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- declare module 'babylonjs/gamepad' {
- class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
- camera: FreeCamera;
- gamepad: Nullable<Gamepad>;
- private _onGamepadConnectedObserver;
- private _onGamepadDisconnectedObserver;
- gamepadAngularSensibility: number;
- gamepadMoveSensibility: number;
- private _cameraTransform;
- private _deltaTransform;
- private _vector3;
- private _vector2;
- attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
- detachControl(element: Nullable<HTMLElement>): void;
- checkInputs(): void;
- getClassName(): string;
- getSimpleName(): string;
- }
- }
- declare module 'babylonjs/gamepad' {
- class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
- camera: ArcRotateCamera;
- gamepad: Nullable<Gamepad>;
- private _onGamepadConnectedObserver;
- private _onGamepadDisconnectedObserver;
- gamepadRotationSensibility: number;
- gamepadMoveSensibility: number;
- attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
- detachControl(element: Nullable<HTMLElement>): void;
- checkInputs(): void;
- getClassName(): string;
- getSimpleName(): string;
- }
- }
- declare module 'babylonjs/gamepad' {
- class GamepadManager {
- private _scene;
- private _babylonGamepads;
- private _oneGamepadConnected;
- _isMonitoring: boolean;
- private _gamepadEventSupported;
- private _gamepadSupport;
- onGamepadConnectedObservable: Observable<Gamepad>;
- onGamepadDisconnectedObservable: Observable<Gamepad>;
- private _onGamepadConnectedEvent;
- private _onGamepadDisconnectedEvent;
- constructor(_scene?: Scene | undefined);
- readonly gamepads: Gamepad[];
- getGamepadByType(type?: number): Nullable<Gamepad>;
- dispose(): void;
- private _addNewGamepad(gamepad);
- private _startMonitoringGamepads();
- private _stopMonitoringGamepads();
- _checkGamepadsStatus(): void;
- private _updateGamepadObjects();
- }
- }
- declare module 'babylonjs/gamepad' {
- class StickValues {
- x: number;
- y: number;
- constructor(x: number, y: number);
- }
- interface GamepadButtonChanges {
- changed: boolean;
- pressChanged: boolean;
- touchChanged: boolean;
- valueChanged: boolean;
- }
- class Gamepad {
- id: string;
- index: number;
- browserGamepad: any;
- type: number;
- private _leftStick;
- private _rightStick;
- _isConnected: boolean;
- private _leftStickAxisX;
- private _leftStickAxisY;
- private _rightStickAxisX;
- private _rightStickAxisY;
- private _onleftstickchanged;
- private _onrightstickchanged;
- static GAMEPAD: number;
- static GENERIC: number;
- static XBOX: number;
- static POSE_ENABLED: number;
- protected _invertLeftStickY: boolean;
- readonly isConnected: boolean;
- constructor(id: string, index: number, browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
- onleftstickchanged(callback: (values: StickValues) => void): void;
- onrightstickchanged(callback: (values: StickValues) => void): void;
- leftStick: StickValues;
- rightStick: StickValues;
- update(): void;
- dispose(): void;
- }
- class GenericPad extends Gamepad {
- private _buttons;
- private _onbuttondown;
- private _onbuttonup;
- onButtonDownObservable: Observable<number>;
- onButtonUpObservable: Observable<number>;
- onbuttondown(callback: (buttonPressed: number) => void): void;
- onbuttonup(callback: (buttonReleased: number) => void): void;
- constructor(id: string, index: number, browserGamepad: any);
- private _setButtonValue(newValue, currentValue, buttonIndex);
- update(): void;
- dispose(): void;
- }
- }
- declare module 'babylonjs/gamepad' {
- enum Xbox360Button {
- A = 0,
- B = 1,
- X = 2,
- Y = 3,
- Start = 4,
- Back = 5,
- LB = 6,
- RB = 7,
- LeftStick = 8,
- RightStick = 9,
- }
- enum Xbox360Dpad {
- Up = 0,
- Down = 1,
- Left = 2,
- Right = 3,
- }
- class Xbox360Pad extends Gamepad {
- private _leftTrigger;
- private _rightTrigger;
- private _onlefttriggerchanged;
- private _onrighttriggerchanged;
- private _onbuttondown;
- private _onbuttonup;
- private _ondpaddown;
- private _ondpadup;
- onButtonDownObservable: Observable<Xbox360Button>;
- onButtonUpObservable: Observable<Xbox360Button>;
- onPadDownObservable: Observable<Xbox360Dpad>;
- onPadUpObservable: Observable<Xbox360Dpad>;
- private _buttonA;
- private _buttonB;
- private _buttonX;
- private _buttonY;
- private _buttonBack;
- private _buttonStart;
- private _buttonLB;
- private _buttonRB;
- private _buttonLeftStick;
- private _buttonRightStick;
- private _dPadUp;
- private _dPadDown;
- private _dPadLeft;
- private _dPadRight;
- private _isXboxOnePad;
- constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
- onlefttriggerchanged(callback: (value: number) => void): void;
- onrighttriggerchanged(callback: (value: number) => void): void;
- leftTrigger: number;
- rightTrigger: number;
- onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
- onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
- ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
- ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
- private _setButtonValue(newValue, currentValue, buttonType);
- private _setDPadValue(newValue, currentValue, buttonType);
- buttonA: number;
- buttonB: number;
- buttonX: number;
- buttonY: number;
- buttonStart: number;
- buttonBack: number;
- buttonLB: number;
- buttonRB: number;
- buttonLeftStick: number;
- buttonRightStick: number;
- dPadUp: number;
- dPadDown: number;
- dPadLeft: number;
- dPadRight: number;
- update(): void;
- dispose(): void;
- }
- }
- declare module 'babylonjs/gamepad' {
- enum PoseEnabledControllerType {
- VIVE = 0,
- OCULUS = 1,
- WINDOWS = 2,
- GENERIC = 3,
- }
- interface MutableGamepadButton {
- value: number;
- touched: boolean;
- pressed: boolean;
- }
- interface ExtendedGamepadButton extends GamepadButton {
- readonly pressed: boolean;
- readonly touched: boolean;
- readonly value: number;
- }
- class PoseEnabledControllerHelper {
- static InitiateController(vrGamepad: any): OculusTouchController | WindowsMotionController | ViveController | GenericController;
- }
- class PoseEnabledController extends Gamepad implements PoseControlled {
- private _deviceRoomPosition;
- private _deviceRoomRotationQuaternion;
- devicePosition: Vector3;
- deviceRotationQuaternion: Quaternion;
- deviceScaleFactor: number;
- position: Vector3;
- rotationQuaternion: Quaternion;
- controllerType: PoseEnabledControllerType;
- private _calculatedPosition;
- private _calculatedRotation;
- rawPose: DevicePose;
- _mesh: Nullable<AbstractMesh>;
- private _poseControlledCamera;
- private _leftHandSystemQuaternion;
- _deviceToWorld: Matrix;
- constructor(browserGamepad: any);
- private _workingMatrix;
- update(): void;
- updateFromDevice(poseData: DevicePose): void;
- attachToMesh(mesh: AbstractMesh): void;
- attachToPoseControlledCamera(camera: TargetCamera): void;
- dispose(): void;
- readonly mesh: Nullable<AbstractMesh>;
- getForwardRay(length?: number): Ray;
- }
- }
- declare module 'babylonjs/gamepad' {
- abstract class WebVRController extends PoseEnabledController {
- protected _defaultModel: AbstractMesh;
- onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
- onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
- onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
- onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
- onPadValuesChangedObservable: Observable<StickValues>;
- protected _buttons: Array<MutableGamepadButton>;
- private _onButtonStateChange;
- onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
- pad: StickValues;
- hand: string;
- readonly defaultModel: AbstractMesh;
- constructor(vrGamepad: any);
- update(): void;
- protected abstract handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
- abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
- private _setButtonValue(newState, currentState, buttonIndex);
- private _changes;
- private _checkChanges(newState, currentState);
- dispose(): void;
- }
- }
- declare module 'babylonjs/gamepad' {
- class OculusTouchController extends WebVRController {
- static MODEL_BASE_URL: string;
- static MODEL_LEFT_FILENAME: string;
- static MODEL_RIGHT_FILENAME: string;
- onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
- onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
- constructor(vrGamepad: any);
- initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
- readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
- readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
- readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
- readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
- protected handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
- }
- }
- declare module 'babylonjs/gamepad' {
- class ViveController extends WebVRController {
- static MODEL_BASE_URL: string;
- static MODEL_FILENAME: string;
- constructor(vrGamepad: any);
- initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
- readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
- readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
- readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
- /**
- * Vive mapping:
- * 0: touchpad
- * 1: trigger
- * 2: left AND right buttons
- * 3: menu button
- */
- protected handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
- }
- }
- declare module 'babylonjs/gamepad' {
- class GenericController extends WebVRController {
- static readonly MODEL_BASE_URL: string;
- static readonly MODEL_FILENAME: string;
- constructor(vrGamepad: any);
- initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
- protected handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
- }
- }
- declare module 'babylonjs/gamepad' {
- class WindowsMotionController extends WebVRController {
- static MODEL_BASE_URL: string;
- static MODEL_LEFT_FILENAME: string;
- static MODEL_RIGHT_FILENAME: string;
- static readonly GAMEPAD_ID_PREFIX: string;
- private static readonly GAMEPAD_ID_PATTERN;
- private _loadedMeshInfo;
- private readonly _mapping;
- onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
- onTrackpadValuesChangedObservable: Observable<StickValues>;
- trackpad: StickValues;
- constructor(vrGamepad: any);
- readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
- readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
- readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
- readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
- readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
- readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
- /**
- * Called once per frame by the engine.
- */
- update(): void;
- /**
- * Called once for each button that changed state since the last frame
- * @param buttonIdx Which button index changed
- * @param state New state of the button
- * @param changes Which properties on the state changed since last frame
- */
- protected handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
- protected lerpButtonTransform(buttonName: string, buttonValue: number): void;
- protected lerpAxisTransform(axis: number, axisValue: number): void;
- /**
- * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
- * @param scene scene in which to add meshes
- * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
- */
- initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
- /**
- * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
- * can be transformed by button presses and axes values, based on this._mapping.
- *
- * @param scene scene in which the meshes exist
- * @param meshes list of meshes that make up the controller model to process
- * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
- */
- private processModel(scene, meshes);
- private createMeshInfo(rootNode);
- getForwardRay(length?: number): Ray;
- dispose(): 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 {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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