediaStream;
  125902. }
  125903. interface CanvasRenderingContext2D {
  125904. msImageSmoothingEnabled: boolean;
  125905. }
  125906. interface MouseEvent {
  125907. mozMovementX: number;
  125908. mozMovementY: number;
  125909. webkitMovementX: number;
  125910. webkitMovementY: number;
  125911. msMovementX: number;
  125912. msMovementY: number;
  125913. }
  125914. interface Navigator {
  125915. mozGetVRDevices: (any: any) => any;
  125916. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  125917. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  125918. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  125919. webkitGetGamepads(): Gamepad[];
  125920. msGetGamepads(): Gamepad[];
  125921. webkitGamepads(): Gamepad[];
  125922. }
  125923. interface HTMLVideoElement {
  125924. mozSrcObject: any;
  125925. }
  125926. interface Math {
  125927. fround(x: number): number;
  125928. imul(a: number, b: number): number;
  125929. }
  125930. interface WebGLRenderingContext {
  125931. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  125932. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  125933. vertexAttribDivisor(index: number, divisor: number): void;
  125934. createVertexArray(): any;
  125935. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  125936. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  125937. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  125938. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  125939. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  125940. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  125941. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  125942. // Queries
  125943. createQuery(): WebGLQuery;
  125944. deleteQuery(query: WebGLQuery): void;
  125945. beginQuery(target: number, query: WebGLQuery): void;
  125946. endQuery(target: number): void;
  125947. getQueryParameter(query: WebGLQuery, pname: number): any;
  125948. getQuery(target: number, pname: number): any;
  125949. MAX_SAMPLES: number;
  125950. RGBA8: number;
  125951. READ_FRAMEBUFFER: number;
  125952. DRAW_FRAMEBUFFER: number;
  125953. UNIFORM_BUFFER: number;
  125954. HALF_FLOAT_OES: number;
  125955. RGBA16F: number;
  125956. RGBA32F: number;
  125957. R32F: number;
  125958. RG32F: number;
  125959. RGB32F: number;
  125960. R16F: number;
  125961. RG16F: number;
  125962. RGB16F: number;
  125963. RED: number;
  125964. RG: number;
  125965. R8: number;
  125966. RG8: number;
  125967. UNSIGNED_INT_24_8: number;
  125968. DEPTH24_STENCIL8: number;
  125969. /* Multiple Render Targets */
  125970. drawBuffers(buffers: number[]): void;
  125971. readBuffer(src: number): void;
  125972. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  125973. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  125974. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  125975. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  125976. // Occlusion Query
  125977. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  125978. ANY_SAMPLES_PASSED: number;
  125979. QUERY_RESULT_AVAILABLE: number;
  125980. QUERY_RESULT: number;
  125981. }
  125982. interface WebGLProgram {
  125983. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  125984. }
  125985. interface EXT_disjoint_timer_query {
  125986. QUERY_COUNTER_BITS_EXT: number;
  125987. TIME_ELAPSED_EXT: number;
  125988. TIMESTAMP_EXT: number;
  125989. GPU_DISJOINT_EXT: number;
  125990. QUERY_RESULT_EXT: number;
  125991. QUERY_RESULT_AVAILABLE_EXT: number;
  125992. queryCounterEXT(query: WebGLQuery, target: number): void;
  125993. createQueryEXT(): WebGLQuery;
  125994. beginQueryEXT(target: number, query: WebGLQuery): void;
  125995. endQueryEXT(target: number): void;
  125996. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  125997. deleteQueryEXT(query: WebGLQuery): void;
  125998. }
  125999. interface WebGLUniformLocation {
  126000. _currentState: any;
  126001. }
  126002. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  126003. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  126004. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  126005. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  126006. interface WebGLRenderingContext {
  126007. readonly RASTERIZER_DISCARD: number;
  126008. readonly DEPTH_COMPONENT24: number;
  126009. readonly TEXTURE_3D: number;
  126010. readonly TEXTURE_2D_ARRAY: number;
  126011. readonly TEXTURE_COMPARE_FUNC: number;
  126012. readonly TEXTURE_COMPARE_MODE: number;
  126013. readonly COMPARE_REF_TO_TEXTURE: number;
  126014. readonly TEXTURE_WRAP_R: number;
  126015. readonly HALF_FLOAT: number;
  126016. readonly RGB8: number;
  126017. readonly RED_INTEGER: number;
  126018. readonly RG_INTEGER: number;
  126019. readonly RGB_INTEGER: number;
  126020. readonly RGBA_INTEGER: number;
  126021. readonly R8_SNORM: number;
  126022. readonly RG8_SNORM: number;
  126023. readonly RGB8_SNORM: number;
  126024. readonly RGBA8_SNORM: number;
  126025. readonly R8I: number;
  126026. readonly RG8I: number;
  126027. readonly RGB8I: number;
  126028. readonly RGBA8I: number;
  126029. readonly R8UI: number;
  126030. readonly RG8UI: number;
  126031. readonly RGB8UI: number;
  126032. readonly RGBA8UI: number;
  126033. readonly R16I: number;
  126034. readonly RG16I: number;
  126035. readonly RGB16I: number;
  126036. readonly RGBA16I: number;
  126037. readonly R16UI: number;
  126038. readonly RG16UI: number;
  126039. readonly RGB16UI: number;
  126040. readonly RGBA16UI: number;
  126041. readonly R32I: number;
  126042. readonly RG32I: number;
  126043. readonly RGB32I: number;
  126044. readonly RGBA32I: number;
  126045. readonly R32UI: number;
  126046. readonly RG32UI: number;
  126047. readonly RGB32UI: number;
  126048. readonly RGBA32UI: number;
  126049. readonly RGB10_A2UI: number;
  126050. readonly R11F_G11F_B10F: number;
  126051. readonly RGB9_E5: number;
  126052. readonly RGB10_A2: number;
  126053. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  126054. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  126055. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  126056. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  126057. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  126058. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  126059. 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;
  126060. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  126061. readonly TRANSFORM_FEEDBACK: number;
  126062. readonly INTERLEAVED_ATTRIBS: number;
  126063. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  126064. createTransformFeedback(): WebGLTransformFeedback;
  126065. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  126066. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  126067. beginTransformFeedback(primitiveMode: number): void;
  126068. endTransformFeedback(): void;
  126069. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  126070. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  126071. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  126072. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  126073. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  126074. }
  126075. interface ImageBitmap {
  126076. readonly width: number;
  126077. readonly height: number;
  126078. close(): void;
  126079. }
  126080. interface WebGLQuery extends WebGLObject {
  126081. }
  126082. declare var WebGLQuery: {
  126083. prototype: WebGLQuery;
  126084. new(): WebGLQuery;
  126085. };
  126086. interface WebGLSampler extends WebGLObject {
  126087. }
  126088. declare var WebGLSampler: {
  126089. prototype: WebGLSampler;
  126090. new(): WebGLSampler;
  126091. };
  126092. interface WebGLSync extends WebGLObject {
  126093. }
  126094. declare var WebGLSync: {
  126095. prototype: WebGLSync;
  126096. new(): WebGLSync;
  126097. };
  126098. interface WebGLTransformFeedback extends WebGLObject {
  126099. }
  126100. declare var WebGLTransformFeedback: {
  126101. prototype: WebGLTransformFeedback;
  126102. new(): WebGLTransformFeedback;
  126103. };
  126104. interface WebGLVertexArrayObject extends WebGLObject {
  126105. }
  126106. declare var WebGLVertexArrayObject: {
  126107. prototype: WebGLVertexArrayObject;
  126108. new(): WebGLVertexArrayObject;
  126109. };
  126110. // Type definitions for WebVR API
  126111. // Project: https://w3c.github.io/webvr/
  126112. // Definitions by: six a <https://github.com/lostfictions>
  126113. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  126114. interface VRDisplay extends EventTarget {
  126115. /**
  126116. * Dictionary of capabilities describing the VRDisplay.
  126117. */
  126118. readonly capabilities: VRDisplayCapabilities;
  126119. /**
  126120. * z-depth defining the far plane of the eye view frustum
  126121. * enables mapping of values in the render target depth
  126122. * attachment to scene coordinates. Initially set to 10000.0.
  126123. */
  126124. depthFar: number;
  126125. /**
  126126. * z-depth defining the near plane of the eye view frustum
  126127. * enables mapping of values in the render target depth
  126128. * attachment to scene coordinates. Initially set to 0.01.
  126129. */
  126130. depthNear: number;
  126131. /**
  126132. * An identifier for this distinct VRDisplay. Used as an
  126133. * association point in the Gamepad API.
  126134. */
  126135. readonly displayId: number;
  126136. /**
  126137. * A display name, a user-readable name identifying it.
  126138. */
  126139. readonly displayName: string;
  126140. readonly isConnected: boolean;
  126141. readonly isPresenting: boolean;
  126142. /**
  126143. * If this VRDisplay supports room-scale experiences, the optional
  126144. * stage attribute contains details on the room-scale parameters.
  126145. */
  126146. readonly stageParameters: VRStageParameters | null;
  126147. /**
  126148. * Passing the value returned by `requestAnimationFrame` to
  126149. * `cancelAnimationFrame` will unregister the callback.
  126150. * @param handle Define the hanle of the request to cancel
  126151. */
  126152. cancelAnimationFrame(handle: number): void;
  126153. /**
  126154. * Stops presenting to the VRDisplay.
  126155. * @returns a promise to know when it stopped
  126156. */
  126157. exitPresent(): Promise<void>;
  126158. /**
  126159. * Return the current VREyeParameters for the given eye.
  126160. * @param whichEye Define the eye we want the parameter for
  126161. * @returns the eye parameters
  126162. */
  126163. getEyeParameters(whichEye: string): VREyeParameters;
  126164. /**
  126165. * Populates the passed VRFrameData with the information required to render
  126166. * the current frame.
  126167. * @param frameData Define the data structure to populate
  126168. * @returns true if ok otherwise false
  126169. */
  126170. getFrameData(frameData: VRFrameData): boolean;
  126171. /**
  126172. * Get the layers currently being presented.
  126173. * @returns the list of VR layers
  126174. */
  126175. getLayers(): VRLayer[];
  126176. /**
  126177. * Return a VRPose containing the future predicted pose of the VRDisplay
  126178. * when the current frame will be presented. The value returned will not
  126179. * change until JavaScript has returned control to the browser.
  126180. *
  126181. * The VRPose will contain the position, orientation, velocity,
  126182. * and acceleration of each of these properties.
  126183. * @returns the pose object
  126184. */
  126185. getPose(): VRPose;
  126186. /**
  126187. * Return the current instantaneous pose of the VRDisplay, with no
  126188. * prediction applied.
  126189. * @returns the current instantaneous pose
  126190. */
  126191. getImmediatePose(): VRPose;
  126192. /**
  126193. * The callback passed to `requestAnimationFrame` will be called
  126194. * any time a new frame should be rendered. When the VRDisplay is
  126195. * presenting the callback will be called at the native refresh
  126196. * rate of the HMD. When not presenting this function acts
  126197. * identically to how window.requestAnimationFrame acts. Content should
  126198. * make no assumptions of frame rate or vsync behavior as the HMD runs
  126199. * asynchronously from other displays and at differing refresh rates.
  126200. * @param callback Define the eaction to run next frame
  126201. * @returns the request handle it
  126202. */
  126203. requestAnimationFrame(callback: FrameRequestCallback): number;
  126204. /**
  126205. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  126206. * Repeat calls while already presenting will update the VRLayers being displayed.
  126207. * @param layers Define the list of layer to present
  126208. * @returns a promise to know when the request has been fulfilled
  126209. */
  126210. requestPresent(layers: VRLayer[]): Promise<void>;
  126211. /**
  126212. * Reset the pose for this display, treating its current position and
  126213. * orientation as the "origin/zero" values. VRPose.position,
  126214. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  126215. * updated when calling resetPose(). This should be called in only
  126216. * sitting-space experiences.
  126217. */
  126218. resetPose(): void;
  126219. /**
  126220. * The VRLayer provided to the VRDisplay will be captured and presented
  126221. * in the HMD. Calling this function has the same effect on the source
  126222. * canvas as any other operation that uses its source image, and canvases
  126223. * created without preserveDrawingBuffer set to true will be cleared.
  126224. * @param pose Define the pose to submit
  126225. */
  126226. submitFrame(pose?: VRPose): void;
  126227. }
  126228. declare var VRDisplay: {
  126229. prototype: VRDisplay;
  126230. new(): VRDisplay;
  126231. };
  126232. interface VRLayer {
  126233. leftBounds?: number[] | Float32Array | null;
  126234. rightBounds?: number[] | Float32Array | null;
  126235. source?: HTMLCanvasElement | null;
  126236. }
  126237. interface VRDisplayCapabilities {
  126238. readonly canPresent: boolean;
  126239. readonly hasExternalDisplay: boolean;
  126240. readonly hasOrientation: boolean;
  126241. readonly hasPosition: boolean;
  126242. readonly maxLayers: number;
  126243. }
  126244. interface VREyeParameters {
  126245. /** @deprecated */
  126246. readonly fieldOfView: VRFieldOfView;
  126247. readonly offset: Float32Array;
  126248. readonly renderHeight: number;
  126249. readonly renderWidth: number;
  126250. }
  126251. interface VRFieldOfView {
  126252. readonly downDegrees: number;
  126253. readonly leftDegrees: number;
  126254. readonly rightDegrees: number;
  126255. readonly upDegrees: number;
  126256. }
  126257. interface VRFrameData {
  126258. readonly leftProjectionMatrix: Float32Array;
  126259. readonly leftViewMatrix: Float32Array;
  126260. readonly pose: VRPose;
  126261. readonly rightProjectionMatrix: Float32Array;
  126262. readonly rightViewMatrix: Float32Array;
  126263. readonly timestamp: number;
  126264. }
  126265. interface VRPose {
  126266. readonly angularAcceleration: Float32Array | null;
  126267. readonly angularVelocity: Float32Array | null;
  126268. readonly linearAcceleration: Float32Array | null;
  126269. readonly linearVelocity: Float32Array | null;
  126270. readonly orientation: Float32Array | null;
  126271. readonly position: Float32Array | null;
  126272. readonly timestamp: number;
  126273. }
  126274. interface VRStageParameters {
  126275. sittingToStandingTransform?: Float32Array;
  126276. sizeX?: number;
  126277. sizeY?: number;
  126278. }
  126279. interface Navigator {
  126280. getVRDisplays(): Promise<VRDisplay[]>;
  126281. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  126282. }
  126283. interface Window {
  126284. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  126285. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  126286. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  126287. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  126288. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  126289. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  126290. }
  126291. interface Gamepad {
  126292. readonly displayId: number;
  126293. }
  126294. type XRSessionMode =
  126295. | "inline"
  126296. | "immersive-vr"
  126297. | "immersive-ar";
  126298. type XRReferenceSpaceType =
  126299. | "viewer"
  126300. | "local"
  126301. | "local-floor"
  126302. | "bounded-floor"
  126303. | "unbounded";
  126304. type XREnvironmentBlendMode =
  126305. | "opaque"
  126306. | "additive"
  126307. | "alpha-blend";
  126308. type XRVisibilityState =
  126309. | "visible"
  126310. | "visible-blurred"
  126311. | "hidden";
  126312. type XRHandedness =
  126313. | "none"
  126314. | "left"
  126315. | "right";
  126316. type XRTargetRayMode =
  126317. | "gaze"
  126318. | "tracked-pointer"
  126319. | "screen";
  126320. type XREye =
  126321. | "none"
  126322. | "left"
  126323. | "right";
  126324. interface XRSpace extends EventTarget {
  126325. }
  126326. interface XRRenderState {
  126327. depthNear?: number;
  126328. depthFar?: number;
  126329. inlineVerticalFieldOfView?: number;
  126330. baseLayer?: XRWebGLLayer;
  126331. }
  126332. interface XRInputSource {
  126333. handedness: XRHandedness;
  126334. targetRayMode: XRTargetRayMode;
  126335. targetRaySpace: XRSpace;
  126336. gripSpace: XRSpace | undefined;
  126337. gamepad: Gamepad | undefined;
  126338. profiles: Array<string>;
  126339. }
  126340. interface XRSession {
  126341. addEventListener: Function;
  126342. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  126343. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  126344. requestAnimationFrame: Function;
  126345. end(): Promise<void>;
  126346. renderState: XRRenderState;
  126347. inputSources: Array<XRInputSource>;
  126348. }
  126349. interface XRReferenceSpace extends XRSpace {
  126350. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  126351. onreset: any;
  126352. }
  126353. interface XRFrame {
  126354. session: XRSession;
  126355. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  126356. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  126357. }
  126358. interface XRViewerPose extends XRPose {
  126359. views: Array<XRView>;
  126360. }
  126361. interface XRPose {
  126362. transform: XRRigidTransform;
  126363. emulatedPosition: boolean;
  126364. }
  126365. declare var XRWebGLLayer: {
  126366. prototype: XRWebGLLayer;
  126367. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  126368. };
  126369. interface XRWebGLLayer {
  126370. framebuffer: WebGLFramebuffer;
  126371. framebufferWidth: number;
  126372. framebufferHeight: number;
  126373. getViewport: Function;
  126374. }
  126375. interface XRRigidTransform {
  126376. position: DOMPointReadOnly;
  126377. orientation: DOMPointReadOnly;
  126378. matrix: Float32Array;
  126379. inverse: XRRigidTransform;
  126380. }
  126381. interface XRView {
  126382. eye: XREye;
  126383. projectionMatrix: Float32Array;
  126384. transform: XRRigidTransform;
  126385. }
  126386. interface XRInputSourceChangeEvent {
  126387. session: XRSession;
  126388. removed: Array<XRInputSource>;
  126389. added: Array<XRInputSource>;
  126390. }