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- declare module 'babylonjs/animations' {
- class AnimationRange {
- name: string;
- from: number;
- to: number;
- constructor(name: string, from: number, to: number);
- clone(): AnimationRange;
- }
- /**
- * Composed of a frame, and an action function
- */
- class AnimationEvent {
- frame: number;
- action: () => void;
- onlyOnce: boolean | undefined;
- isDone: boolean;
- constructor(frame: number, action: () => void, onlyOnce?: boolean | undefined);
- }
- class PathCursor {
- private path;
- private _onchange;
- value: number;
- animations: Animation[];
- constructor(path: Path2);
- getPoint(): Vector3;
- moveAhead(step?: number): PathCursor;
- moveBack(step?: number): PathCursor;
- move(step: number): PathCursor;
- private ensureLimits();
- private raiseOnChange();
- onchange(f: (cursor: PathCursor) => void): PathCursor;
- }
- class Animation {
- name: string;
- targetProperty: string;
- framePerSecond: number;
- dataType: number;
- loopMode: number | undefined;
- enableBlending: boolean | undefined;
- static AllowMatricesInterpolation: boolean;
- private _keys;
- private _easingFunction;
- _runtimeAnimations: RuntimeAnimation[];
- private _events;
- targetPropertyPath: string[];
- blendingSpeed: number;
- private _ranges;
- static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
- /**
- * Sets up an animation.
- * @param property the property to animate
- * @param animationType the animation type to apply
- * @param easingFunction the easing function used in the animation
- * @returns The created animation
- */
- static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
- /**
- * Create and start an animation on a node
- * @param {string} name defines the name of the global animation that will be run on all nodes
- * @param {BABYLON.Node} node defines the root node where the animation will take place
- * @param {string} targetProperty defines property to animate
- * @param {number} framePerSecond defines the number of frame per second yo use
- * @param {number} totalFrame defines the number of frames in total
- * @param {any} from defines the initial value
- * @param {any} to defines the final value
- * @param {number} loopMode defines which loop mode you want to use (off by default)
- * @param {BABYLON.EasingFunction} easingFunction defines the easing function to use (linear by default)
- * @param onAnimationEnd defines the callback to call when animation end
- * @returns the animatable created for this animation
- */
- static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
- /**
- * Create and start an animation on a node and its descendants
- * @param {string} name defines the name of the global animation that will be run on all nodes
- * @param {BABYLON.Node} node defines the root node where the animation will take place
- * @param {boolean} directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
- * @param {string} targetProperty defines property to animate
- * @param {number} framePerSecond defines the number of frame per second yo use
- * @param {number} totalFrame defines the number of frames in total
- * @param {any} from defines the initial value
- * @param {any} to defines the final value
- * @param {number} loopMode defines which loop mode you want to use (off by default)
- * @param {BABYLON.EasingFunction} easingFunction defines the easing function to use (linear by default)
- * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
- * @returns the list of animatables created for all nodes
- * @example https://www.babylonjs-playground.com/#MH0VLI
- */
- static CreateAndStartHierarchyAnimation(name: string, node: Node, directDescendantsOnly: boolean, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable[]>;
- static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
- /**
- * Transition property of the Camera to the target Value.
- * @param property The property to transition
- * @param targetValue The target Value of the property
- * @param host The object where the property to animate belongs
- * @param scene Scene used to run the animation
- * @param frameRate Framerate (in frame/s) to use
- * @param transition The transition type we want to use
- * @param duration The duration of the animation, in milliseconds
- * @param onAnimationEnd Call back trigger at the end of the animation.
- */
- static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
- /**
- * Return the array of runtime animations currently using this animation
- */
- readonly runtimeAnimations: RuntimeAnimation[];
- readonly hasRunningRuntimeAnimations: boolean;
- constructor(name: string, targetProperty: string, framePerSecond: number, dataType: number, loopMode?: number | undefined, enableBlending?: boolean | undefined);
- /**
- * @param {boolean} fullDetails - support for multiple levels of logging within scene loading
- */
- toString(fullDetails?: boolean): string;
- /**
- * Add an event to this animation.
- */
- addEvent(event: AnimationEvent): void;
- /**
- * Remove all events found at the given frame
- * @param frame
- */
- removeEvents(frame: number): void;
- getEvents(): AnimationEvent[];
- createRange(name: string, from: number, to: number): void;
- deleteRange(name: string, deleteFrames?: boolean): void;
- getRange(name: string): Nullable<AnimationRange>;
- getKeys(): Array<{
- frame: number;
- value: any;
- inTangent?: any;
- outTangent?: any;
- }>;
- getHighestFrame(): number;
- getEasingFunction(): IEasingFunction;
- setEasingFunction(easingFunction: EasingFunction): void;
- floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
- floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
- quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
- quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
- vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
- vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
- vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
- vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
- sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
- color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
- matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number): Matrix;
- clone(): Animation;
- setKeys(values: Array<{
- frame: number;
- value: any;
- }>): void;
- serialize(): any;
- private static _ANIMATIONTYPE_FLOAT;
- private static _ANIMATIONTYPE_VECTOR3;
- private static _ANIMATIONTYPE_QUATERNION;
- private static _ANIMATIONTYPE_MATRIX;
- private static _ANIMATIONTYPE_COLOR3;
- private static _ANIMATIONTYPE_VECTOR2;
- private static _ANIMATIONTYPE_SIZE;
- private static _ANIMATIONLOOPMODE_RELATIVE;
- private static _ANIMATIONLOOPMODE_CYCLE;
- private static _ANIMATIONLOOPMODE_CONSTANT;
- static readonly ANIMATIONTYPE_FLOAT: number;
- static readonly ANIMATIONTYPE_VECTOR3: number;
- static readonly ANIMATIONTYPE_VECTOR2: number;
- static readonly ANIMATIONTYPE_SIZE: number;
- static readonly ANIMATIONTYPE_QUATERNION: number;
- static readonly ANIMATIONTYPE_MATRIX: number;
- static readonly ANIMATIONTYPE_COLOR3: number;
- static readonly ANIMATIONLOOPMODE_RELATIVE: number;
- static readonly ANIMATIONLOOPMODE_CYCLE: number;
- static readonly ANIMATIONLOOPMODE_CONSTANT: number;
- static Parse(parsedAnimation: any): Animation;
- static AppendSerializedAnimations(source: IAnimatable, destination: any): any;
- }
- }
- declare module 'babylonjs/animations' {
- /**
- * This class defines the direct association between an animation and a target
- */
- class TargetedAnimation {
- animation: Animation;
- target: any;
- }
- /**
- * Use this class to create coordinated animations on multiple targets
- */
- class AnimationGroup implements IDisposable {
- name: string;
- private _scene;
- private _targetedAnimations;
- private _animatables;
- private _from;
- private _to;
- private _isStarted;
- private _speedRatio;
- onAnimationEndObservable: Observable<TargetedAnimation>;
- /**
- * Define if the animations are started
- */
- readonly isStarted: boolean;
- /**
- * Gets or sets the speed ratio to use for all animations
- */
- /**
- * Gets or sets the speed ratio to use for all animations
- */
- speedRatio: number;
- constructor(name: string, scene?: Nullable<Scene>);
- /**
- * Add an animation (with its target) in the group
- * @param animation defines the animation we want to add
- * @param target defines the target of the animation
- * @returns the {BABYLON.TargetedAnimation} object
- */
- addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
- /**
- * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
- * It can add constant keys at begin or end
- * @param beginFrame defines the new begin frame for all animations. It can't be bigger than the smaller begin frame of all animations
- * @param endFrame defines the new end frame for all animations. It can't be smaller than the larger end frame of all animations
- */
- normalize(beginFrame: number, endFrame: number): AnimationGroup;
- /**
- * Start all animations on given targets
- * @param loop defines if animations must loop
- * @param speedRatio defines the ratio to apply to animation speed (1 by default)
- */
- start(loop?: boolean, speedRatio?: number): AnimationGroup;
- /**
- * Pause all animations
- */
- pause(): AnimationGroup;
- /**
- * Play all animations to initial state
- * This function will start() the animations if they were not started or will restart() them if they were paused
- * @param loop defines if animations must loop
- */
- play(loop?: boolean): AnimationGroup;
- /**
- * Reset all animations to initial state
- */
- reset(): AnimationGroup;
- /**
- * Restart animations from key 0
- */
- restart(): AnimationGroup;
- /**
- * Stop all animations
- */
- stop(): AnimationGroup;
- /**
- * Dispose all associated resources
- */
- dispose(): void;
- }
- }
- declare module 'babylonjs/animations' {
- class RuntimeAnimation {
- currentFrame: number;
- private _animation;
- private _target;
- private _originalBlendValue;
- private _offsetsCache;
- private _highLimitsCache;
- private _stopped;
- private _blendingFactor;
- constructor(target: any, animation: Animation);
- readonly animation: Animation;
- reset(): void;
- isStopped(): boolean;
- dispose(): void;
- private _getKeyValue(value);
- private _interpolate(currentFrame, repeatCount, loopMode?, offsetValue?, highLimitValue?);
- setValue(currentValue: any, blend?: boolean): void;
- goToFrame(frame: number): void;
- _prepareForSpeedRatioChange(newSpeedRatio: number): void;
- private _ratioOffset;
- private _previousDelay;
- private _previousRatio;
- animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, blend?: boolean): boolean;
- }
- }
- declare module 'babylonjs/animations' {
- class Animatable {
- target: any;
- fromFrame: number;
- toFrame: number;
- loopAnimation: boolean;
- onAnimationEnd: (() => void) | null | undefined;
- private _localDelayOffset;
- private _pausedDelay;
- private _runtimeAnimations;
- private _paused;
- private _scene;
- private _speedRatio;
- animationStarted: boolean;
- speedRatio: number;
- constructor(scene: Scene, target: any, fromFrame?: number, toFrame?: number, loopAnimation?: boolean, speedRatio?: number, onAnimationEnd?: (() => void) | null | undefined, animations?: any);
- getAnimations(): RuntimeAnimation[];
- appendAnimations(target: any, animations: Animation[]): void;
- getAnimationByTargetProperty(property: string): Nullable<Animation>;
- getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
- reset(): void;
- enableBlending(blendingSpeed: number): void;
- disableBlending(): void;
- goToFrame(frame: number): void;
- pause(): void;
- restart(): void;
- stop(animationName?: string): void;
- _animate(delay: number): boolean;
- }
- }
- declare module 'babylonjs/animations' {
- interface IEasingFunction {
- ease(gradient: number): number;
- }
- class EasingFunction implements IEasingFunction {
- private static _EASINGMODE_EASEIN;
- private static _EASINGMODE_EASEOUT;
- private static _EASINGMODE_EASEINOUT;
- static readonly EASINGMODE_EASEIN: number;
- static readonly EASINGMODE_EASEOUT: number;
- static readonly EASINGMODE_EASEINOUT: number;
- private _easingMode;
- setEasingMode(easingMode: number): void;
- getEasingMode(): number;
- easeInCore(gradient: number): number;
- ease(gradient: number): number;
- }
- class CircleEase extends EasingFunction implements IEasingFunction {
- easeInCore(gradient: number): number;
- }
- class BackEase extends EasingFunction implements IEasingFunction {
- amplitude: number;
- constructor(amplitude?: number);
- easeInCore(gradient: number): number;
- }
- class BounceEase extends EasingFunction implements IEasingFunction {
- bounces: number;
- bounciness: number;
- constructor(bounces?: number, bounciness?: number);
- easeInCore(gradient: number): number;
- }
- class CubicEase extends EasingFunction implements IEasingFunction {
- easeInCore(gradient: number): number;
- }
- class ElasticEase extends EasingFunction implements IEasingFunction {
- oscillations: number;
- springiness: number;
- constructor(oscillations?: number, springiness?: number);
- easeInCore(gradient: number): number;
- }
- class ExponentialEase extends EasingFunction implements IEasingFunction {
- exponent: number;
- constructor(exponent?: number);
- easeInCore(gradient: number): number;
- }
- class PowerEase extends EasingFunction implements IEasingFunction {
- power: number;
- constructor(power?: number);
- easeInCore(gradient: number): number;
- }
- class QuadraticEase extends EasingFunction implements IEasingFunction {
- easeInCore(gradient: number): number;
- }
- class QuarticEase extends EasingFunction implements IEasingFunction {
- easeInCore(gradient: number): number;
- }
- class QuinticEase extends EasingFunction implements IEasingFunction {
- easeInCore(gradient: number): number;
- }
- class SineEase extends EasingFunction implements IEasingFunction {
- easeInCore(gradient: number): number;
- }
- class BezierCurveEase extends EasingFunction implements IEasingFunction {
- x1: number;
- y1: number;
- x2: number;
- y2: number;
- constructor(x1?: number, y1?: number, x2?: number, y2?: number);
- easeInCore(gradient: number): number;
- }
- }
- 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 {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 {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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