index.d.ts 26 KB

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  1. declare module 'babylonjs/additionalRenderingPipeline' {
  2. class SSAORenderingPipeline extends PostProcessRenderPipeline {
  3. /**
  4. * The PassPostProcess id in the pipeline that contains the original scene color
  5. * @type {string}
  6. */
  7. SSAOOriginalSceneColorEffect: string;
  8. /**
  9. * The SSAO PostProcess id in the pipeline
  10. * @type {string}
  11. */
  12. SSAORenderEffect: string;
  13. /**
  14. * The horizontal blur PostProcess id in the pipeline
  15. * @type {string}
  16. */
  17. SSAOBlurHRenderEffect: string;
  18. /**
  19. * The vertical blur PostProcess id in the pipeline
  20. * @type {string}
  21. */
  22. SSAOBlurVRenderEffect: string;
  23. /**
  24. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  25. * @type {string}
  26. */
  27. SSAOCombineRenderEffect: string;
  28. /**
  29. * The output strength of the SSAO post-process. Default value is 1.0.
  30. * @type {number}
  31. */
  32. totalStrength: number;
  33. /**
  34. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  35. * @type {number}
  36. */
  37. radius: number;
  38. /**
  39. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  40. * Must not be equal to fallOff and superior to fallOff.
  41. * Default value is 0.975
  42. * @type {number}
  43. */
  44. area: number;
  45. /**
  46. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  47. * Must not be equal to area and inferior to area.
  48. * Default value is 0.0
  49. * @type {number}
  50. */
  51. fallOff: number;
  52. /**
  53. * The base color of the SSAO post-process
  54. * The final result is "base + ssao" between [0, 1]
  55. * @type {number}
  56. */
  57. base: number;
  58. private _scene;
  59. private _depthTexture;
  60. private _randomTexture;
  61. private _originalColorPostProcess;
  62. private _ssaoPostProcess;
  63. private _blurHPostProcess;
  64. private _blurVPostProcess;
  65. private _ssaoCombinePostProcess;
  66. private _firstUpdate;
  67. /**
  68. * @constructor
  69. * @param {string} name - The rendering pipeline name
  70. * @param {BABYLON.Scene} scene - The scene linked to this pipeline
  71. * @param {any} 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 }
  72. * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
  73. */
  74. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  75. /**
  76. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  77. */
  78. dispose(disableDepthRender?: boolean): void;
  79. private _createBlurPostProcess(ratio);
  80. _rebuild(): void;
  81. private _createSSAOPostProcess(ratio);
  82. private _createSSAOCombinePostProcess(ratio);
  83. private _createRandomTexture();
  84. }
  85. }
  86. declare module 'babylonjs/additionalRenderingPipeline' {
  87. class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  88. /**
  89. * The PassPostProcess id in the pipeline that contains the original scene color
  90. * @type {string}
  91. */
  92. SSAOOriginalSceneColorEffect: string;
  93. /**
  94. * The SSAO PostProcess id in the pipeline
  95. * @type {string}
  96. */
  97. SSAORenderEffect: string;
  98. /**
  99. * The horizontal blur PostProcess id in the pipeline
  100. * @type {string}
  101. */
  102. SSAOBlurHRenderEffect: string;
  103. /**
  104. * The vertical blur PostProcess id in the pipeline
  105. * @type {string}
  106. */
  107. SSAOBlurVRenderEffect: string;
  108. /**
  109. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  110. * @type {string}
  111. */
  112. SSAOCombineRenderEffect: string;
  113. /**
  114. * The output strength of the SSAO post-process. Default value is 1.0.
  115. * @type {number}
  116. */
  117. totalStrength: number;
  118. /**
  119. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  120. * @type {number}
  121. */
  122. maxZ: number;
  123. /**
  124. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  125. * @type {number}
  126. */
  127. minZAspect: number;
  128. /**
  129. * Number of samples used for the SSAO calculations. Default value is 8
  130. * @type {number}
  131. */
  132. private _samples;
  133. /**
  134. * Dynamically generated sphere sampler.
  135. * @type {number[]}
  136. */
  137. private _sampleSphere;
  138. /**
  139. * Blur filter offsets
  140. * @type {number[]}
  141. */
  142. private _samplerOffsets;
  143. samples: number;
  144. /**
  145. * Are we using bilateral blur ?
  146. * @type {boolean}
  147. */
  148. private _expensiveBlur;
  149. expensiveBlur: boolean;
  150. /**
  151. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  152. * @type {number}
  153. */
  154. radius: number;
  155. /**
  156. * The base color of the SSAO post-process
  157. * The final result is "base + ssao" between [0, 1]
  158. * @type {number}
  159. */
  160. base: number;
  161. /**
  162. * Support test.
  163. * @type {boolean}
  164. */
  165. static readonly IsSupported: boolean;
  166. private _scene;
  167. private _depthTexture;
  168. private _normalTexture;
  169. private _randomTexture;
  170. private _originalColorPostProcess;
  171. private _ssaoPostProcess;
  172. private _blurHPostProcess;
  173. private _blurVPostProcess;
  174. private _ssaoCombinePostProcess;
  175. private _firstUpdate;
  176. /**
  177. * @constructor
  178. * @param {string} name - The rendering pipeline name
  179. * @param {BABYLON.Scene} scene - The scene linked to this pipeline
  180. * @param {any} 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 }
  181. * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
  182. */
  183. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  184. /**
  185. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  186. */
  187. dispose(disableGeometryBufferRenderer?: boolean): void;
  188. private _createBlurPostProcess(ssaoRatio, blurRatio);
  189. _rebuild(): void;
  190. private _generateHemisphere();
  191. private _createSSAOPostProcess(ratio);
  192. private _createSSAOCombinePostProcess(ratio);
  193. private _createRandomTexture();
  194. }
  195. }
  196. declare module 'babylonjs/additionalRenderingPipeline' {
  197. class LensRenderingPipeline extends PostProcessRenderPipeline {
  198. /**
  199. * The chromatic aberration PostProcess id in the pipeline
  200. * @type {string}
  201. */
  202. LensChromaticAberrationEffect: string;
  203. /**
  204. * The highlights enhancing PostProcess id in the pipeline
  205. * @type {string}
  206. */
  207. HighlightsEnhancingEffect: string;
  208. /**
  209. * The depth-of-field PostProcess id in the pipeline
  210. * @type {string}
  211. */
  212. LensDepthOfFieldEffect: string;
  213. private _scene;
  214. private _depthTexture;
  215. private _grainTexture;
  216. private _chromaticAberrationPostProcess;
  217. private _highlightsPostProcess;
  218. private _depthOfFieldPostProcess;
  219. private _edgeBlur;
  220. private _grainAmount;
  221. private _chromaticAberration;
  222. private _distortion;
  223. private _highlightsGain;
  224. private _highlightsThreshold;
  225. private _dofDistance;
  226. private _dofAperture;
  227. private _dofDarken;
  228. private _dofPentagon;
  229. private _blurNoise;
  230. /**
  231. * @constructor
  232. *
  233. * Effect parameters are as follow:
  234. * {
  235. * chromatic_aberration: number; // from 0 to x (1 for realism)
  236. * edge_blur: number; // from 0 to x (1 for realism)
  237. * distortion: number; // from 0 to x (1 for realism)
  238. * grain_amount: number; // from 0 to 1
  239. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  240. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  241. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  242. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  243. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  244. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  245. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  246. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  247. * }
  248. * Note: if an effect parameter is unset, effect is disabled
  249. *
  250. * @param {string} name - The rendering pipeline name
  251. * @param {object} parameters - An object containing all parameters (see above)
  252. * @param {BABYLON.Scene} scene - The scene linked to this pipeline
  253. * @param {number} 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)
  254. * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
  255. */
  256. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  257. setEdgeBlur(amount: number): void;
  258. disableEdgeBlur(): void;
  259. setGrainAmount(amount: number): void;
  260. disableGrain(): void;
  261. setChromaticAberration(amount: number): void;
  262. disableChromaticAberration(): void;
  263. setEdgeDistortion(amount: number): void;
  264. disableEdgeDistortion(): void;
  265. setFocusDistance(amount: number): void;
  266. disableDepthOfField(): void;
  267. setAperture(amount: number): void;
  268. setDarkenOutOfFocus(amount: number): void;
  269. enablePentagonBokeh(): void;
  270. disablePentagonBokeh(): void;
  271. enableNoiseBlur(): void;
  272. disableNoiseBlur(): void;
  273. setHighlightsGain(amount: number): void;
  274. setHighlightsThreshold(amount: number): void;
  275. disableHighlights(): void;
  276. /**
  277. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  278. */
  279. dispose(disableDepthRender?: boolean): void;
  280. private _createChromaticAberrationPostProcess(ratio);
  281. private _createHighlightsPostProcess(ratio);
  282. private _createDepthOfFieldPostProcess(ratio);
  283. private _createGrainTexture();
  284. }
  285. }
  286. declare module 'babylonjs/additionalRenderingPipeline' {
  287. class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  288. /**
  289. * Public members
  290. */
  291. originalPostProcess: Nullable<PostProcess>;
  292. downSampleX4PostProcess: Nullable<PostProcess>;
  293. brightPassPostProcess: Nullable<PostProcess>;
  294. blurHPostProcesses: PostProcess[];
  295. blurVPostProcesses: PostProcess[];
  296. textureAdderPostProcess: Nullable<PostProcess>;
  297. volumetricLightPostProcess: Nullable<PostProcess>;
  298. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  299. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  300. volumetricLightMergePostProces: Nullable<PostProcess>;
  301. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  302. luminancePostProcess: Nullable<PostProcess>;
  303. luminanceDownSamplePostProcesses: PostProcess[];
  304. hdrPostProcess: Nullable<PostProcess>;
  305. textureAdderFinalPostProcess: Nullable<PostProcess>;
  306. lensFlareFinalPostProcess: Nullable<PostProcess>;
  307. hdrFinalPostProcess: Nullable<PostProcess>;
  308. lensFlarePostProcess: Nullable<PostProcess>;
  309. lensFlareComposePostProcess: Nullable<PostProcess>;
  310. motionBlurPostProcess: Nullable<PostProcess>;
  311. depthOfFieldPostProcess: Nullable<PostProcess>;
  312. brightThreshold: number;
  313. blurWidth: number;
  314. horizontalBlur: boolean;
  315. exposure: number;
  316. lensTexture: Nullable<Texture>;
  317. volumetricLightCoefficient: number;
  318. volumetricLightPower: number;
  319. volumetricLightBlurScale: number;
  320. sourceLight: Nullable<SpotLight | DirectionalLight>;
  321. hdrMinimumLuminance: number;
  322. hdrDecreaseRate: number;
  323. hdrIncreaseRate: number;
  324. lensColorTexture: Nullable<Texture>;
  325. lensFlareStrength: number;
  326. lensFlareGhostDispersal: number;
  327. lensFlareHaloWidth: number;
  328. lensFlareDistortionStrength: number;
  329. lensStarTexture: Nullable<Texture>;
  330. lensFlareDirtTexture: Nullable<Texture>;
  331. depthOfFieldDistance: number;
  332. depthOfFieldBlurWidth: number;
  333. motionStrength: number;
  334. animations: Animation[];
  335. /**
  336. * Private members
  337. */
  338. private _scene;
  339. private _currentDepthOfFieldSource;
  340. private _basePostProcess;
  341. private _hdrCurrentLuminance;
  342. private _floatTextureType;
  343. private _ratio;
  344. private _bloomEnabled;
  345. private _depthOfFieldEnabled;
  346. private _vlsEnabled;
  347. private _lensFlareEnabled;
  348. private _hdrEnabled;
  349. private _motionBlurEnabled;
  350. private _motionBlurSamples;
  351. private _volumetricLightStepsCount;
  352. BloomEnabled: boolean;
  353. DepthOfFieldEnabled: boolean;
  354. LensFlareEnabled: boolean;
  355. HDREnabled: boolean;
  356. VLSEnabled: boolean;
  357. MotionBlurEnabled: boolean;
  358. volumetricLightStepsCount: number;
  359. motionBlurSamples: number;
  360. /**
  361. * @constructor
  362. * @param {string} name - The rendering pipeline name
  363. * @param {BABYLON.Scene} scene - The scene linked to this pipeline
  364. * @param {any} 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)
  365. * @param {BABYLON.PostProcess} originalPostProcess - the custom original color post-process. Must be "reusable". Can be null.
  366. * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
  367. */
  368. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  369. private _buildPipeline();
  370. private _createDownSampleX4PostProcess(scene, ratio);
  371. private _createBrightPassPostProcess(scene, ratio);
  372. private _createBlurPostProcesses(scene, ratio, indice, blurWidthKey?);
  373. private _createTextureAdderPostProcess(scene, ratio);
  374. private _createVolumetricLightPostProcess(scene, ratio);
  375. private _createLuminancePostProcesses(scene, textureType);
  376. private _createHdrPostProcess(scene, ratio);
  377. private _createLensFlarePostProcess(scene, ratio);
  378. private _createDepthOfFieldPostProcess(scene, ratio);
  379. private _createMotionBlurPostProcess(scene, ratio);
  380. private _getDepthTexture();
  381. private _disposePostProcesses();
  382. dispose(): void;
  383. serialize(): any;
  384. /**
  385. * Static members
  386. */
  387. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  388. static LuminanceSteps: number;
  389. }
  390. }
  391. 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';
  392. import {EngineInstrumentation,SceneInstrumentation,_TimeToken} from 'babylonjs/instrumentation';
  393. import {Particle,IParticleSystem,ParticleSystem,BoxParticleEmitter,ConeParticleEmitter,SphereParticleEmitter,SphereDirectedParticleEmitter,IParticleEmitterType} from 'babylonjs/particles';
  394. import {GPUParticleSystem} from 'babylonjs/gpuParticles';
  395. import {FramingBehavior,BouncingBehavior,AutoRotationBehavior} from 'babylonjs/cameraBehaviors';
  396. import {NullEngineOptions,NullEngine} from 'babylonjs/nullEngine';
  397. import {TextureTools} from 'babylonjs/textureTools';
  398. import {SolidParticle,ModelShape,DepthSortedParticle,SolidParticleSystem} from 'babylonjs/solidParticles';
  399. import {Collider,CollisionWorker,ICollisionCoordinator,SerializedMesh,SerializedSubMesh,SerializedGeometry,BabylonMessage,SerializedColliderToWorker,WorkerTaskType,WorkerReply,CollisionReplyPayload,InitPayload,CollidePayload,UpdatePayload,WorkerReplyType,CollisionCoordinatorWorker,CollisionCoordinatorLegacy} from 'babylonjs/collisions';
  400. import {IntersectionInfo,PickingInfo,Ray} from 'babylonjs/picking';
  401. import {SpriteManager,Sprite} from 'babylonjs/sprites';
  402. 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';
  403. import {Condition,ValueCondition,PredicateCondition,StateCondition,Action,ActionEvent,ActionManager,InterpolateValueAction,SwitchBooleanAction,SetStateAction,SetValueAction,IncrementValueAction,PlayAnimationAction,StopAnimationAction,DoNothingAction,CombineAction,ExecuteCodeAction,SetParentAction,PlaySoundAction,StopSoundAction} from 'babylonjs/actions';
  404. import {GroundMesh,InstancedMesh,LinesMesh} from 'babylonjs/additionalMeshes';
  405. import {ShaderMaterial} from 'babylonjs/shaderMaterial';
  406. import {MeshBuilder} from 'babylonjs/meshBuilder';
  407. import {PBRBaseMaterial,PBRBaseSimpleMaterial,PBRMaterial,PBRMetallicRoughnessMaterial,PBRSpecularGlossinessMaterial} from 'babylonjs/pbrMaterial';
  408. import {CameraInputTypes,ICameraInput,CameraInputsMap,CameraInputsManager,TargetCamera} from 'babylonjs/targetCamera';
  409. import {ArcRotateCameraKeyboardMoveInput,ArcRotateCameraMouseWheelInput,ArcRotateCameraPointersInput,ArcRotateCameraInputsManager,ArcRotateCamera} from 'babylonjs/arcRotateCamera';
  410. import {FreeCameraMouseInput,FreeCameraKeyboardMoveInput,FreeCameraInputsManager,FreeCamera} from 'babylonjs/freeCamera';
  411. import {HemisphericLight} from 'babylonjs/hemisphericLight';
  412. import {IShadowLight,ShadowLight,PointLight} from 'babylonjs/pointLight';
  413. import {DirectionalLight} from 'babylonjs/directionalLight';
  414. import {SpotLight} from 'babylonjs/spotLight';
  415. import {CubeTexture,RenderTargetTexture,IMultiRenderTargetOptions,MultiRenderTarget,MirrorTexture,RefractionTexture,DynamicTexture,VideoTexture,RawTexture} from 'babylonjs/additionalTextures';
  416. import {AudioEngine,Sound,SoundTrack,Analyser} from 'babylonjs/audio';
  417. import {ILoadingScreen,DefaultLoadingScreen,SceneLoaderProgressEvent,ISceneLoaderPluginExtensions,ISceneLoaderPluginFactory,ISceneLoaderPlugin,ISceneLoaderPluginAsync,SceneLoader,FilesInput} from 'babylonjs/loader';
  418. import {IShadowGenerator,ShadowGenerator} from 'babylonjs/shadows';
  419. import {StringDictionary} from 'babylonjs/stringDictionary';
  420. import {Tags,AndOrNotEvaluator} from 'babylonjs/userData';
  421. import {FresnelParameters} from 'babylonjs/fresnel';
  422. import {MultiMaterial} from 'babylonjs/multiMaterial';
  423. import {Database} from 'babylonjs/offline';
  424. import {FreeCameraTouchInput,TouchCamera} from 'babylonjs/touchCamera';
  425. import {ProceduralTexture,CustomProceduralTexture} from 'babylonjs/procedural';
  426. import {FreeCameraGamepadInput,ArcRotateCameraGamepadInput,GamepadManager,StickValues,GamepadButtonChanges,Gamepad,GenericPad,Xbox360Button,Xbox360Dpad,Xbox360Pad,PoseEnabledControllerType,MutableGamepadButton,ExtendedGamepadButton,PoseEnabledControllerHelper,PoseEnabledController,WebVRController,OculusTouchController,ViveController,GenericController,WindowsMotionController} from 'babylonjs/gamepad';
  427. import {FollowCamera,ArcFollowCamera,UniversalCamera,GamepadCamera} from 'babylonjs/additionalCameras';
  428. import {DepthRenderer} from 'babylonjs/depthRenderer';
  429. import {GeometryBufferRenderer} from 'babylonjs/geometryBufferRenderer';
  430. import {PostProcessOptions,PostProcess,PassPostProcess} from 'babylonjs/postProcesses';
  431. import {BlurPostProcess} from 'babylonjs/additionalPostProcess_blur';
  432. import {FxaaPostProcess} from 'babylonjs/additionalPostProcess_fxaa';
  433. import {HighlightsPostProcess} from 'babylonjs/additionalPostProcess_highlights';
  434. import {RefractionPostProcess,BlackAndWhitePostProcess,ConvolutionPostProcess,FilterPostProcess,VolumetricLightScatteringPostProcess,ColorCorrectionPostProcess,TonemappingOperator,TonemapPostProcess,DisplayPassPostProcess,ImageProcessingPostProcess} from 'babylonjs/additionalPostProcesses';
  435. import {PostProcessRenderPipelineManager,PostProcessRenderPass,PostProcessRenderEffect,PostProcessRenderPipeline} from 'babylonjs/renderingPipeline';
  436. import {DefaultRenderingPipeline} from 'babylonjs/defaultRenderingPipeline';
  437. import {Bone,BoneIKController,BoneLookController,Skeleton} from 'babylonjs/bones';
  438. import {SphericalPolynomial,SphericalHarmonics,CubeMapToSphericalPolynomialTools,CubeMapInfo,PanoramaToCubeMapTools,HDRInfo,HDRTools,HDRCubeTexture} from 'babylonjs/hdr';
  439. import {CSG} from 'babylonjs/csg';
  440. import {Polygon,PolygonMeshBuilder} from 'babylonjs/polygonMesh';
  441. import {LensFlare,LensFlareSystem} from 'babylonjs/lensFlares';
  442. 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';
  443. import {TGATools,DDSInfo,DDSTools,KhronosTextureContainer} from 'babylonjs/textureFormats';
  444. import {Debug,RayHelper,DebugLayer,BoundingBoxRenderer} from 'babylonjs/debug';
  445. import {MorphTarget,MorphTargetManager} from 'babylonjs/morphTargets';
  446. import {IOctreeContainer,Octree,OctreeBlock} from 'babylonjs/octrees';
  447. import {SIMDHelper} from 'babylonjs/simd';
  448. 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';
  449. import {JoystickAxis,VirtualJoystick,VirtualJoysticksCamera,FreeCameraVirtualJoystickInput} from 'babylonjs/virtualJoystick';
  450. 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';
  451. import {OutlineRenderer,EdgesRenderer,IHighlightLayerOptions,HighlightLayer} from 'babylonjs/highlights';
  452. import {SceneSerializer} from 'babylonjs/serialization';
  453. import {AssetTaskState,AbstractAssetTask,IAssetsProgressEvent,AssetsProgressEvent,MeshAssetTask,TextFileAssetTask,BinaryFileAssetTask,ImageAssetTask,ITextureAssetTask,TextureAssetTask,CubeTextureAssetTask,HDRCubeTextureAssetTask,AssetsManager} from 'babylonjs/assetsManager';
  454. import {ReflectionProbe} from 'babylonjs/probes';
  455. import {BackgroundMaterial} from 'babylonjs/backgroundMaterial';
  456. import {Layer} from 'babylonjs/layer';
  457. import {IEnvironmentHelperOptions,EnvironmentHelper} from 'babylonjs/environmentHelper';