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- declare module 'babylonjs/additionalPostProcesses' {
- class RefractionPostProcess extends PostProcess {
- color: Color3;
- depth: number;
- colorLevel: number;
- private _refRexture;
- constructor(name: string, refractionTextureUrl: string, color: Color3, depth: number, colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
- dispose(camera: Camera): void;
- }
- }
- declare module 'babylonjs/additionalPostProcesses' {
- class BlackAndWhitePostProcess extends PostProcess {
- degree: number;
- constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
- }
- }
- declare module 'babylonjs/additionalPostProcesses' {
- class ConvolutionPostProcess extends PostProcess {
- kernel: number[];
- constructor(name: string, kernel: number[], options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
- static EdgeDetect0Kernel: number[];
- static EdgeDetect1Kernel: number[];
- static EdgeDetect2Kernel: number[];
- static SharpenKernel: number[];
- static EmbossKernel: number[];
- static GaussianKernel: number[];
- }
- }
- declare module 'babylonjs/additionalPostProcesses' {
- class FilterPostProcess extends PostProcess {
- kernelMatrix: Matrix;
- constructor(name: string, kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
- }
- }
- declare module 'babylonjs/additionalPostProcesses' {
- class FxaaPostProcess extends PostProcess {
- texelWidth: number;
- texelHeight: number;
- constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
- }
- }
- declare module 'babylonjs/additionalPostProcesses' {
- class VolumetricLightScatteringPostProcess extends PostProcess {
- private _volumetricLightScatteringPass;
- private _volumetricLightScatteringRTT;
- private _viewPort;
- private _screenCoordinates;
- private _cachedDefines;
- /**
- * If not undefined, the mesh position is computed from the attached node position
- * @type {{position: Vector3}}
- */
- attachedNode: {
- position: Vector3;
- };
- /**
- * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
- * @type {Vector3}
- */
- customMeshPosition: Vector3;
- /**
- * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
- * @type {boolean}
- */
- useCustomMeshPosition: boolean;
- /**
- * If the post-process should inverse the light scattering direction
- * @type {boolean}
- */
- invert: boolean;
- /**
- * The internal mesh used by the post-process
- * @type {boolean}
- */
- mesh: Mesh;
- useDiffuseColor: boolean;
- /**
- * Array containing the excluded meshes not rendered in the internal pass
- */
- excludedMeshes: AbstractMesh[];
- /**
- * Controls the overall intensity of the post-process
- * @type {number}
- */
- exposure: number;
- /**
- * Dissipates each sample's contribution in range [0, 1]
- * @type {number}
- */
- decay: number;
- /**
- * Controls the overall intensity of each sample
- * @type {number}
- */
- weight: number;
- /**
- * Controls the density of each sample
- * @type {number}
- */
- density: number;
- /**
- * @constructor
- * @param {string} name - The post-process name
- * @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)
- * @param {BABYLON.Camera} camera - The camera that the post-process will be attached to
- * @param {BABYLON.Mesh} mesh - The mesh used to create the light scattering
- * @param {number} samples - The post-process quality, default 100
- * @param {number} samplingMode - The post-process filtering mode
- * @param {BABYLON.Engine} engine - The babylon engine
- * @param {boolean} reusable - If the post-process is reusable
- * @param {BABYLON.Scene} scene - The constructor needs a scene reference to initialize internal components. If "camera" is null (RenderPipelineà, "scene" must be provided
- */
- constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
- getClassName(): string;
- isReady(subMesh: SubMesh, useInstances: boolean): boolean;
- /**
- * Sets the new light position for light scattering effect
- * @param {BABYLON.Vector3} The new custom light position
- */
- setCustomMeshPosition(position: Vector3): void;
- /**
- * Returns the light position for light scattering effect
- * @return {BABYLON.Vector3} The custom light position
- */
- getCustomMeshPosition(): Vector3;
- /**
- * Disposes the internal assets and detaches the post-process from the camera
- */
- dispose(camera: Camera): void;
- /**
- * Returns the render target texture used by the post-process
- * @return {BABYLON.RenderTargetTexture} The render target texture used by the post-process
- */
- getPass(): RenderTargetTexture;
- private _meshExcluded(mesh);
- private _createPass(scene, ratio);
- private _updateMeshScreenCoordinates(scene);
- /**
- * Creates a default mesh for the Volumeric Light Scattering post-process
- * @param {string} The mesh name
- * @param {BABYLON.Scene} The scene where to create the mesh
- * @return {BABYLON.Mesh} the default mesh
- */
- static CreateDefaultMesh(name: string, scene: Scene): Mesh;
- }
- }
- declare module 'babylonjs/additionalPostProcesses' {
- class ColorCorrectionPostProcess extends PostProcess {
- private _colorTableTexture;
- constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
- }
- }
- declare module 'babylonjs/additionalPostProcesses' {
- enum TonemappingOperator {
- Hable = 0,
- Reinhard = 1,
- HejiDawson = 2,
- Photographic = 3,
- }
- class TonemapPostProcess extends PostProcess {
- private _operator;
- exposureAdjustment: number;
- constructor(name: string, _operator: TonemappingOperator, exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
- }
- }
- declare module 'babylonjs/additionalPostProcesses' {
- class DisplayPassPostProcess extends PostProcess {
- constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
- }
- }
- declare module 'babylonjs/additionalPostProcesses' {
- class HighlightsPostProcess extends PostProcess {
- constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
- }
- }
- declare module 'babylonjs/additionalPostProcesses' {
- class ImageProcessingPostProcess extends PostProcess {
- /**
- * Default configuration related to image processing available in the PBR Material.
- */
- protected _imageProcessingConfiguration: ImageProcessingConfiguration;
- /**
- * Gets the image processing configuration used either in this material.
- */
- /**
- * Sets the Default image processing configuration used either in the this material.
- *
- * If sets to null, the scene one is in use.
- */
- imageProcessingConfiguration: ImageProcessingConfiguration;
- /**
- * Keep track of the image processing observer to allow dispose and replace.
- */
- private _imageProcessingObserver;
- /**
- * Attaches a new image processing configuration to the PBR Material.
- * @param configuration
- */
- protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
- /**
- * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
- */
- /**
- * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
- */
- colorCurves: Nullable<ColorCurves>;
- /**
- * Gets wether the color curves effect is enabled.
- */
- /**
- * Sets wether the color curves effect is enabled.
- */
- colorCurvesEnabled: boolean;
- /**
- * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
- */
- /**
- * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
- */
- colorGradingTexture: Nullable<BaseTexture>;
- /**
- * Gets wether the color grading effect is enabled.
- */
- /**
- * Gets wether the color grading effect is enabled.
- */
- colorGradingEnabled: boolean;
- /**
- * Gets exposure used in the effect.
- */
- /**
- * Sets exposure used in the effect.
- */
- exposure: number;
- /**
- * Gets wether tonemapping is enabled or not.
- */
- /**
- * Sets wether tonemapping is enabled or not
- */
- toneMappingEnabled: boolean;
- /**
- * Gets contrast used in the effect.
- */
- /**
- * Sets contrast used in the effect.
- */
- contrast: number;
- /**
- * Gets Vignette stretch size.
- */
- /**
- * Sets Vignette stretch size.
- */
- vignetteStretch: number;
- /**
- * Gets Vignette centre X Offset.
- */
- /**
- * Sets Vignette centre X Offset.
- */
- vignetteCentreX: number;
- /**
- * Gets Vignette centre Y Offset.
- */
- /**
- * Sets Vignette centre Y Offset.
- */
- vignetteCentreY: number;
- /**
- * Gets Vignette weight or intensity of the vignette effect.
- */
- /**
- * Sets Vignette weight or intensity of the vignette effect.
- */
- vignetteWeight: number;
- /**
- * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
- * if vignetteEnabled is set to true.
- */
- /**
- * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
- * if vignetteEnabled is set to true.
- */
- vignetteColor: Color4;
- /**
- * Gets Camera field of view used by the Vignette effect.
- */
- /**
- * Sets Camera field of view used by the Vignette effect.
- */
- vignetteCameraFov: number;
- /**
- * Gets the vignette blend mode allowing different kind of effect.
- */
- /**
- * Sets the vignette blend mode allowing different kind of effect.
- */
- vignetteBlendMode: number;
- /**
- * Gets wether the vignette effect is enabled.
- */
- /**
- * Sets wether the vignette effect is enabled.
- */
- vignetteEnabled: boolean;
- private _fromLinearSpace;
- /**
- * Gets wether the input of the processing is in Gamma or Linear Space.
- */
- /**
- * Sets wether the input of the processing is in Gamma or Linear Space.
- */
- fromLinearSpace: boolean;
- /**
- * Defines cache preventing GC.
- */
- private _defines;
- constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
- getClassName(): string;
- protected _updateParameters(): void;
- dispose(camera?: Camera): void;
- }
- }
- 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 {ImageProcessingPostProcess} from 'babylonjs/additionalPostProcess_imageProcessing';
- 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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