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- declare module 'babylonjs/bones' {
- class Bone extends Node {
- name: string;
- private static _tmpVecs;
- private static _tmpQuat;
- private static _tmpMats;
- children: Bone[];
- animations: Animation[];
- length: number;
- _index: Nullable<number>;
- private _skeleton;
- private _localMatrix;
- private _restPose;
- private _baseMatrix;
- private _worldTransform;
- private _absoluteTransform;
- private _invertedAbsoluteTransform;
- private _parent;
- private _scaleMatrix;
- private _scaleVector;
- private _negateScaleChildren;
- private _scalingDeterminant;
- _matrix: Matrix;
- constructor(name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
- getSkeleton(): Skeleton;
- getParent(): Nullable<Bone>;
- setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
- getLocalMatrix(): Matrix;
- getBaseMatrix(): Matrix;
- getRestPose(): Matrix;
- returnToRest(): void;
- getWorldMatrix(): Matrix;
- getInvertedAbsoluteTransform(): Matrix;
- getAbsoluteTransform(): Matrix;
- position: Vector3;
- rotation: Vector3;
- rotationQuaternion: Quaternion;
- scaling: Vector3;
- updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean): void;
- _updateDifferenceMatrix(rootMatrix?: Matrix): void;
- markAsDirty(): void;
- copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired?: boolean, skelDimensionsRatio?: Nullable<Vector3>): boolean;
- /**
- * Translate the bone in local or world space.
- * @param vec The amount to translate the bone.
- * @param space The space that the translation is in.
- * @param mesh The mesh that this bone is attached to. This is only used in world space.
- */
- translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
- /**
- * Set the postion of the bone in local or world space.
- * @param position The position to set the bone.
- * @param space The space that the position is in.
- * @param mesh The mesh that this bone is attached to. This is only used in world space.
- */
- setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
- /**
- * Set the absolute postion of the bone (world space).
- * @param position The position to set the bone.
- * @param mesh The mesh that this bone is attached to.
- */
- setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
- /**
- * Set the scale of the bone on the x, y and z axes.
- * @param x The scale of the bone on the x axis.
- * @param x The scale of the bone on the y axis.
- * @param z The scale of the bone on the z axis.
- * @param scaleChildren Set this to true if children of the bone should be scaled.
- */
- setScale(x: number, y: number, z: number, scaleChildren?: boolean): void;
- /**
- * Scale the bone on the x, y and z axes.
- * @param x The amount to scale the bone on the x axis.
- * @param x The amount to scale the bone on the y axis.
- * @param z The amount to scale the bone on the z axis.
- * @param scaleChildren Set this to true if children of the bone should be scaled.
- */
- scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
- /**
- * Set the yaw, pitch, and roll of the bone in local or world space.
- * @param yaw The rotation of the bone on the y axis.
- * @param pitch The rotation of the bone on the x axis.
- * @param roll The rotation of the bone on the z axis.
- * @param space The space that the axes of rotation are in.
- * @param mesh The mesh that this bone is attached to. This is only used in world space.
- */
- setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
- /**
- * Rotate the bone on an axis in local or world space.
- * @param axis The axis to rotate the bone on.
- * @param amount The amount to rotate the bone.
- * @param space The space that the axis is in.
- * @param mesh The mesh that this bone is attached to. This is only used in world space.
- */
- rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
- /**
- * Set the rotation of the bone to a particular axis angle in local or world space.
- * @param axis The axis to rotate the bone on.
- * @param angle The angle that the bone should be rotated to.
- * @param space The space that the axis is in.
- * @param mesh The mesh that this bone is attached to. This is only used in world space.
- */
- setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
- /**
- * Set the euler rotation of the bone in local of world space.
- * @param rotation The euler rotation that the bone should be set to.
- * @param space The space that the rotation is in.
- * @param mesh The mesh that this bone is attached to. This is only used in world space.
- */
- setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
- /**
- * Set the quaternion rotation of the bone in local of world space.
- * @param quat The quaternion rotation that the bone should be set to.
- * @param space The space that the rotation is in.
- * @param mesh The mesh that this bone is attached to. This is only used in world space.
- */
- setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
- /**
- * Set the rotation matrix of the bone in local of world space.
- * @param rotMat The rotation matrix that the bone should be set to.
- * @param space The space that the rotation is in.
- * @param mesh The mesh that this bone is attached to. This is only used in world space.
- */
- setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
- private _rotateWithMatrix(rmat, space?, mesh?);
- private _getNegativeRotationToRef(rotMatInv, space?, mesh?);
- /**
- * Get the scale of the bone
- * @returns the scale of the bone
- */
- getScale(): Vector3;
- /**
- * Copy the scale of the bone to a vector3.
- * @param result The vector3 to copy the scale to
- */
- getScaleToRef(result: Vector3): void;
- /**
- * Get the position of the bone in local or world space.
- * @param space The space that the returned position is in.
- * @param mesh The mesh that this bone is attached to. This is only used in world space.
- * @returns The position of the bone
- */
- getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
- /**
- * Copy the position of the bone to a vector3 in local or world space.
- * @param space The space that the returned position is in.
- * @param mesh The mesh that this bone is attached to. This is only used in world space.
- * @param result The vector3 to copy the position to.
- */
- getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
- /**
- * Get the absolute position of the bone (world space).
- * @param mesh The mesh that this bone is attached to.
- * @returns The absolute position of the bone
- */
- getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
- /**
- * Copy the absolute position of the bone (world space) to the result param.
- * @param mesh The mesh that this bone is attached to.
- * @param result The vector3 to copy the absolute position to.
- */
- getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
- /**
- * Compute the absolute transforms of this bone and its children.
- */
- computeAbsoluteTransforms(): void;
- private _syncScaleVector();
- /**
- * Get the world direction from an axis that is in the local space of the bone.
- * @param localAxis The local direction that is used to compute the world direction.
- * @param mesh The mesh that this bone is attached to.
- * @returns The world direction
- */
- getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
- /**
- * Copy the world direction to a vector3 from an axis that is in the local space of the bone.
- * @param localAxis The local direction that is used to compute the world direction.
- * @param mesh The mesh that this bone is attached to.
- * @param result The vector3 that the world direction will be copied to.
- */
- getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
- /**
- * Get the euler rotation of the bone in local or world space.
- * @param space The space that the rotation should be in.
- * @param mesh The mesh that this bone is attached to. This is only used in world space.
- * @returns The euler rotation
- */
- getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
- /**
- * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space.
- * @param space The space that the rotation should be in.
- * @param mesh The mesh that this bone is attached to. This is only used in world space.
- * @param result The vector3 that the rotation should be copied to.
- */
- getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
- /**
- * Get the quaternion rotation of the bone in either local or world space.
- * @param space The space that the rotation should be in.
- * @param mesh The mesh that this bone is attached to. This is only used in world space.
- * @returns The quaternion rotation
- */
- getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
- /**
- * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space.
- * @param space The space that the rotation should be in.
- * @param mesh The mesh that this bone is attached to. This is only used in world space.
- * @param result The quaternion that the rotation should be copied to.
- */
- getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
- /**
- * Get the rotation matrix of the bone in local or world space.
- * @param space The space that the rotation should be in.
- * @param mesh The mesh that this bone is attached to. This is only used in world space.
- * @returns The rotation matrix
- */
- getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
- /**
- * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space.
- * @param space The space that the rotation should be in.
- * @param mesh The mesh that this bone is attached to. This is only used in world space.
- * @param result The quaternion that the rotation should be copied to.
- */
- getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
- /**
- * Get the world position of a point that is in the local space of the bone.
- * @param position The local position
- * @param mesh The mesh that this bone is attached to.
- * @returns The world position
- */
- getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
- /**
- * Get the world position of a point that is in the local space of the bone and copy it to the result param.
- * @param position The local position
- * @param mesh The mesh that this bone is attached to.
- * @param result The vector3 that the world position should be copied to.
- */
- getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
- /**
- * Get the local position of a point that is in world space.
- * @param position The world position
- * @param mesh The mesh that this bone is attached to.
- * @returns The local position
- */
- getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
- /**
- * Get the local position of a point that is in world space and copy it to the result param.
- * @param position The world position
- * @param mesh The mesh that this bone is attached to.
- * @param result The vector3 that the local position should be copied to.
- */
- getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
- }
- }
- declare module 'babylonjs/bones' {
- class BoneIKController {
- private static _tmpVecs;
- private static _tmpQuat;
- private static _tmpMats;
- targetMesh: AbstractMesh;
- poleTargetMesh: AbstractMesh;
- poleTargetBone: Nullable<Bone>;
- targetPosition: Vector3;
- poleTargetPosition: Vector3;
- poleTargetLocalOffset: Vector3;
- poleAngle: number;
- mesh: AbstractMesh;
- slerpAmount: number;
- private _bone1Quat;
- private _bone1Mat;
- private _bone2Ang;
- private _bone1;
- private _bone2;
- private _bone1Length;
- private _bone2Length;
- private _maxAngle;
- private _maxReach;
- private _rightHandedSystem;
- private _bendAxis;
- private _slerping;
- private _adjustRoll;
- maxAngle: number;
- constructor(mesh: AbstractMesh, bone: Bone, options?: {
- targetMesh?: AbstractMesh;
- poleTargetMesh?: AbstractMesh;
- poleTargetBone?: Bone;
- poleTargetLocalOffset?: Vector3;
- poleAngle?: number;
- bendAxis?: Vector3;
- maxAngle?: number;
- slerpAmount?: number;
- });
- private _setMaxAngle(ang);
- update(): void;
- }
- }
- declare module 'babylonjs/bones' {
- class BoneLookController {
- private static _tmpVecs;
- private static _tmpQuat;
- private static _tmpMats;
- /**
- * The target Vector3 that the bone will look at.
- */
- target: Vector3;
- /**
- * The mesh that the bone is attached to.
- */
- mesh: AbstractMesh;
- /**
- * The bone that will be looking to the target.
- */
- bone: Bone;
- /**
- * The up axis of the coordinate system that is used when the bone is rotated.
- */
- upAxis: Vector3;
- /**
- * The space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD.
- */
- upAxisSpace: Space;
- /**
- * Used to make an adjustment to the yaw of the bone.
- */
- adjustYaw: number;
- /**
- * Used to make an adjustment to the pitch of the bone.
- */
- adjustPitch: number;
- /**
- * Used to make an adjustment to the roll of the bone.
- */
- adjustRoll: number;
- /**
- * 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).
- */
- slerpAmount: number;
- private _minYaw;
- private _maxYaw;
- private _minPitch;
- private _maxPitch;
- private _minYawSin;
- private _minYawCos;
- private _maxYawSin;
- private _maxYawCos;
- private _midYawConstraint;
- private _minPitchTan;
- private _maxPitchTan;
- private _boneQuat;
- private _slerping;
- private _transformYawPitch;
- private _transformYawPitchInv;
- private _firstFrameSkipped;
- private _yawRange;
- private _fowardAxis;
- /**
- * Get/set the minimum yaw angle that the bone can look to.
- */
- minYaw: number;
- /**
- * Get/set the maximum yaw angle that the bone can look to.
- */
- maxYaw: number;
- /**
- * Get/set the minimum pitch angle that the bone can look to.
- */
- minPitch: number;
- /**
- * Get/set the maximum pitch angle that the bone can look to.
- */
- maxPitch: number;
- /**
- * Create a BoneLookController
- * @param mesh the mesh that the bone belongs to
- * @param bone the bone that will be looking to the target
- * @param target the target Vector3 to look at
- * @param settings optional settings:
- * - maxYaw: the maximum angle the bone will yaw to
- * - minYaw: the minimum angle the bone will yaw to
- * - maxPitch: the maximum angle the bone will pitch to
- * - minPitch: the minimum angle the bone will yaw to
- * - slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
- * - upAxis: the up axis of the coordinate system
- * - upAxisSpace: the space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD.
- * - yawAxis: set yawAxis if the bone does not yaw on the y axis
- * - pitchAxis: set pitchAxis if the bone does not pitch on the x axis
- * - adjustYaw: used to make an adjustment to the yaw of the bone
- * - adjustPitch: used to make an adjustment to the pitch of the bone
- * - adjustRoll: used to make an adjustment to the roll of the bone
- **/
- constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
- maxYaw?: number;
- minYaw?: number;
- maxPitch?: number;
- minPitch?: number;
- slerpAmount?: number;
- upAxis?: Vector3;
- upAxisSpace?: Space;
- yawAxis?: Vector3;
- pitchAxis?: Vector3;
- adjustYaw?: number;
- adjustPitch?: number;
- adjustRoll?: number;
- });
- /**
- * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender()).
- */
- update(): void;
- private _getAngleDiff(ang1, ang2);
- private _getAngleBetween(ang1, ang2);
- private _isAngleBetween(ang, ang1, ang2);
- }
- }
- declare module 'babylonjs/bones' {
- class Skeleton implements IAnimatable {
- name: string;
- id: string;
- bones: Bone[];
- dimensionsAtRest: Vector3;
- needInitialSkinMatrix: boolean;
- animations: Array<Animation>;
- private _scene;
- private _isDirty;
- private _transformMatrices;
- private _meshesWithPoseMatrix;
- private _animatables;
- private _identity;
- private _synchronizedWithMesh;
- private _ranges;
- private _lastAbsoluteTransformsUpdateId;
- /**
- * An event triggered before computing the skeleton's matrices
- * @type {BABYLON.Observable}
- */
- onBeforeComputeObservable: Observable<Skeleton>;
- constructor(name: string, id: string, scene: Scene);
- getTransformMatrices(mesh: AbstractMesh): Float32Array;
- getScene(): Scene;
- /**
- * @param {boolean} fullDetails - support for multiple levels of logging within scene loading
- */
- toString(fullDetails?: boolean): string;
- /**
- * Get bone's index searching by name
- * @param {string} name is bone's name to search for
- * @return {number} Indice of the bone. Returns -1 if not found
- */
- getBoneIndexByName(name: string): number;
- createAnimationRange(name: string, from: number, to: number): void;
- deleteAnimationRange(name: string, deleteFrames?: boolean): void;
- getAnimationRange(name: string): Nullable<AnimationRange>;
- /**
- * Returns as an Array, all AnimationRanges defined on this skeleton
- */
- getAnimationRanges(): Nullable<AnimationRange>[];
- /**
- * note: This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
- */
- copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
- returnToRest(): void;
- private _getHighestAnimationFrame();
- beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
- _markAsDirty(): void;
- _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
- _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
- _computeTransformMatrices(targetMatrix: Float32Array, initialSkinMatrix: Nullable<Matrix>): void;
- prepare(): void;
- getAnimatables(): IAnimatable[];
- clone(name: string, id: string): Skeleton;
- enableBlending(blendingSpeed?: number): void;
- dispose(): void;
- serialize(): any;
- static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
- computeAbsoluteTransforms(forceUpdate?: boolean): void;
- getPoseMatrix(): Nullable<Matrix>;
- sortBones(): void;
- private _sortBones(index, bones, visited);
- }
- }
- 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';
- import {EngineInstrumentation,SceneInstrumentation,_TimeToken} from 'babylonjs/instrumentation';
- import {Particle,IParticleSystem,ParticleSystem,BoxParticleEmitter,ConeParticleEmitter,SphereParticleEmitter,SphereDirectedParticleEmitter,IParticleEmitterType} from 'babylonjs/particles';
- import {GPUParticleSystem} from 'babylonjs/gpuParticles';
- import {FramingBehavior,BouncingBehavior,AutoRotationBehavior} from 'babylonjs/cameraBehaviors';
- import {NullEngineOptions,NullEngine} from 'babylonjs/nullEngine';
- import {TextureTools} from 'babylonjs/textureTools';
- import {SolidParticle,ModelShape,DepthSortedParticle,SolidParticleSystem} from 'babylonjs/solidParticles';
- import {Collider,CollisionWorker,ICollisionCoordinator,SerializedMesh,SerializedSubMesh,SerializedGeometry,BabylonMessage,SerializedColliderToWorker,WorkerTaskType,WorkerReply,CollisionReplyPayload,InitPayload,CollidePayload,UpdatePayload,WorkerReplyType,CollisionCoordinatorWorker,CollisionCoordinatorLegacy} from 'babylonjs/collisions';
- import {IntersectionInfo,PickingInfo,Ray} from 'babylonjs/picking';
- import {SpriteManager,Sprite} from 'babylonjs/sprites';
- 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';
- import {Condition,ValueCondition,PredicateCondition,StateCondition,Action,ActionEvent,ActionManager,InterpolateValueAction,SwitchBooleanAction,SetStateAction,SetValueAction,IncrementValueAction,PlayAnimationAction,StopAnimationAction,DoNothingAction,CombineAction,ExecuteCodeAction,SetParentAction,PlaySoundAction,StopSoundAction} from 'babylonjs/actions';
- import {GroundMesh,InstancedMesh,LinesMesh} from 'babylonjs/additionalMeshes';
- import {ShaderMaterial} from 'babylonjs/shaderMaterial';
- import {MeshBuilder} from 'babylonjs/meshBuilder';
- import {PBRBaseMaterial,PBRBaseSimpleMaterial,PBRMaterial,PBRMetallicRoughnessMaterial,PBRSpecularGlossinessMaterial} from 'babylonjs/pbrMaterial';
- import {CameraInputTypes,ICameraInput,CameraInputsMap,CameraInputsManager,TargetCamera} from 'babylonjs/targetCamera';
- import {ArcRotateCameraKeyboardMoveInput,ArcRotateCameraMouseWheelInput,ArcRotateCameraPointersInput,ArcRotateCameraInputsManager,ArcRotateCamera} from 'babylonjs/arcRotateCamera';
- import {FreeCameraMouseInput,FreeCameraKeyboardMoveInput,FreeCameraInputsManager,FreeCamera} from 'babylonjs/freeCamera';
- import {HemisphericLight} from 'babylonjs/hemisphericLight';
- import {IShadowLight,ShadowLight,PointLight} from 'babylonjs/pointLight';
- import {DirectionalLight} from 'babylonjs/directionalLight';
- import {SpotLight} from 'babylonjs/spotLight';
- import {CubeTexture,RenderTargetTexture,IMultiRenderTargetOptions,MultiRenderTarget,MirrorTexture,RefractionTexture,DynamicTexture,VideoTexture,RawTexture} from 'babylonjs/additionalTextures';
- import {AudioEngine,Sound,SoundTrack,Analyser} from 'babylonjs/audio';
- import {ILoadingScreen,DefaultLoadingScreen,SceneLoaderProgressEvent,ISceneLoaderPluginExtensions,ISceneLoaderPluginFactory,ISceneLoaderPlugin,ISceneLoaderPluginAsync,SceneLoader,FilesInput} from 'babylonjs/loader';
- import {IShadowGenerator,ShadowGenerator} from 'babylonjs/shadows';
- import {StringDictionary} from 'babylonjs/stringDictionary';
- import {Tags,AndOrNotEvaluator} from 'babylonjs/userData';
- import {FresnelParameters} from 'babylonjs/fresnel';
- import {MultiMaterial} from 'babylonjs/multiMaterial';
- import {Database} from 'babylonjs/offline';
- import {FreeCameraTouchInput,TouchCamera} from 'babylonjs/touchCamera';
- import {ProceduralTexture,CustomProceduralTexture} from 'babylonjs/procedural';
- import {FreeCameraGamepadInput,ArcRotateCameraGamepadInput,GamepadManager,StickValues,GamepadButtonChanges,Gamepad,GenericPad,Xbox360Button,Xbox360Dpad,Xbox360Pad,PoseEnabledControllerType,MutableGamepadButton,ExtendedGamepadButton,PoseEnabledControllerHelper,PoseEnabledController,WebVRController,OculusTouchController,ViveController,GenericController,WindowsMotionController} from 'babylonjs/gamepad';
- import {FollowCamera,ArcFollowCamera,UniversalCamera,GamepadCamera} from 'babylonjs/additionalCameras';
- import {DepthRenderer} from 'babylonjs/depthRenderer';
- import {GeometryBufferRenderer} from 'babylonjs/geometryBufferRenderer';
- import {PostProcessOptions,PostProcess,PassPostProcess} from 'babylonjs/postProcesses';
- import {BlurPostProcess} from 'babylonjs/additionalPostProcess_blur';
- import {FxaaPostProcess} from 'babylonjs/additionalPostProcess_fxaa';
- import {HighlightsPostProcess} from 'babylonjs/additionalPostProcess_highlights';
- import {RefractionPostProcess,BlackAndWhitePostProcess,ConvolutionPostProcess,FilterPostProcess,VolumetricLightScatteringPostProcess,ColorCorrectionPostProcess,TonemappingOperator,TonemapPostProcess,DisplayPassPostProcess,ImageProcessingPostProcess} from 'babylonjs/additionalPostProcesses';
- import {PostProcessRenderPipelineManager,PostProcessRenderPass,PostProcessRenderEffect,PostProcessRenderPipeline} from 'babylonjs/renderingPipeline';
- import {SSAORenderingPipeline,SSAO2RenderingPipeline,LensRenderingPipeline,StandardRenderingPipeline} from 'babylonjs/additionalRenderingPipeline';
- import {DefaultRenderingPipeline} from 'babylonjs/defaultRenderingPipeline';
- import {SphericalPolynomial,SphericalHarmonics,CubeMapToSphericalPolynomialTools,CubeMapInfo,PanoramaToCubeMapTools,HDRInfo,HDRTools,HDRCubeTexture} from 'babylonjs/hdr';
- import {CSG} from 'babylonjs/csg';
- import {Polygon,PolygonMeshBuilder} from 'babylonjs/polygonMesh';
- import {LensFlare,LensFlareSystem} from 'babylonjs/lensFlares';
- 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';
- import {TGATools,DDSInfo,DDSTools,KhronosTextureContainer} from 'babylonjs/textureFormats';
- import {Debug,RayHelper,DebugLayer,BoundingBoxRenderer} from 'babylonjs/debug';
- import {MorphTarget,MorphTargetManager} from 'babylonjs/morphTargets';
- import {IOctreeContainer,Octree,OctreeBlock} from 'babylonjs/octrees';
- import {SIMDHelper} from 'babylonjs/simd';
- 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';
- import {JoystickAxis,VirtualJoystick,VirtualJoysticksCamera,FreeCameraVirtualJoystickInput} from 'babylonjs/virtualJoystick';
- 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';
- import {OutlineRenderer,EdgesRenderer,IHighlightLayerOptions,HighlightLayer} from 'babylonjs/highlights';
- import {SceneSerializer} from 'babylonjs/serialization';
- import {AssetTaskState,AbstractAssetTask,IAssetsProgressEvent,AssetsProgressEvent,MeshAssetTask,TextFileAssetTask,BinaryFileAssetTask,ImageAssetTask,ITextureAssetTask,TextureAssetTask,CubeTextureAssetTask,HDRCubeTextureAssetTask,AssetsManager} from 'babylonjs/assetsManager';
- import {ReflectionProbe} from 'babylonjs/probes';
- import {BackgroundMaterial} from 'babylonjs/backgroundMaterial';
- import {Layer} from 'babylonjs/layer';
- import {IEnvironmentHelperOptions,EnvironmentHelper} from 'babylonjs/environmentHelper';
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