index.d.ts 23 KB

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  1. declare module 'babylonjs/additionalPostProcesses' {
  2. class RefractionPostProcess extends PostProcess {
  3. color: Color3;
  4. depth: number;
  5. colorLevel: number;
  6. private _refRexture;
  7. constructor(name: string, refractionTextureUrl: string, color: Color3, depth: number, colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  8. dispose(camera: Camera): void;
  9. }
  10. }
  11. declare module 'babylonjs/additionalPostProcesses' {
  12. class BlackAndWhitePostProcess extends PostProcess {
  13. degree: number;
  14. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  15. }
  16. }
  17. declare module 'babylonjs/additionalPostProcesses' {
  18. class ConvolutionPostProcess extends PostProcess {
  19. kernel: number[];
  20. constructor(name: string, kernel: number[], options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  21. static EdgeDetect0Kernel: number[];
  22. static EdgeDetect1Kernel: number[];
  23. static EdgeDetect2Kernel: number[];
  24. static SharpenKernel: number[];
  25. static EmbossKernel: number[];
  26. static GaussianKernel: number[];
  27. }
  28. }
  29. declare module 'babylonjs/additionalPostProcesses' {
  30. class FilterPostProcess extends PostProcess {
  31. kernelMatrix: Matrix;
  32. constructor(name: string, kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  33. }
  34. }
  35. declare module 'babylonjs/additionalPostProcesses' {
  36. class FxaaPostProcess extends PostProcess {
  37. texelWidth: number;
  38. texelHeight: number;
  39. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  40. }
  41. }
  42. declare module 'babylonjs/additionalPostProcesses' {
  43. class VolumetricLightScatteringPostProcess extends PostProcess {
  44. private _volumetricLightScatteringPass;
  45. private _volumetricLightScatteringRTT;
  46. private _viewPort;
  47. private _screenCoordinates;
  48. private _cachedDefines;
  49. /**
  50. * If not undefined, the mesh position is computed from the attached node position
  51. * @type {{position: Vector3}}
  52. */
  53. attachedNode: {
  54. position: Vector3;
  55. };
  56. /**
  57. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  58. * @type {Vector3}
  59. */
  60. customMeshPosition: Vector3;
  61. /**
  62. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  63. * @type {boolean}
  64. */
  65. useCustomMeshPosition: boolean;
  66. /**
  67. * If the post-process should inverse the light scattering direction
  68. * @type {boolean}
  69. */
  70. invert: boolean;
  71. /**
  72. * The internal mesh used by the post-process
  73. * @type {boolean}
  74. */
  75. mesh: Mesh;
  76. useDiffuseColor: boolean;
  77. /**
  78. * Array containing the excluded meshes not rendered in the internal pass
  79. */
  80. excludedMeshes: AbstractMesh[];
  81. /**
  82. * Controls the overall intensity of the post-process
  83. * @type {number}
  84. */
  85. exposure: number;
  86. /**
  87. * Dissipates each sample's contribution in range [0, 1]
  88. * @type {number}
  89. */
  90. decay: number;
  91. /**
  92. * Controls the overall intensity of each sample
  93. * @type {number}
  94. */
  95. weight: number;
  96. /**
  97. * Controls the density of each sample
  98. * @type {number}
  99. */
  100. density: number;
  101. /**
  102. * @constructor
  103. * @param {string} name - The post-process name
  104. * @param {any} 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)
  105. * @param {BABYLON.Camera} camera - The camera that the post-process will be attached to
  106. * @param {BABYLON.Mesh} mesh - The mesh used to create the light scattering
  107. * @param {number} samples - The post-process quality, default 100
  108. * @param {number} samplingMode - The post-process filtering mode
  109. * @param {BABYLON.Engine} engine - The babylon engine
  110. * @param {boolean} reusable - If the post-process is reusable
  111. * @param {BABYLON.Scene} scene - The constructor needs a scene reference to initialize internal components. If "camera" is null (RenderPipelineà, "scene" must be provided
  112. */
  113. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  114. getClassName(): string;
  115. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  116. /**
  117. * Sets the new light position for light scattering effect
  118. * @param {BABYLON.Vector3} The new custom light position
  119. */
  120. setCustomMeshPosition(position: Vector3): void;
  121. /**
  122. * Returns the light position for light scattering effect
  123. * @return {BABYLON.Vector3} The custom light position
  124. */
  125. getCustomMeshPosition(): Vector3;
  126. /**
  127. * Disposes the internal assets and detaches the post-process from the camera
  128. */
  129. dispose(camera: Camera): void;
  130. /**
  131. * Returns the render target texture used by the post-process
  132. * @return {BABYLON.RenderTargetTexture} The render target texture used by the post-process
  133. */
  134. getPass(): RenderTargetTexture;
  135. private _meshExcluded(mesh);
  136. private _createPass(scene, ratio);
  137. private _updateMeshScreenCoordinates(scene);
  138. /**
  139. * Creates a default mesh for the Volumeric Light Scattering post-process
  140. * @param {string} The mesh name
  141. * @param {BABYLON.Scene} The scene where to create the mesh
  142. * @return {BABYLON.Mesh} the default mesh
  143. */
  144. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  145. }
  146. }
  147. declare module 'babylonjs/additionalPostProcesses' {
  148. class ColorCorrectionPostProcess extends PostProcess {
  149. private _colorTableTexture;
  150. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  151. }
  152. }
  153. declare module 'babylonjs/additionalPostProcesses' {
  154. enum TonemappingOperator {
  155. Hable = 0,
  156. Reinhard = 1,
  157. HejiDawson = 2,
  158. Photographic = 3,
  159. }
  160. class TonemapPostProcess extends PostProcess {
  161. private _operator;
  162. exposureAdjustment: number;
  163. constructor(name: string, _operator: TonemappingOperator, exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  164. }
  165. }
  166. declare module 'babylonjs/additionalPostProcesses' {
  167. class DisplayPassPostProcess extends PostProcess {
  168. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  169. }
  170. }
  171. declare module 'babylonjs/additionalPostProcesses' {
  172. class HighlightsPostProcess extends PostProcess {
  173. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  174. }
  175. }
  176. declare module 'babylonjs/additionalPostProcesses' {
  177. class ImageProcessingPostProcess extends PostProcess {
  178. /**
  179. * Default configuration related to image processing available in the PBR Material.
  180. */
  181. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  182. /**
  183. * Gets the image processing configuration used either in this material.
  184. */
  185. /**
  186. * Sets the Default image processing configuration used either in the this material.
  187. *
  188. * If sets to null, the scene one is in use.
  189. */
  190. imageProcessingConfiguration: ImageProcessingConfiguration;
  191. /**
  192. * Keep track of the image processing observer to allow dispose and replace.
  193. */
  194. private _imageProcessingObserver;
  195. /**
  196. * Attaches a new image processing configuration to the PBR Material.
  197. * @param configuration
  198. */
  199. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  200. /**
  201. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  202. */
  203. /**
  204. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  205. */
  206. colorCurves: Nullable<ColorCurves>;
  207. /**
  208. * Gets wether the color curves effect is enabled.
  209. */
  210. /**
  211. * Sets wether the color curves effect is enabled.
  212. */
  213. colorCurvesEnabled: boolean;
  214. /**
  215. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  216. */
  217. /**
  218. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  219. */
  220. colorGradingTexture: Nullable<BaseTexture>;
  221. /**
  222. * Gets wether the color grading effect is enabled.
  223. */
  224. /**
  225. * Gets wether the color grading effect is enabled.
  226. */
  227. colorGradingEnabled: boolean;
  228. /**
  229. * Gets exposure used in the effect.
  230. */
  231. /**
  232. * Sets exposure used in the effect.
  233. */
  234. exposure: number;
  235. /**
  236. * Gets wether tonemapping is enabled or not.
  237. */
  238. /**
  239. * Sets wether tonemapping is enabled or not
  240. */
  241. toneMappingEnabled: boolean;
  242. /**
  243. * Gets contrast used in the effect.
  244. */
  245. /**
  246. * Sets contrast used in the effect.
  247. */
  248. contrast: number;
  249. /**
  250. * Gets Vignette stretch size.
  251. */
  252. /**
  253. * Sets Vignette stretch size.
  254. */
  255. vignetteStretch: number;
  256. /**
  257. * Gets Vignette centre X Offset.
  258. */
  259. /**
  260. * Sets Vignette centre X Offset.
  261. */
  262. vignetteCentreX: number;
  263. /**
  264. * Gets Vignette centre Y Offset.
  265. */
  266. /**
  267. * Sets Vignette centre Y Offset.
  268. */
  269. vignetteCentreY: number;
  270. /**
  271. * Gets Vignette weight or intensity of the vignette effect.
  272. */
  273. /**
  274. * Sets Vignette weight or intensity of the vignette effect.
  275. */
  276. vignetteWeight: number;
  277. /**
  278. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  279. * if vignetteEnabled is set to true.
  280. */
  281. /**
  282. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  283. * if vignetteEnabled is set to true.
  284. */
  285. vignetteColor: Color4;
  286. /**
  287. * Gets Camera field of view used by the Vignette effect.
  288. */
  289. /**
  290. * Sets Camera field of view used by the Vignette effect.
  291. */
  292. vignetteCameraFov: number;
  293. /**
  294. * Gets the vignette blend mode allowing different kind of effect.
  295. */
  296. /**
  297. * Sets the vignette blend mode allowing different kind of effect.
  298. */
  299. vignetteBlendMode: number;
  300. /**
  301. * Gets wether the vignette effect is enabled.
  302. */
  303. /**
  304. * Sets wether the vignette effect is enabled.
  305. */
  306. vignetteEnabled: boolean;
  307. private _fromLinearSpace;
  308. /**
  309. * Gets wether the input of the processing is in Gamma or Linear Space.
  310. */
  311. /**
  312. * Sets wether the input of the processing is in Gamma or Linear Space.
  313. */
  314. fromLinearSpace: boolean;
  315. /**
  316. * Defines cache preventing GC.
  317. */
  318. private _defines;
  319. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  320. getClassName(): string;
  321. protected _updateParameters(): void;
  322. dispose(camera?: Camera): void;
  323. }
  324. }
  325. import {EffectFallbacks,EffectCreationOptions,Effect,Nullable,float,double,int,FloatArray,IndicesArray,KeyboardEventTypes,KeyboardInfo,KeyboardInfoPre,PointerEventTypes,PointerInfoBase,PointerInfoPre,PointerInfo,ToGammaSpace,ToLinearSpace,Epsilon,Color3,Color4,Vector2,Vector3,Vector4,ISize,Size,Quaternion,Matrix,Plane,Viewport,Frustum,Space,Axis,BezierCurve,Orientation,Angle,Arc2,Path2,Path3D,Curve3,PositionNormalVertex,PositionNormalTextureVertex,Tmp,Scalar,expandToProperty,serialize,serializeAsTexture,serializeAsColor3,serializeAsFresnelParameters,serializeAsVector2,serializeAsVector3,serializeAsMeshReference,serializeAsColorCurves,serializeAsColor4,serializeAsImageProcessingConfiguration,serializeAsQuaternion,SerializationHelper,EventState,Observer,MultiObserver,Observable,SmartArray,SmartArrayNoDuplicate,IAnimatable,LoadFileError,RetryStrategy,IFileRequest,Tools,PerfCounter,className,AsyncLoop,_AlphaState,_DepthCullingState,_StencilState,InstancingAttributeInfo,RenderTargetCreationOptions,EngineCapabilities,EngineOptions,IDisplayChangedEventArgs,Engine,Node,BoundingSphere,BoundingBox,ICullable,BoundingInfo,TransformNode,AbstractMesh,Light,Camera,RenderingManager,RenderingGroup,IDisposable,IActiveMeshCandidateProvider,RenderingGroupInfo,Scene,Buffer,VertexBuffer,InternalTexture,BaseTexture,Texture,_InstancesBatch,Mesh,BaseSubMesh,SubMesh,MaterialDefines,Material,UniformBuffer,IGetSetVerticesData,VertexData,Geometry,_PrimitiveGeometry,RibbonGeometry,BoxGeometry,SphereGeometry,DiscGeometry,CylinderGeometry,TorusGeometry,GroundGeometry,TiledGroundGeometry,PlaneGeometry,TorusKnotGeometry,PostProcessManager,PerformanceMonitor,RollingAverage,IImageProcessingConfigurationDefines,ImageProcessingConfiguration,ColorGradingTexture,ColorCurves,Behavior,MaterialHelper,PushMaterial,StandardMaterialDefines,StandardMaterial} from 'babylonjs/core';
  326. import {EngineInstrumentation,SceneInstrumentation,_TimeToken} from 'babylonjs/instrumentation';
  327. import {Particle,IParticleSystem,ParticleSystem,BoxParticleEmitter,ConeParticleEmitter,SphereParticleEmitter,SphereDirectedParticleEmitter,IParticleEmitterType} from 'babylonjs/particles';
  328. import {GPUParticleSystem} from 'babylonjs/gpuParticles';
  329. import {FramingBehavior,BouncingBehavior,AutoRotationBehavior} from 'babylonjs/cameraBehaviors';
  330. import {NullEngineOptions,NullEngine} from 'babylonjs/nullEngine';
  331. import {TextureTools} from 'babylonjs/textureTools';
  332. import {SolidParticle,ModelShape,DepthSortedParticle,SolidParticleSystem} from 'babylonjs/solidParticles';
  333. import {Collider,CollisionWorker,ICollisionCoordinator,SerializedMesh,SerializedSubMesh,SerializedGeometry,BabylonMessage,SerializedColliderToWorker,WorkerTaskType,WorkerReply,CollisionReplyPayload,InitPayload,CollidePayload,UpdatePayload,WorkerReplyType,CollisionCoordinatorWorker,CollisionCoordinatorLegacy} from 'babylonjs/collisions';
  334. import {IntersectionInfo,PickingInfo,Ray} from 'babylonjs/picking';
  335. import {SpriteManager,Sprite} from 'babylonjs/sprites';
  336. import {AnimationRange,AnimationEvent,PathCursor,Animation,TargetedAnimation,AnimationGroup,RuntimeAnimation,Animatable,IEasingFunction,EasingFunction,CircleEase,BackEase,BounceEase,CubicEase,ElasticEase,ExponentialEase,PowerEase,QuadraticEase,QuarticEase,QuinticEase,SineEase,BezierCurveEase} from 'babylonjs/animations';
  337. import {Condition,ValueCondition,PredicateCondition,StateCondition,Action,ActionEvent,ActionManager,InterpolateValueAction,SwitchBooleanAction,SetStateAction,SetValueAction,IncrementValueAction,PlayAnimationAction,StopAnimationAction,DoNothingAction,CombineAction,ExecuteCodeAction,SetParentAction,PlaySoundAction,StopSoundAction} from 'babylonjs/actions';
  338. import {GroundMesh,InstancedMesh,LinesMesh} from 'babylonjs/additionalMeshes';
  339. import {ShaderMaterial} from 'babylonjs/shaderMaterial';
  340. import {MeshBuilder} from 'babylonjs/meshBuilder';
  341. import {PBRBaseMaterial,PBRBaseSimpleMaterial,PBRMaterial,PBRMetallicRoughnessMaterial,PBRSpecularGlossinessMaterial} from 'babylonjs/pbrMaterial';
  342. import {CameraInputTypes,ICameraInput,CameraInputsMap,CameraInputsManager,TargetCamera} from 'babylonjs/targetCamera';
  343. import {ArcRotateCameraKeyboardMoveInput,ArcRotateCameraMouseWheelInput,ArcRotateCameraPointersInput,ArcRotateCameraInputsManager,ArcRotateCamera} from 'babylonjs/arcRotateCamera';
  344. import {FreeCameraMouseInput,FreeCameraKeyboardMoveInput,FreeCameraInputsManager,FreeCamera} from 'babylonjs/freeCamera';
  345. import {HemisphericLight} from 'babylonjs/hemisphericLight';
  346. import {IShadowLight,ShadowLight,PointLight} from 'babylonjs/pointLight';
  347. import {DirectionalLight} from 'babylonjs/directionalLight';
  348. import {SpotLight} from 'babylonjs/spotLight';
  349. import {CubeTexture,RenderTargetTexture,IMultiRenderTargetOptions,MultiRenderTarget,MirrorTexture,RefractionTexture,DynamicTexture,VideoTexture,RawTexture} from 'babylonjs/additionalTextures';
  350. import {AudioEngine,Sound,SoundTrack,Analyser} from 'babylonjs/audio';
  351. import {ILoadingScreen,DefaultLoadingScreen,SceneLoaderProgressEvent,ISceneLoaderPluginExtensions,ISceneLoaderPluginFactory,ISceneLoaderPlugin,ISceneLoaderPluginAsync,SceneLoader,FilesInput} from 'babylonjs/loader';
  352. import {IShadowGenerator,ShadowGenerator} from 'babylonjs/shadows';
  353. import {StringDictionary} from 'babylonjs/stringDictionary';
  354. import {Tags,AndOrNotEvaluator} from 'babylonjs/userData';
  355. import {FresnelParameters} from 'babylonjs/fresnel';
  356. import {MultiMaterial} from 'babylonjs/multiMaterial';
  357. import {Database} from 'babylonjs/offline';
  358. import {FreeCameraTouchInput,TouchCamera} from 'babylonjs/touchCamera';
  359. import {ProceduralTexture,CustomProceduralTexture} from 'babylonjs/procedural';
  360. import {FreeCameraGamepadInput,ArcRotateCameraGamepadInput,GamepadManager,StickValues,GamepadButtonChanges,Gamepad,GenericPad,Xbox360Button,Xbox360Dpad,Xbox360Pad,PoseEnabledControllerType,MutableGamepadButton,ExtendedGamepadButton,PoseEnabledControllerHelper,PoseEnabledController,WebVRController,OculusTouchController,ViveController,GenericController,WindowsMotionController} from 'babylonjs/gamepad';
  361. import {FollowCamera,ArcFollowCamera,UniversalCamera,GamepadCamera} from 'babylonjs/additionalCameras';
  362. import {DepthRenderer} from 'babylonjs/depthRenderer';
  363. import {GeometryBufferRenderer} from 'babylonjs/geometryBufferRenderer';
  364. import {PostProcessOptions,PostProcess,PassPostProcess} from 'babylonjs/postProcesses';
  365. import {BlurPostProcess} from 'babylonjs/additionalPostProcess_blur';
  366. import {FxaaPostProcess} from 'babylonjs/additionalPostProcess_fxaa';
  367. import {HighlightsPostProcess} from 'babylonjs/additionalPostProcess_highlights';
  368. import {ImageProcessingPostProcess} from 'babylonjs/additionalPostProcess_imageProcessing';
  369. import {PostProcessRenderPipelineManager,PostProcessRenderPass,PostProcessRenderEffect,PostProcessRenderPipeline} from 'babylonjs/renderingPipeline';
  370. import {SSAORenderingPipeline,SSAO2RenderingPipeline,LensRenderingPipeline,StandardRenderingPipeline} from 'babylonjs/additionalRenderingPipeline';
  371. import {DefaultRenderingPipeline} from 'babylonjs/defaultRenderingPipeline';
  372. import {Bone,BoneIKController,BoneLookController,Skeleton} from 'babylonjs/bones';
  373. import {SphericalPolynomial,SphericalHarmonics,CubeMapToSphericalPolynomialTools,CubeMapInfo,PanoramaToCubeMapTools,HDRInfo,HDRTools,HDRCubeTexture} from 'babylonjs/hdr';
  374. import {CSG} from 'babylonjs/csg';
  375. import {Polygon,PolygonMeshBuilder} from 'babylonjs/polygonMesh';
  376. import {LensFlare,LensFlareSystem} from 'babylonjs/lensFlares';
  377. import {PhysicsJointData,PhysicsJoint,DistanceJoint,MotorEnabledJoint,HingeJoint,Hinge2Joint,IMotorEnabledJoint,DistanceJointData,SpringJointData,PhysicsImpostorParameters,IPhysicsEnabledObject,PhysicsImpostor,PhysicsImpostorJoint,PhysicsEngine,IPhysicsEnginePlugin,PhysicsHelper,PhysicsRadialExplosionEvent,PhysicsGravitationalFieldEvent,PhysicsUpdraftEvent,PhysicsVortexEvent,PhysicsRadialImpulseFalloff,PhysicsUpdraftMode,PhysicsForceAndContactPoint,PhysicsRadialExplosionEventData,PhysicsGravitationalFieldEventData,PhysicsUpdraftEventData,PhysicsVortexEventData,CannonJSPlugin,OimoJSPlugin} from 'babylonjs/physics';
  378. import {TGATools,DDSInfo,DDSTools,KhronosTextureContainer} from 'babylonjs/textureFormats';
  379. import {Debug,RayHelper,DebugLayer,BoundingBoxRenderer} from 'babylonjs/debug';
  380. import {MorphTarget,MorphTargetManager} from 'babylonjs/morphTargets';
  381. import {IOctreeContainer,Octree,OctreeBlock} from 'babylonjs/octrees';
  382. import {SIMDHelper} from 'babylonjs/simd';
  383. import {VRDistortionCorrectionPostProcess,AnaglyphPostProcess,StereoscopicInterlacePostProcess,FreeCameraDeviceOrientationInput,ArcRotateCameraVRDeviceOrientationInput,VRCameraMetrics,DevicePose,PoseControlled,WebVROptions,WebVRFreeCamera,DeviceOrientationCamera,VRDeviceOrientationFreeCamera,VRDeviceOrientationGamepadCamera,VRDeviceOrientationArcRotateCamera,AnaglyphFreeCamera,AnaglyphArcRotateCamera,AnaglyphGamepadCamera,AnaglyphUniversalCamera,StereoscopicFreeCamera,StereoscopicArcRotateCamera,StereoscopicGamepadCamera,StereoscopicUniversalCamera,VRTeleportationOptions,VRExperienceHelperOptions,VRExperienceHelper} from 'babylonjs/vr';
  384. import {JoystickAxis,VirtualJoystick,VirtualJoysticksCamera,FreeCameraVirtualJoystickInput} from 'babylonjs/virtualJoystick';
  385. import {ISimplifier,ISimplificationSettings,SimplificationSettings,ISimplificationTask,SimplificationQueue,SimplificationType,DecimationTriangle,DecimationVertex,QuadraticMatrix,Reference,QuadraticErrorSimplification,MeshLODLevel,SceneOptimization,TextureOptimization,HardwareScalingOptimization,ShadowsOptimization,PostProcessesOptimization,LensFlaresOptimization,ParticlesOptimization,RenderTargetsOptimization,MergeMeshesOptimization,SceneOptimizerOptions,SceneOptimizer} from 'babylonjs/optimizations';
  386. import {OutlineRenderer,EdgesRenderer,IHighlightLayerOptions,HighlightLayer} from 'babylonjs/highlights';
  387. import {SceneSerializer} from 'babylonjs/serialization';
  388. import {AssetTaskState,AbstractAssetTask,IAssetsProgressEvent,AssetsProgressEvent,MeshAssetTask,TextFileAssetTask,BinaryFileAssetTask,ImageAssetTask,ITextureAssetTask,TextureAssetTask,CubeTextureAssetTask,HDRCubeTextureAssetTask,AssetsManager} from 'babylonjs/assetsManager';
  389. import {ReflectionProbe} from 'babylonjs/probes';
  390. import {BackgroundMaterial} from 'babylonjs/backgroundMaterial';
  391. import {Layer} from 'babylonjs/layer';
  392. import {IEnvironmentHelperOptions,EnvironmentHelper} from 'babylonjs/environmentHelper';