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- declare module 'babylonjs/additionalMeshes' {
- class GroundMesh extends Mesh {
- generateOctree: boolean;
- private _heightQuads;
- _subdivisionsX: number;
- _subdivisionsY: number;
- _width: number;
- _height: number;
- _minX: number;
- _maxX: number;
- _minZ: number;
- _maxZ: number;
- constructor(name: string, scene: Scene);
- getClassName(): string;
- readonly subdivisions: number;
- readonly subdivisionsX: number;
- readonly subdivisionsY: number;
- optimize(chunksCount: number, octreeBlocksSize?: number): void;
- /**
- * Returns a height (y) value in the Worl system :
- * the ground altitude at the coordinates (x, z) expressed in the World system.
- * Returns the ground y position if (x, z) are outside the ground surface.
- */
- getHeightAtCoordinates(x: number, z: number): number;
- /**
- * Returns a normalized vector (Vector3) orthogonal to the ground
- * at the ground coordinates (x, z) expressed in the World system.
- * Returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
- */
- getNormalAtCoordinates(x: number, z: number): Vector3;
- /**
- * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
- * at the ground coordinates (x, z) expressed in the World system.
- * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
- * Returns the GroundMesh.
- */
- getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
- /**
- * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
- * if the ground has been updated.
- * This can be used in the render loop.
- * Returns the GroundMesh.
- */
- updateCoordinateHeights(): GroundMesh;
- private _getFacetAt(x, z);
- private _initHeightQuads();
- private _computeHeightQuads();
- serialize(serializationObject: any): void;
- static Parse(parsedMesh: any, scene: Scene): GroundMesh;
- }
- }
- declare module 'babylonjs/additionalMeshes' {
- /**
- * Creates an instance based on a source mesh.
- */
- class InstancedMesh extends AbstractMesh {
- private _sourceMesh;
- private _currentLOD;
- constructor(name: string, source: Mesh);
- /**
- * Returns the string "InstancedMesh".
- */
- getClassName(): string;
- readonly receiveShadows: boolean;
- readonly material: Nullable<Material>;
- readonly visibility: number;
- readonly skeleton: Nullable<Skeleton>;
- readonly renderingGroupId: number;
- /**
- * Returns the total number of vertices (integer).
- */
- getTotalVertices(): number;
- readonly sourceMesh: Mesh;
- /**
- * Returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
- */
- getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
- /**
- * Sets the vertex data of the mesh geometry for the requested `kind`.
- * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
- * The `data` are either a numeric array either a Float32Array.
- * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
- * 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).
- * Note that a new underlying VertexBuffer object is created each call.
- * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
- *
- * Possible `kind` values :
- * - BABYLON.VertexBuffer.PositionKind
- * - BABYLON.VertexBuffer.UVKind
- * - BABYLON.VertexBuffer.UV2Kind
- * - BABYLON.VertexBuffer.UV3Kind
- * - BABYLON.VertexBuffer.UV4Kind
- * - BABYLON.VertexBuffer.UV5Kind
- * - BABYLON.VertexBuffer.UV6Kind
- * - BABYLON.VertexBuffer.ColorKind
- * - BABYLON.VertexBuffer.MatricesIndicesKind
- * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
- * - BABYLON.VertexBuffer.MatricesWeightsKind
- * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
- *
- * Returns the Mesh.
- */
- setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
- /**
- * Updates the existing vertex data of the mesh geometry for the requested `kind`.
- * If the mesh has no geometry, it is simply returned as it is.
- * The `data` are either a numeric array either a Float32Array.
- * No new underlying VertexBuffer object is created.
- * 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.
- * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
- *
- * Possible `kind` values :
- * - BABYLON.VertexBuffer.PositionKind
- * - BABYLON.VertexBuffer.UVKind
- * - BABYLON.VertexBuffer.UV2Kind
- * - BABYLON.VertexBuffer.UV3Kind
- * - BABYLON.VertexBuffer.UV4Kind
- * - BABYLON.VertexBuffer.UV5Kind
- * - BABYLON.VertexBuffer.UV6Kind
- * - BABYLON.VertexBuffer.ColorKind
- * - BABYLON.VertexBuffer.MatricesIndicesKind
- * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
- * - BABYLON.VertexBuffer.MatricesWeightsKind
- * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
- *
- * Returns the Mesh.
- */
- updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
- /**
- * Sets the mesh indices.
- * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
- * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
- * This method creates a new index buffer each call.
- * Returns the Mesh.
- */
- setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
- /**
- * Boolean : True if the mesh owns the requested kind of data.
- */
- isVerticesDataPresent(kind: string): boolean;
- /**
- * Returns an array of indices (IndicesArray).
- */
- getIndices(): Nullable<IndicesArray>;
- readonly _positions: Nullable<Vector3[]>;
- /**
- * Sets a new updated BoundingInfo to the mesh.
- * Returns the mesh.
- */
- refreshBoundingInfo(): InstancedMesh;
- _preActivate(): InstancedMesh;
- _activate(renderId: number): InstancedMesh;
- /**
- * Returns the current associated LOD AbstractMesh.
- */
- getLOD(camera: Camera): AbstractMesh;
- _syncSubMeshes(): InstancedMesh;
- _generatePointsArray(): boolean;
- /**
- * Creates a new InstancedMesh from the current mesh.
- * - name (string) : the cloned mesh name
- * - newParent (optional Node) : the optional Node to parent the clone to.
- * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
- *
- * Returns the clone.
- */
- clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
- /**
- * Disposes the InstancedMesh.
- * Returns nothing.
- */
- dispose(doNotRecurse?: boolean): void;
- }
- }
- declare module 'babylonjs/additionalMeshes' {
- class LinesMesh extends Mesh {
- useVertexColor: boolean | undefined;
- useVertexAlpha: boolean | undefined;
- color: Color3;
- alpha: number;
- /**
- * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
- * This margin is expressed in world space coordinates, so its value may vary.
- * Default value is 0.1
- * @returns the intersection Threshold value.
- */
- /**
- * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
- * This margin is expressed in world space coordinates, so its value may vary.
- * @param value the new threshold to apply
- */
- intersectionThreshold: number;
- private _intersectionThreshold;
- private _colorShader;
- constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: LinesMesh, doNotCloneChildren?: boolean, useVertexColor?: boolean | undefined, useVertexAlpha?: boolean | undefined);
- /**
- * Returns the string "LineMesh"
- */
- getClassName(): string;
- material: Material;
- readonly checkCollisions: boolean;
- createInstance(name: string): InstancedMesh;
- _bind(subMesh: SubMesh, effect: Effect, fillMode: number): LinesMesh;
- _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): LinesMesh;
- dispose(doNotRecurse?: boolean): void;
- /**
- * Returns a new LineMesh object cloned from the current one.
- */
- clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): LinesMesh;
- }
- }
- 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 {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 {Bone,BoneIKController,BoneLookController,Skeleton} from 'babylonjs/bones';
- 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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